16 KiB
Situation
The Situation
object is the prototype of all the situations in your
game. It can be used directly, or through its more common derived
type, SimpleSituation
. The base Situation
gives you maximum
flexibility, but SimpleSituation
provides more functionality and can
produce terser code.
new Situation(options)
Creates a new situation. The options array can specify your implementation for any or all of the following methods of this class:
enter
exit
act
optionText
canView
canChoose
(see below for explanations of those methods). This allows you to easily create situations that override certain behaviors with code such as:
Situation({
enter: function(character, system, from) {
... your implementation ...
}
});
without having to subclass Situation
to provide your own
implementations.
In addition the following options can be passed in.
-
tags
: A list of tags with which to label this situation. These are primarily used to generate implicit lists of choices withSystem.getSituationIdChoices
. Tags are arbitrary strings. You can pass a list of strings, or a single string. If you pass a single string, it will be split at spaces, commas and tabs to form a list of tags. For this reason, tags normally do not contain spaces, commas or tabs (though if you pass in a list, and don't expect Undum to do the splitting for you, you can include any characters you like in a tag). -
optionText
(as a string): If given as a string, rather than a function, this text will be returned wheneveroptionText(...)
is called. -
displayOrder
: A numeric value, defaults to 1. When displaying lists of implicitly generated choices, the options be displayed in increasing value of this parameter. -
priority
: Can be any number, defaults to 1. When generating lists of choices implicitly, situations are considered in descending priority order. If higher priority situations can be displayed, lower priority situations will be hidden. SeeSystem.getSituationIdChoices
for details of the algorithm. -
frequency
: Any number, defaults to 1. When generating lists of implicit choices, where there are more choices available that slots to display them, situations will be chosen randomly, with a probability based on this value. SeeSystem.getSituationIdChoices
for details of the algorithm.
enter(character, system, from)
This is called when Undum enters a situation. The character
and
system
are instances of Character
and System
as described
above. The from
parameter is a string containing the situation
identifier for the situation that we're arriving from.
This method is the most commonly overridden. It is commonly used to
describe the current situation (by sending content to
system.write()
) and to update the character (by calling
system.setQuality()
or by changing data in the character's sandbox
object)..
exit(character, system, to)
This method takes the same character
and system
parameters as
enter
. Its third parameter, to
, is a string containing the
identifier of the situation we're exiting to.
act(character, system, action)
This method again takes the same character
and system
parameters
as before. Its third parameter is a string containing the action
identifier corresponding to the link the player clicked. It is common
to use an if
statement or a switch
to query this action identifier
and decide what to do accordingly. For situations in which many
different actions are possible, consider using the SimpleSituation
prototype, which provides this switching behavior for you.
optionText(character, system, hostSituation)
This method is called by System.writeChoices
to generate a label for
links to this situation. The hostSituation
is the situation that has
asked for the choices to be displayed.
canView(character, system, hostSituation)
This method is called by System.getSituationIdChoices
to determine
whether this situation can be part of a list of choices in the current
game state. It should return true or false.
canChoose(character, system, hostSituation)
This method is called by System.writeChoices
to determine whether a
link should be added to allow the user to enter this situation. If
not, the choice will still appear, but will not be clickable.
SimpleSituation
This prototype builds on the basic Situation
, providing tools to
make it easy to output content in the enter
method, and to switch
between different functions depending on the action identifier passed
into the act
method. The exit
method of SimpleSituation
is
exactly as for the base type Situation
.
