remove situation management
This commit is contained in:
@@ -10,7 +10,6 @@ globals = {
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"Discussion",
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"Util",
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"Decision",
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"Situation",
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"Screen",
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"Sprite",
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"UI",
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@@ -38,10 +38,7 @@ sprite/sprite.matrix_architect.lua
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sprite/sprite.matrix_neo.lua
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sprite/sprite.matrix_oraculum.lua
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sprite/sprite.matrix_trinity.lua
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situation/situation.manager.lua
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situation/situation.drink_coffee.lua
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decision/decision.manager.lua
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decision/decision.have_a_coffee.lua
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decision/decision.go_to_home.lua
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decision/decision.go_to_toilet.lua
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decision/decision.go_to_walking_to_office.lua
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@@ -1,16 +0,0 @@
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Decision.register({
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id = "have_a_coffee",
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label = "Have a Coffee",
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handle = function()
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local new_situation_id = Situation.apply("drink_coffee", Context.game.current_screen)
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local level = Ascension.get_level()
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local disc_id = "coworker_disc_0"
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-- TODO: Add more discussions for levels above 3
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if level >= 1 and level <= 3 then
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local suffix = Context.have_done_work_today and ("_asc_" .. level) or ("_" .. level)
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disc_id = "coworker_disc" .. suffix
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end
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Discussion.start(disc_id, "game")
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Context.game.current_situation = new_situation_id
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end,
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})
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@@ -23,7 +23,7 @@ Context = {}
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--- * have_met_sumphore (boolean) Whether the player has talked to the homeless guy.<br/>
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--- * have_been_to_office (boolean) Whether the player has been to the office.<br/>
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--- * have_done_work_today (boolean) Whether the player has done work today.<br/>
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--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.<br/>
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--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID<br/>
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function Context.initial_data()
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return {
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current_menu_item = 1,
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@@ -48,7 +48,6 @@ function Context.initial_data()
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have_met_sumphore = false,
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game = {
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current_screen = "home",
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current_situation = nil,
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},
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day_count = 1,
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delta_time = 0,
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@@ -3,7 +3,6 @@ Util = {}
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Meter = {}
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Minigame = {}
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Decision = {}
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Situation = {}
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Screen = {}
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Map = {}
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UI = {}
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@@ -8,7 +8,6 @@ local _screens = {}
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--- @param screen_data.name string Display name of the screen.
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--- @param screen_data.decisions table Array of decision ID strings available on this screen.
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--- @param screen_data.background string Map ID used as background.
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--- @param[opt] screen_data.situations table Array of situation ID strings. Defaults to {}.
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--- @param[opt] screen_data.init function Called when the screen is entered. Defaults to noop.
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--- @param[opt] screen_data.update function Called each frame while screen is active. Defaults to noop.
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--- @param[opt] screen_data.draw function Called after the focus overlay to draw screen-specific overlays. Defaults to noop.
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@@ -16,9 +15,6 @@ function Screen.register(screen_data)
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if _screens[screen_data.id] then
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trace("Warning: Overwriting screen with id: " .. screen_data.id)
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end
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if not screen_data.situations then
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screen_data.situations = {}
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end
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if not screen_data.init then
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screen_data.init = function() end
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end
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@@ -43,7 +39,6 @@ end
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--- * name (string) Display name.<br/>
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--- * decisions (table) Array of decision ID strings.<br/>
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--- * background (string) Map ID used as background.<br/>
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--- * situations (table) Array of situation ID strings.<br/>
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--- * init (function) Called when the screen is entered.<br/>
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--- * update (function) Called each frame while screen is active.
