2016-01-22 17:07:34 +02:00
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markdown = require('./markdown.coffee')
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###
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fcall() (by analogy with fmap) is added to the prototypes of both String and
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Function. When called on a Function, it's an alias for Function#call();
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when called on a String, it only returns the string itself, discarding any input.
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###
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Function.prototype.fcall = Function.prototype.call;
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String.prototype.fcall = function() { return this; }
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# Utility functions
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parseFn = (str) ->
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unless str?
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return str
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fstr = """
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(function(character, system, situation) {
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#{str}
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#})
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"""
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2016-01-23 13:31:03 +02:00
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return eval(fstr)
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2016-01-22 17:07:34 +02:00
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# Scrolls the top of the screen to the specified point
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scrollTopTo = (value) ->
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$('html,body').animate({scrollTop: value}, 500)
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# Scrolls the bottom of the screen to the specified point
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scrollBottomTo = (value) ->
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scrollTopTo(value - $(window).height())
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# Scrolls all the way to the bottom of the screen
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scrollToBottom = () ->
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scrollTopTo($('html').height() - $(window).height());
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# Regular expression to catch every link action.
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# Salet's default is a general URL-safe expression.
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linkRe = /^([0-9A-Za-z_-]+|\.)(\/([0-9A-Za-z_-]+))?$/
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# Returns HTML from the given content with the non-raw links wired up.
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augmentLinks = (content) ->
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output = $(content)
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# Wire up the links for regular <a> tags.
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output.find("a").each((index, element) ->
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a = $(element)
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href = a.attr('href')
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if (!a.hasClass("raw")|| href.match(/[?&]raw[=&]?/))
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if (href.match(linkRe))
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a.click((event) ->
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event.preventDefault()
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# If we're a once-click, remove all matching links.
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if (a.hasClass("once") || href.match(/[?&]once[=&]?/))
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system.clearLinks(href)
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processClick(href)
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return false
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)
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else
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a.addClass("raw")
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)
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return output
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###
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This is the control structure, it has minimal amount of data and
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this data is volatile anyway (as in, it won't get saved).
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###
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Salet = {
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rnd: null
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time: 0
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# Corresponding room names to room objects.
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rooms: {}
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# The unique id of the starting room.
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start: "start"
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# --- Hooks ---
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###
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This function is called at the start of the game. It is
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normally overridden to provide initial character creation
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(setting initial quality values, setting the
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character-text. This is optional, however, as set-up
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processing could also be done by the first situation's
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enter function. If this function is given it should have
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the signature function(character, system).
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###
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init: null
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###
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This function is called before entering any new
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situation. It is called before the corresponding situation
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has its `enter` method called.
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###
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entering: (character, system, oldSituationId, newSituationId) ->
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###
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Hook for when the situation has already been carried out
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and printed.
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###
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afterEnter: (character, system, oldSituationId, newSituationId) ->
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###
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This function is called before carrying out any action in
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any situation. It is called before the corresponding
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situation has its `act` method called.
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If the function returns true, then it is indicating that it
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has consumed the action, and the action will not be passed
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on to the situation. Note that this is the only one of
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these global handlers that can consume the event.
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###
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beforeAction: (character, system, situationId, actionId) ->
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###
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This function is called after carrying out any action in
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any situation. It is called after the corresponding
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situation has its `act` method called.
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###
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afterAction: (character, system, situationId, actionId) ->
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###
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This function is called after leaving any situation. It is
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called after the corresponding situation has its `exit`
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method called.
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###
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exit: (character, system, oldSituationId, newSituationId) ->
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###
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Removes all content from the page, clearing the main content area.
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If an elementSelector is given, then only that selector will be
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cleared. Note that all content from the cleared element is removed,
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but the element itself remains, ready to be filled again using
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System.write.
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###
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clearContent: (elementSelector) ->
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document.querySelector(elementSelector).innerHTML = ""
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# jQuery was confused by this point where's the context so I did it vanilla-way
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write: (content, elementSelector) ->
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if content == ""
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return
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if typeof content == "function"
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content = content()
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block = document.getElementById("current-situation")
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if block
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block.innerHTML = block.innerHTML + markdown(content)
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else
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console.error("No current situation found.")
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###
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Turns any links that target the given href into plain
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text. This can be used to remove action options when an action
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is no longer available. It is used automatically when you give
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a link the 'once' class.