new SimpleSituation(content, options)
Creates a new simple situation that will display the given content
when its enter
method is called. The given options dictionary
provides further control of the behavior of this type. Valid options
are:
-
enter
: Providing an enter function in theoptions
parameter allows you to add additional behavior to the enter method. Your custom function will be called in addition to and after the default content is written to the screen. You cannot overrideSimpleSituation
'senter
method by providing this function. To override the method, you would have to create a derived type. If you provide anenter
function, it should have the same form asSituation.enter
. -
act
: Pass in a function to add additional behavior to the act method. As forenter
, your method is called in addition to and after the built-in functionality. -
exit
: BecauseSimpleSituation
has no default behavior forexit
, any function you pass in here will be the only exit behavior for the object you are creating. -
heading
: Thecontent
that you specify will be written out verbatim. You can include headings in this content. Often it is more convenient to pass in just the text in thecontent
parameter. In that case you may define thisheading
parameter to display a heading before the text. Unlikecontent
, this doesn't need to conform to the Display Content requirements. -
actions
: This should be an object that maps action identifiers to responses. A response should be either some Display Content to write to the screen, or a function that will process that request. These functions should have the same signature as theSituation.act
method. Each function will only be called if the situation receives a call toact
with its corresponding identifier. This allows you to simply define functions that only get called when particular actions happen. -
choices
: An optional list of tags and situation-ids, with tags prefixed by a has symbol to distinguish them from situation ids. If given, this will cause the SimpleSituation to output an implicit block of choices after the content. -
minChoices
: If you have given achoices
definition, you can set this to an integer value to change the number of choices that will appear. SeeSystem.getSituationIdChoices
for more information on how this affects the output. -
maxChoices
: If you have given achoices
definition, you can set this to an integer value to change the number of choices that will appear. SeeSystem.getSituationIdChoices
for more information on how this affects the output.
An example SimpleSituation
definition might be:
new SimpleSituation(
"<p>...content...</p>",
{
heading: "Title",
actions: {
listen: function(character, system, action) {
if (character.qualities.hearing > 5) {
system.write("<p>You hear a tinkling inside.</p>");
} else {
system.write("<p>You hear nothing.</p>");
}
},
search: "<p>You find nothing.</p>"
}
}
);
notice how the listen
function is responsible for its own output,
where the search
property is a string in Display Content format,
ready for output.
Functions in SimpleSituation
Both the content
and the heading
of a simple situation can be
provided either as plain text, or as a function. If you provide a
function, then it will be called with no arguments, and it should
return a string to use for the output. This enables SimpleSituation
to be used with other formatting and templating systems.
QualityDefinition
Quality definitions tell Undum how and where to display a quality in
the character panel. Each quality definition has one method, format
,
which is responsible for converting a numeric quality value into a
displayable quantity.
You define your qualities in your undum.game.qualities
property.
new QualityDefinition(title, options)
Creates a new QualityDefinition
. It is rare to call this constructor
yourself, most often one of the derived types of QualityDefinition
are used. They are defined below.
The title
should be a string, and can contain HTML. It is used to
label the quality in the character panel. It can be any string, it
doesn't have to be in Display Content format.
Options are passed in in the options
parameter. The following
options are available.
-
priority
: A string used to sort qualities within their groups. When the system displays a list of qualities they will be sorted by this string. If you don't give a priority, then the title will be used, so you'll get alphabetic order. Normally you either don't give a priority, or else use a priority string containing 0-padded numbers (e.g. "00001"). -
group
: The identifier of a group in which to display this parameter. If a group is given, then it must be defined in yourundum.game.qualityGroups
property. -
extraClasses
: These classes will be attached to the<div>
tag that surrounds the quality when it is displayed. A common use for this is to add icons representing the quality. In your CSS define a class for each icon, then pass those classes into the appropriate quality definitions.
format(character, value)
This is called by Undum to get a human readable string representing
the given quality value for the given character. The method may return
an empty string if the value has no need to be displayed, or it may
return null
if the quantity itself shouldn't be displayed. The
difference here is significant. If your QualityDefinition
returns
the empty string, then the quality will appear in the character panel,
but it will have no value marked. If it returns null
, then it will
be removed from the character panel entirely.
Most commonly the character
parameter is ignored, but in your own
derived types you can take advantage of being able to access other
information about the character.
You may call this function yourself, but there is commonly no need. It will be called by Undum any time the corresponding quality needs to be displayed.
IntegerQuality
This is a derived type of QualityDefinition
that displays the
quality value by rounding it down to the nearest integer. This is
ideal for most numeric statistics.
