markdown = require('./markdown.coffee') SaletView = require('./view.coffee') Random = require('./random.js') languages = require('./localize.coffee') ### fcall() (by analogy with fmap) is added to the prototypes of both String and Function. When called on a Function, it's an alias for Function#call(); when called on a String, it only returns the string itself, discarding any input. ### Function.prototype.fcall = Function.prototype.call; Boolean.prototype.fcall = () -> return this String.prototype.fcall = () -> return this assert = (msg, assertion) -> console.assert assertion, msg class Character inventory: [] ### This is the control structure, it has minimal amount of data and this data is volatile anyway (as in, it won't get saved). ### class Salet # REDEFINE THIS IN YOUR GAME game_id: null game_version: "1.0" rnd: null time: 0 # Corresponding room names to room objects. rooms: {} # The unique id of the starting room. start: "start" # Regular expression to catch every link action. # Salet's default is a general URL-safe expression. linkRe: /^([0-9A-Za-z_-]+|\.)(\/([0-9A-Za-z_-]+))?$/ ### This function is called at the start of the game. It is normally overridden to provide initial character creation (setting initial quality values, setting the character-text. This is optional, however, as set-up processing could also be done by the first situation's enter function. ### init: () -> ### This function is called before entering any new situation. It is called before the corresponding situation has its `enter` method called. ### enter: (oldSituationId, newSituationId) -> ### Hook for when the situation has already been carried out and printed. ### afterEnter: (oldSituationId, newSituationId) -> ### This function is called before carrying out any action in any situation. It is called before the corresponding situation has its `act` method called. If the function returns true, then it is indicating that it has consumed the action, and the action will not be passed on to the situation. Note that this is the only one of these global handlers that can consume the event. ### beforeAction: (situationId, actionId) -> ### This function is called after carrying out any action in any situation. It is called after the corresponding situation has its `act` method called. ### afterAction: (situationId, actionId) -> ### This function is called after leaving any situation. It is called after the corresponding situation has its `exit` method called. ### exit: (oldSituationId, newSituationId) -> ### Returns a list of situation ids to choose from, given a set of specifications. This function is a complex and powerful way of compiling implicit situation choices. You give it a list of situation ids and situation tags (if a single id or tag is needed just that string can be given, it doesn't need to be wrapped in a list). Tags should be prefixed with a hash # to differentiate them from situation ids. The function then considers all matching situations in descending priority order, calling their canView functions and filtering out any that should not be shown, given the current state. Without additional parameters the function returns a list of the situation ids at the highest level of priority that has any valid results. So, for example, if a tag #places matches three situations, one with priority 2, and two with priority 3, and all of them can be viewed in the current context, then only the two with priority 3 will be returned. This allows you to have high-priority situations that trump any lower situations when they are valid, such as situations that force the player to go to one destination if the player is out of money, for example. If a maxChoices value is given, then the function will not return any more than the given number of results. If there are more than this number of results possible, then the highest priority resuls will be guaranteed to be returned, but the lowest priority group will have to fight it out for the remaining places. In this case, a random sample is chosen, taking into account the frequency of each situation. So a situation with a frequency of 100 will be chosen 100 times more often than a situation with a frequency of 1, if there is one space available. Often these frequencies have to be taken as a guideline, and the actual probabilities will only be approximate. Consider three situations with frequencies of 1, 1, 100, competing for two spaces. The 100-frequency situation will be chosen almost every time, but for the other space, one of the 1-frequency situations must be chosen. So the actual probabilities will be roughly 50%, 50%, 100%. When selecting more than one result, frequencies can only be a guide. Before this function returns its result, it sorts the situations in increasing order of their displayOrder values. ### getSituationIdChoices: (listOfOrOneIdsOrTags, maxChoices) -> datum = null i = 0 # First check if we have a single string for the id or tag. if (typeof(listOfOrOneIdsOrTags) == 'string') listOfOrOneIdsOrTags = [listOfOrOneIdsOrTags] # First we build a list of all candidate ids. allIds = [] for tagOrId in listOfOrOneIdsOrTags if (tagOrId.substr(0, 1) == '#') ids = @getRoomsTagged(tagOrId.substr(1)) for id in ids allIds.push(id) else #it's an id, not a tag allIds.push(tagOrId) #Filter out anything that can't be viewed right now. currentRoom = @getCurrentRoom() viewableRoomData = [] for roomId in allIds room = @rooms[roomId] assert(room, "unknown_situation".l({id:roomId})) if (room.canView.fcall(this, currentRoom)) viewableRoomData.push({ priority: room.priority id: roomId displayOrder: room.displayOrder }) # Then we sort in descending priority order. viewableRoomData.sort((a, b) -> return b.priority - a.priority ) committed = [] # if we need to filter out the results if (maxChoices? && viewableRoomData.length > maxChoices) viewableRoomData = viewableRoomData[-maxChoices..] for candidateRoom in viewableRoomData committed.push({ id: candidateRoom.id displayOrder: candidateRoom.displayOrder }) # Now sort in ascending display order. committed.sort((a, b) -> return a.displayOrder - b.displayOrder ) # And return as a list of ids only. result = [] for i in committed result.push(i.id) return result # This is the data on the player's progress that gets saved. progress: { # A random seed string, used internally to make random # sequences predictable. seed: null # Keeps track of the links clicked, and when. sequence: [], # The time when the progress was saved. saveTime: null } # The Id of the current situation the player is in. current: null; # 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 getCurrentRoom: () => 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 # 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 @view.mark_all_links_old # 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. @view.endOutputTransaction() # We're able to save, if we weren't already. @view.enableSaving() ### 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})) situation = match[1] action = match[3] # Change the situation if situation != '.' and situation != @current_room @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) room = @getCurrentRoom() if (room and @beforeAction) # Try the global act handler consumed = @beforeAction(room, action) if (consumed != true) room.act(this, action) if (@afterAction) @afterAction(this, room, action) # This gets called when the user clicks a link to carry out an action. processClick: (code) -> now = (new Date()).getTime() * 0.001 @time = now - @startTime @progress.sequence.push({link:code, when:@time}) @processLink(code) # Transitions between situations. doTransitionTo: (newRoomId) -> oldRoomId = @current oldRoom = @getCurrentRoom() newRoom = @rooms[newRoomId] assert(newRoom, "unknown_situation".l({id:newRoomId})) # We might not have an old situation if this is the start of the game. if (oldRoom and @exit) @exit(oldRoomId, newRoomId) @current = newRoomId # Remove links and transient sections. @view.removeTransient(@interactive) # Notify the incoming situation. if (@enter) @enter(oldRoomId, newRoomId) newRoom.entering(this, oldRoomId) # additional hook for when the situation text has already been printed if (@afterEnter) @afterEnter(oldRoomId, newRoomId) ### 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. ### eraseSave: (force = false) => saveId = @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. getRoomsTagged: (tag) => result = [] for id, room of @rooms for i in room.tags if (i == tag) result.push(id) break return result # Saves the character and the walking history 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. window.localStorage.setItem(@getSaveId(), JSON.stringify({ progress: @progress, character: @character })) # Switch the button highlights. @view.disableSaving() @view.enableErasing() @view.enableLoading() # Loads the game from the given data loadGame: (saveFile) -> @progress = saveFile.progress @character = saveFile.character @rnd = new Random(@progress.seed) @view.clearContent() # Now play through the actions so far: if (@init) @init() # Run through all the player's history. interactive = false for step in @progress.sequence # The action must be done at the recorded time. @time = step.when @processLink(step.link) interactive = true # Reverse engineer the start time. now = new Date().getTime() * 0.001 startTime = now - @progress.saveTime view: new SaletView beginGame: () -> # Handle storage. saveFile = false if (@view.hasLocalStorage()) saveFile = localStorage.getItem(@getSaveId()) if (saveFile) try @loadGame(JSON.parse(saveFile)) @view.disableSaving() @view.enableErasing() catch err console.log "There was an error loading your save. The save is deleted." console.log err @eraseSave(true) else @progress.seed = new Date().toString() character = new Character() @rnd = new Random(@progress.seed) @progress.sequence = [{link:@start, when:0}] # Start the game @startTime = new Date().getTime() * 0.001 if (@init) @init(character) # Do the first state. @doTransitionTo(@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() ) getRoom: (name) -> return @rooms[name] # Just an alias for getCurrentRoom here: () -> @getCurrentRoom() isVisited: (name) -> place = @getRoom(name) if place return Boolean place.visited return 0 module.exports = Salet