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###
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clearLinks: (code) ->
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$("a[href='" + code + "']").each((index, element) ->
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a = $(element)
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a.replaceWith($("<span>").addClass("ex_link").html(a.html()))
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)
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###
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Given a list of situation ids, this outputs a standard option
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block with the situation choices in the given order.
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The contents of each choice will be a link to the situation,
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the text of the link will be given by the situation's
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outputText property. Note that the canChoose function is
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called, and if it returns false, then the text will appear, but
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the link will not be clickable.
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Although canChoose is honored, canView and displayOrder are
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not. If you need to honor these, you should either do so
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manually, ot else use the `getSituationIdChoices` method to
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return an ordered list of valid viewable situation ids.
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###
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writeChoices: (listOfIds, elementSelector) ->
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if (listOfIds.length == 0)
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return
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currentSituation = getCurrentSituation();
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$options = $("<ul>").addClass("options");
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for (i = 0; i < listOfIds.length; ++i) {
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situationId = listOfIds[i]
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situation = game.situations[situationId]
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assert(situation, "unknown_situation".l({id:situationId}))
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if (situation == currentSituation) {
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continue
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}
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optionText = situation.optionText.fcall(this, character, this, currentSituation)
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if (!optionText)
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optionText = "choice".l({number:i+1})
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$option = $("<li>")
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$a = $("<span>")
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if (situation.canChoose(character, this, currentSituation)) {
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$a = $("<a>").attr({href: situationId})
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}
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$a.html(optionText)
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$option.html($a)
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$options.append($option)
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}
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@write($options, elementSelector)
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###
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Returns a list of situation ids to choose from, given a set of
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specifications.
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This function is a complex and powerful way of compiling
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implicit situation choices. You give it a list of situation ids
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and situation tags (if a single id or tag is needed just that
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string can be given, it doesn't need to be wrapped in a
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list). Tags should be prefixed with a hash # to differentiate
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them from situation ids. The function then considers all
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matching situations in descending priority order, calling their
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canView functions and filtering out any that should not be
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shown, given the current state. Without additional parameters
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the function returns a list of the situation ids at the highest
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level of priority that has any valid results. So, for example,
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if a tag #places matches three situations, one with priority 2,
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and two with priority 3, and all of them can be viewed in the
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current context, then only the two with priority 3 will be
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returned. This allows you to have high-priority situations that
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trump any lower situations when they are valid, such as
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situations that force the player to go to one destination if
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the player is out of money, for example.
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If a minChoices value is given, then the function will attempt
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to return at least that many results. If not enough results are
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available at the highest priority, then lower priorities will
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be considered in turn, until enough situations are found. In
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the example above, if we had a minChoices of three, then all
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three situations would be returned, even though they have
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different priorities. If you need to return all valid
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situations, regardless of their priorities, set minChoices to a
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large number, such as `Number.MAX_VALUE`, and leave maxChoices
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undefined.
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If a maxChoices value is given, then the function will not
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return any more than the given number of results. If there are
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more than this number of results possible, then the highest
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priority resuls will be guaranteed to be returned, but the
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lowest priority group will have to fight it out for the
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remaining places. In this case, a random sample is chosen,
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taking into account the frequency of each situation. So a
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situation with a frequency of 100 will be chosen 100 times more
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often than a situation with a frequency of 1, if there is one
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space available. Often these frequencies have to be taken as a
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guideline, and the actual probabilities will only be
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approximate. Consider three situations with frequencies of 1,
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1, 100, competing for two spaces. The 100-frequency situation
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will be chosen almost every time, but for the other space, one
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of the 1-frequency situations must be chosen. So the actual
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probabilities will be roughly 50%, 50%, 100%. When selecting
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more than one result, frequencies can only be a guide.
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Before this function returns its result, it sorts the
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situations in increasing order of their displayOrder values.
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###
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getSituationIdChoices: (listOfOrOneIdsOrTags, minChoices, maxChoices) ->
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datum = null
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i = 0
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# First check if we have a single string for the id or tag.
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if ($.type(listOfOrOneIdsOrTags) == 'string')
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listOfOrOneIdsOrTags = [listOfOrOneIdsOrTags]
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# First we build a list of all candidate ids.
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allIds = {}
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for (i = 0; i < listOfOrOneIdsOrTags.length; ++i)
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tagOrId = listOfOrOneIdsOrTags[i]
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if (tagOrId.substr(0, 1) == '#')
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ids = getSituationIdsWithTag(tagOrId.substr(1))
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for (j = 0; j < ids.length; ++j)
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allIds[ids[j]] = true
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else
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allIds[tagOrId] = true
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#Filter out anything that can't be viewed right now.