NonZeroIntegerQuality
This is a derived type of IntegerQuality
that only displays its
value when it is non-zero. If it is non-zero then it formats in the
same way as IntegerQuality
. Whereas IntegerQuality
whould show
zero values as '0', this type of quality displays nothing.
NumericQuality
This is a derived type of QualityDefinition
that displays the
quality value directly, as a full floating point value.
WordScaleQuality
Sometimes you want qualities displayed in words rather than
numbers. This is a derived type of QualityDefinition
that allows you
to define words corresponding to possible quality values.
new WordScaleQuality(title, words, options)
The title
parameter is exactly as for QualityDefinition
.
The words
parameter determines what words will be used. It should be
an array of strings. By default the first string will be used to
represent a value of zero (after rounding down), and the second string
a value of 1, and so on to the end of the array. Values outside the
array are treated differently depending on the value of useBonuses
in the options
parameter.
The options
parameter supports the same three options as
QualityDefinition
. It also takes the following additional
parameters:
-
offset
: With offset=0 (the default), a quantity value of 0 will map to the first word, and so on. If offset is non-zero then the value given will correspond to the first word in the list. So if offset=4, then the first word in the list will be used for value=4, the second for value=5. You can specify a non-integer offset value, in this case the offset is applied before the value is rounded down. -
useBonuses
: If this is true (the default), then values outside the range of words will be constructed from the word and a numeric bonus. So with offset=0 and five words, the last of which is 'amazing', a score of six would give 'amazing+1'. if this is false, then the bonus would be omitted, so anything beyond 'amazing' is still 'amazing'.
FudgeAdjectivesQuality
This is a derived type of WordScaleQuality
that doesn't require you
to specify the words you wish to use. It uses the word scale from the
Fudge RPG: "terrible", "poor", "mediocre", "fair", "good", "great" and
"superb".
new FudgeAdjectivesQuality(title, options)
The parameters title
and options
are as for the WordScaleQuality
constructor. The offset
option defaults to -3, however (in
WordScaleQuality
it defaults to 0), making "fair" the display value
for 0.
OnOffQuality
An OnOffQuality
returns null
from its format
method
(i.e. removes itself from the character panel) when the corresponding
quality value is zero. Otherwise it returns the empty string (i.e. it
is shown in the panel, but doesn't have a value label). See
QualityDisplay.format
above for more details on this distinction.
new OnOffQuality(title, options)
The constructor for this type is the same as for QualityDefinition
from which it is derived. It accepts one extra option:
onDisplay
: If given, then rather than displaying the empty string, it displays the given string when its corresponding value is non-zero. This can be used to display a check-mark, for example ({onDisplay:"✓"}
), or even a HTMLimg
tag.
YesNoQuality
A YesNoQuality
displays one of two strings depending whether its
value is zero or not.
new YesNoQuality(title, options)
The constructor for this type is the same as for QualityDefinition
from which it is derived. It accepts two extra options:
yesDisplay
,noDisplay
: Either or both of these may be given. If they are given, then they should be set to a string, which will be used to indicate non-zero or zero values, respectively. By default "yes" and "no" are used.
QualityGroup
A quality group defines a set of qualities that should be displayed together in the character panel, under an optional subheading. You could use quality groups to distinguish between qualities representing a character's innate abilities and their equipment, for example.
You define your quality groups in your undum.game.qualityGroups
property.
new QualityGroup(title, options)
Constructs a new quality group that will have the given title
for a
subheading. The title may be null
, indicating that this group does
not need a heading.
The options
parameter should be an object with the given optional
parameters:
-
priority
: A string used to sort quality groups. When the system displays more than one quality group, they will be sorted by this string. If you don't give a priority, then the title will be used, so you'll get alphabetic order. Normally you either don't give a priority, or else use a priority string containing 0-padded numbers (e.g. "00001"). -
extraClasses
: These classes will be attached to the<div>
tag that surrounds the entire quality group when it is displayed. You can use this in addition to your CSS to radically change the way certain qualities are displayed.