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function Screen.get_by_id(screen_id)
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@@ -58,7 +53,6 @@ end
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--- * name (string) Display name of the screen.<br/>
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--- * decisions (table) Array of decision ID strings available on this screen.<br/>
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--- * background (string) Map ID used as background.<br/>
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--- * situations (table) Array of situation ID strings.<br/>
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--- * init (function) Called when the screen is entered.<br/>
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--- * update (function) Called each frame while screen is active.<br/>
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function Screen.get_all()
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@@ -6,9 +6,6 @@ Screen.register({
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"go_to_walking_to_home",
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"have_a_coffee",
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},
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situations = {
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"drink_coffee",
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},
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init = function()
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Audio.music_play_room_work()
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end,
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@@ -1,6 +0,0 @@
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Situation.register({
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id = "drink_coffee",
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handle = function()
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Audio.sfx_select()
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end,
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})
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@@ -1,84 +0,0 @@
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--- @section Situation
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local _situations = {}
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--- Registers a situation definition.
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--- @within Situation
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--- @param situation table The situation data table.
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--- @param situation.id string Unique situation identifier.<br/>
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--- @param[opt] situation.screen_id string ID of the screen this situation belongs to.<br/>
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--- @param[opt] situation.handle function Called when the situation is applied. Defaults to noop.<br/>
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--- @param[opt] situation.update function Called each frame while situation is active. Defaults to noop.<br/>
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function Situation.register(situation)
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if not situation or not situation.id then
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PopupWindow.show({"Error: Invalid situation object registered (missing id)!"})
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return
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end
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if not situation.handle then
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situation.handle = function() end
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end
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if not situation.update then
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situation.update = function() end
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end
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if _situations[situation.id] then
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trace("Warning: Overwriting situation with id: " .. situation.id)
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end
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_situations[situation.id] = situation
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end
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--- Gets a situation by ID.
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--- @within Situation
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--- @param id string The situation ID.
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--- @return result table The situation table or nil. </br>
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--- Fields: </br>
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--- * id (string) Unique situation identifier.<br/>
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--- * screen_id (string) ID of the screen this situation belongs to.<br/>
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--- * handle (function) Called when the situation is applied.<br/>
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--- * update (function) Called each frame while situation is active.<br/>
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function Situation.get_by_id(id)
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return _situations[id]
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end
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--- Gets all registered situations, optionally filtered by screen ID.
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--- @within Situation
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--- @param screen_id string Optional. If provided, returns situations associated with this screen ID.
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--- @return result table A table containing all registered situation data, indexed by their IDs, or an array filtered by screen_id. </br>
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--- Fields: </br>
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--- * id (string) Unique situation identifier.<br/>
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--- * screen_id (string) ID of the screen this situation belongs to.<br/>
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--- * handle (function) Called when the situation is applied.<br/>
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--- * update (function) Called each frame while situation is active.<br/>
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function Situation.get_all(screen_id)
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if screen_id then
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local filtered_situations = {}
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for _, situation in pairs(_situations) do
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if situation.screen_id == screen_id then
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table.insert(filtered_situations, situation)
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end
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end
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return filtered_situations
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end
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return _situations
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end
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--- Applies a situation, checking screen compatibility and returning the new situation ID if successful.
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--- @within Situation
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--- @param id string The situation ID to apply.
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--- @param current_screen_id string The ID of the currently active screen.
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--- @return string|nil The ID of the applied situation if successful, otherwise nil.
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function Situation.apply(id, current_screen_id)
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local situation = Situation.get_by_id(id)
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local screen = Screen.get_by_id(current_screen_id)
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if not situation then
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trace("Error: No situation found with id: " .. id)
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return nil
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end
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if Util.contains(screen.situations, id) then
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situation.handle()
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return id
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else
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trace("Info: Situation " .. id .. " cannot be applied to current screen (id: " .. current_screen_id .. ").")
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return nil
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end
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end
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@@ -48,14 +48,6 @@ function GameWindow.update()
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if not screen or not screen.update then return end
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screen.update()
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-- Handle current situation updates
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if Context.game.current_situation then
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local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
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if current_situation_obj and type(current_situation_obj.update) == "function" then
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current_situation_obj.update()
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end
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end
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if Context.stat_screen_active then return end
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-- Fetch and filter decisions locally
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