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currentSituation = getCurrentSituation()
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viewableSituationData = []
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for (situationId in allIds)
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situation = game.situations[situationId]
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assert(situation, "unknown_situation".l({id:situationId}))
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if (situation.canView(character, system, currentSituation))
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#While we're here, get the selection data.
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viewableSituationDatum = situation.choiceData(character, system, currentSituation)
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viewableSituationDatum.id = situationId
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viewableSituationData.push(viewableSituationDatum)
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# Then we sort in descending priority order.
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viewableSituationData.sort((a, b) ->
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return b.priority - a.priority
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)
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committed = []
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candidatesAtLastPriority = []
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lastPriority
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# In descending priority order.
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for (i = 0; i < viewableSituationData.length; ++i)
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datum = viewableSituationData[i];
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if (datum.priority != lastPriority)
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if (lastPriority !== undefined)
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# We've dropped a priority group, see if we have enough
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# situations so far, and stop if we do.
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if (minChoices === undefined || i >= minChoices)
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break
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# Continue to acccumulate more options.
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committed.push.apply(committed, candidatesAtLastPriority);
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candidatesAtLastPriority = [];
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lastPriority = datum.priority;
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candidatesAtLastPriority.push(datum);
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# So the values in committed we're committed to, because without
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# them we wouldn't hit our minimum. But those in
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# candidatesAtLastPriority might take us over our maximum, so
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# figure out how many we should choose.
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totalChoices = committed.length + candidatesAtLastPriority.length
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if (maxChoices === undefined || maxChoices >= totalChoices)
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# We can use all the choices.
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committed.push.apply(committed, candidatesAtLastPriority)
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else if (maxChoices >= committed.length)
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# We can only use the commited ones.
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# NO-OP
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else
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# We have to sample the candidates, using their relative frequency.
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candidatesToInclude = maxChoices - committed.length;
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for (i = 0; i < candidatesAtLastPriority.length; ++i)
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datum = candidatesAtLastPriority[i];
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datum._frequencyValue = this.rnd.random() / datum.frequency;
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candidatesToInclude.sort((a, b) ->
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return a.frequencyValue - b.frequencyValue;
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)
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chosen = candidatesToInclude.slice(0, candidatesToInclude)
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committed.push.apply(committed, chosen)
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# Now sort in ascending display order.
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committed.sort((a, b) ->
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return a.displayOrder - b.displayOrder
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)
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# And return as a list of ids only.
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result = []
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for (i = 0; i < committed.length; ++i)
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result.push(committed[i].id)
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return result
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# This is the data on the player's progress that gets saved.
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progress: {
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# A random seed string, used internally to make random
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# sequences predictable.
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seed: null
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# Keeps track of the links clicked, and when.
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sequence: [],
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# The time when the progress was saved.
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saveTime: null
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}
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# The Id of the current situation the player is in.
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current: null;
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# This is the current character. It should be reconstructable
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# from the above progress data.
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character: {};
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|
|
# Tracks whether we're in interactive mode or batch mode.
|
|
|
|
interactive: true
|
|
|
|
|
|
|
|
# The system time when the game was initialized.
|
|
|
|
startTime: null
|
|
|
|
|
|
|
|
# The stack of links, resulting from the last action, still be to resolved.
|
|
|
|
linkStack: null
|
|
|
|
|
|
|
|
getCurrentSituation: () =>
|
|
|
|
if (@current)
|
|
|
|
return @rooms[@current]
|
|
|
|
return null
|
|
|
|
|
|
|
|
# Gets the unique id used to identify saved games.
|
|
|
|
getSaveId: (slot = "") ->
|
|
|
|
return 'salet_'+game.id+'_'+game.version+'_'+slot;
|
|
|
|
|
|
|
|
# At last, we scroll the view so that .new objects are in view.
|
|
|
|
endOutputTransaction: () =>
|
|
|
|
if (!@interactive) return; # We're loading a save; do nothing at all.
|
|
|
|
$new = $('.new')
|
|
|
|
viewHeight = $(window).height()
|
|
|
|
newTop, newBottom, newHeight, optionHeight = 0
|
|
|
|
|
|
|
|
if ($new.length === 0) return; # Somehow, there's nothing new.
|
|
|
|
|
|
|
|
newTop = $new.first().offset().top,
|
|
|
|
newBottom = $new.last().offset().top + $new.last().height(),
|
|
|
|
newHeight = newBottom - newTop;
|
|
|
|
|
|
|
|
# We take the options list into account, because we don't want the new
|
|
|
|
# content to scroll offscreen when the list disappears. So we calculate
|
|
|
|
# scroll points as though the option list was already gone.
|
|
|
|
if ($('.options').not('.new').length)
|
|
|
|
optionHeight = $('.options').not('new').height()
|
|
|
|
|
|
|
|
if (newHeight > (viewHeight - optionHeight - 50))
|
|
|
|
# The new content is too long for our viewport, so we scroll the
|
|
|
|
# top of the new content to roughly 75% of the way up the viewport's
|
|
|
|
# height.
|
|
|
|
scrollTopTo(newTop-(viewHeight*0.25) - optionHeight);
|
|
|
|
else
|
|
|
|
if (newTop > $('body').height() - viewHeight)
|
|
|
|
# If we scroll right to the bottom, the new content will be in
|
|
|
|
# view. So we do that.
|
|
|
|
scrollToBottom();
|
|
|
|
else
|
|
|
|
# Our new content is too far up the page. So we scroll to place
|
|
|
|
# it somewhere near the bottom.
|
|
|
|
scrollBottomTo(newBottom+100 - optionHeight);
|
|
|
|
|
|
|
|
# This gets called when a link needs to be followed, regardless
|
|
|
|
# of whether it was user action that initiated it.
|
|
|
|
processLink: (code) =>
|
|
|
|
# Check if we should do this now, or if processing is already underway.
|
|
|
|
if (@linkStack !== null)
|
|
|
|
@linkStack.push(code)
|
|
|
|
return
|
|
|
|
|
|
|
|
$('.new').removeClass('new')
|
|
|
|
|
|
|
|
# We're processing, so make the stack available.
|
|
|
|
@linkStack = []
|
|
|
|
|
|
|
|
# Handle each link in turn.
|
|
|
|
processOneLink(code);
|
|
|
|
while (@linkStack.length > 0)
|
|
|
|
code = linkStack.shift()
|
|
|
|
processOneLink(code)
|
|
|
|
|
|
|
|
# We're done, so remove the stack to prevent future pushes.
|
|
|
|
@linkStack = null;
|
|
|
|
|
|
|
|
# Scroll to the top of the new content.
|
|
|
|
@endOutputTransaction()
|
|
|
|
|
|
|
|
# We're able to save, if we weren't already.
|
|
|
|
@enableSaving()
|
|
|
|
|
|
|
|
disableSaving: () ->
|
2016-01-23 13:31:03 +02:00
|
|
|
$("#save").addClass('disabled');
|
2016-01-22 17:07:34 +02:00
|
|
|
enableSaving: () ->
|
|
|
|
$("#save").removeClass('disabled');
|
|
|
|
|
2016-01-23 13:31:03 +02:00
|
|
|
###
|
|
|
|
This gets called to actually do the work of processing a code.
|
|
|
|
When one doLink is called (or a link is clicked), this may set call
|
|
|
|
code that further calls doLink, and so on. This method processes
|
|
|
|
each one, and processLink manages this.
|
|
|
|
###
|
|
|
|
processOneLink: = (code) ->
|
|
|
|
match = code.match(linkRe)
|
|
|
|
assert(match, "link_not_valid".l({link:code}))
|
2016-01-22 17:07:34 +02:00
|
|
|
|
2016-01-23 13:31:03 +02:00
|
|
|
situation = match[1]
|
|
|
|
action = match[3]
|
2016-01-22 17:07:34 +02:00
|
|
|
|
2016-01-23 13:31:03 +02:00
|
|
|
# Change the situation
|
|
|
|
if (situation !== '.')
|
|
|
|
if (situation !== current)
|
|
|
|
doTransitionTo(situation)
|
|
|
|
else
|
|
|
|
# We should have an action if we have no situation change.
|
|
|
|
assert(action, "link_no_action".l())
|
|
|
|
|
|
|
|
# Carry out the action
|
|
|
|
if (action)
|
|
|
|
situation = getCurrentSituation()
|
|
|
|
if (situation)
|
|
|
|
if (game.beforeAction)
|
|
|
|
# Try the global act handler, and see if we need
|
|
|
|
# to notify the situation.
|
|
|
|
consumed = game.beforeAction(
|
|
|
|
character, system, current, action
|
|
|
|
)
|
|
|
|
if (consumed != true)
|
|
|
|
situation.act(character, system, action)
|
|
|
|
else
|
|
|
|
# We have no global act handler, always notify the situation.
|
|
|
|
situation.act(character, system, action)
|
|
|
|
|
|
|
|
if (game.afterAction)
|
|
|
|
game.afterAction(character, system, current, action)
|
|
|
|
|
|
|
|
# This gets called when the user clicks a link to carry out an action.
|
|
|
|
processClick: (code) ->
|
|
|
|
now = (new Date()).getTime() * 0.001
|
|
|
|
system.time = now - startTime
|
|
|
|
progress.sequence.push({link:code, when:system.time})
|
|
|
|
processLink(code)
|
|
|
|
|
|
|
|
# Transitions between situations.
|
|
|
|
doTransitionTo: (newSituationId) ->
|
|
|
|
oldSituationId = current
|
|
|
|
oldSituation = getCurrentSituation()
|
|
|
|
newSituation = game.situations[newSituationId]
|
|
|
|
|
|
|
|
assert(newSituation, "unknown_situation".l({id:newSituationId}))
|
|
|
|
|
|
|
|
# We might not have an old situation if this is the start of the game.
|
|
|
|
if (oldSituation)
|
|
|
|
if (game.exit)
|
|
|
|
game.exit(character, system, oldSituationId, newSituationId);
|
|
|
|
|
|
|
|
# Remove links and transient sections.
|
|
|
|
$('#content a').each((index, element) ->
|
|
|
|
a = $(element);
|
|
|
|
if (a.hasClass('sticky') || a.attr("href").match(/[?&]sticky[=&]?/))
|
|
|
|
return;
|
|
|
|
a.replaceWith($("<span>").addClass("ex_link").html(a.html()))
|
|
|
|
)
|
|
|
|
contentToHide = $('#content .transient, #content ul.options')
|
|
|
|
contentToHide.add($("#content a").filter(() ->
|
|
|
|
return $(this).attr("href").match(/[?&]transient[=&]?/)
|
|
|
|
))
|
|
|
|
if (interactive)
|
|
|
|
contentToHide.animate({opacity: 0}, 350).
|
|
|
|
slideUp(500, () ->
|
|
|
|
$(this).remove()
|
|
|
|
)
|
|
|
|
else
|
|
|
|
contentToHide.remove()
|
2016-01-22 17:07:34 +02:00
|
|
|
|
2016-01-23 13:31:03 +02:00
|
|
|
# Move the character.
|
|
|
|
current = newSituationId
|
2016-01-22 17:07:34 +02:00
|
|
|
|
2016-01-23 13:31:03 +02:00
|
|
|
# Notify the incoming situation.
|
|
|
|
if (game.enter)
|
|
|
|
game.enter(character, system, oldSituationId, newSituationId)
|
|
|
|
newSituation.entering(character, system, oldSituationId)
|
2016-01-22 17:07:34 +02:00
|
|
|
|
2016-01-23 13:31:03 +02:00
|
|
|
# additional hook for when the situation text has already been printed
|
|
|
|
if (game.afterEnter)
|
|
|
|
game.afterEnter(character, system, oldSituationId, newSituationId)
|
|
|
|
|
|
|
|
###
|
|
|
|
Erases the character in local storage. This is permanent!
|
|
|
|
To restart the game afterwards, we perform a simple page refresh.
|
|
|
|
This guarantees authors don't have to care about "tainting" the
|
|
|
|
game state across save/erase cycles, meaning that character.sandbox
|
|
|
|
no longer has to be the end-all be-all repository of game state. */
|
|
|
|
###
|
|
|
|
erase_save: (force = false) =>
|
|
|
|
save_id = @getSaveId() # save slot
|
|
|
|
if (localStorage.getItem(saveId) and (force or confirm("erase_message".l())))
|
|
|
|
localStorage.removeItem(saveId)
|
|
|
|
window.location.reload()
|
|
|
|
|
|
|
|
# Find and return a list of ids for all situations with the given tag.
|
|
|
|
getSituationIdsWithTag: (tag) =>
|
|
|
|
result = []
|
|
|
|
for (situationId, situation of @situations)
|
|
|
|
for (i = 0; i < situation.tags.length; ++i)
|
|
|
|
if (situation.tags[i] == tag)
|
|
|
|
result.push(situationId)
|
|
|
|
break
|
|
|
|
return result
|
|
|
|
|
|
|
|
# Saves the character to local storage.
|
|
|
|
saveGame: () ->
|
|
|
|
# Store when we're saving the game, to avoid exploits where a
|
|
|
|
# player loads their file to gain extra time.
|
|
|
|
now = (new Date()).getTime() * 0.001
|
|
|
|
progress.saveTime = now - startTime
|
|
|
|
|
|
|
|
# Save the game.
|
|
|
|
localStorage.setItem(getSaveId(), JSON.stringify(progress))
|
|
|
|
|
|
|
|
# Switch the button highlights.
|
|
|
|
$("#erase").removeClass('disabled')
|
|
|
|
$("#load").removeClass('disabled')
|
|
|
|
@disableSaving()
|
|
|
|
|
|
|
|
# Loads the game from the given data
|
|
|
|
loadGame = (characterData) ->
|
|
|
|
progress = characterData
|
|
|
|
|
|
|
|
character = new Character()
|
|
|
|
system.rnd = new Random(progress.seed)
|
|
|
|
|
|
|
|
# Empty the display
|
|
|
|
$("#content").empty()
|
|
|
|
$("#intro").empty()
|
|
|
|
|
|
|
|
# Now play through the actions so far:
|
|
|
|
if (game.init)
|
|
|
|
game.init(character, system)
|
|
|
|
|
|
|
|
# Run through all the player's history.
|
|
|
|
interactive = false
|
|
|
|
for (i = 0; i < progress.sequence.length; i++)
|
|
|
|
step = progress.sequence[i]
|
|
|
|
# The action must be done at the recorded time.
|
|
|
|
system.time = step.when
|
|
|
|
processLink(step.link)
|
|
|
|
interactive = true
|
|
|
|
|
|
|
|
# Reverse engineer the start time.
|
|
|
|
now = new Date().getTime() * 0.001
|
|
|
|
startTime = now - progress.saveTime
|
|
|
|
|
|
|
|
game_begin: () ->
|
|
|
|
# Handle storage.
|
|
|
|
storedCharacter = false
|
|
|
|
if (@hasLocalStorage())
|
|
|
|
storedCharacter = localStorage.getItem(@getSaveId())
|
|
|
|
|
|
|
|
if (storedCharacter)
|
|
|
|
try
|
|
|
|
@loadGame(JSON.parse(storedCharacter))
|
|
|
|
@disableSaving()
|
|
|
|
$("#erase").removeClass('disabled')
|
|
|
|
catch(err)
|
|
|
|
@erase_save(true)
|
|
|
|
else
|
|
|
|
progress.seed = new Date().toString()
|
|
|
|
|
|
|
|
character = new Character()
|
|
|
|
system.rnd = new Random(progress.seed)
|
|
|
|
progress.sequence = [{link:game.start, when:0}]
|
|
|
|
|
|
|
|
# Empty the display
|
|
|
|
$("#content").empty()
|
|
|
|
|
|
|
|
# Start the game
|
|
|
|
startTime = new Date().getTime() * 0.001
|
|
|
|
system.time = 0
|
|
|
|
if (game.init)
|
|
|
|
game.init(character, system)
|
|
|
|
|
|
|
|
# Do the first state.
|
|
|
|
doTransitionTo(game.start);
|
|
|
|
|
|
|
|
# Any point that an option list appears, its options are its first links.
|
|
|
|
$("body").on('click', "ul.options li, #menu li", (event) ->
|
|
|
|
# Make option clicks pass through to their first link.
|
|
|
|
link = $("a", this)
|
|
|
|
if (link.length > 0)
|
|
|
|
$(link.get(0)).click()
|
|
|
|
);
|
2016-01-22 17:07:34 +02:00
|
|
|
|
|
|
|
}
|
|
|
|
|
2016-01-23 13:31:03 +02:00
|
|
|
# Set up the game when everything is loaded.
|
|
|
|
$(document).ready(() ->
|
|
|
|
salet = new Salet
|
|
|
|
if (salet.hasLocalStorage())
|
|
|
|
$("#erase").click(salet.erase_save) # is Salet defined here?
|
|
|
|
$("#save").click(salet.saveGame)
|
|
|
|
|
|
|
|
salet.game_begin()
|
|
|
|
)
|