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module WorldState {
var worldTurn : number = 0;
var playerTurn : number = 0;
export var player : Humanoid = new Humanoid({isMale : false});
player.description = Humanoid.getPlayerDescription;
var memoryRooms = new StoredVariable>({
id : "Remembered Rooms",
value : []
});
let allRememberedRooms : Array = [];
let rememberedRoomsForIntelligence = 2;
let rememberedRoomsForSurvival = 1;
export var RememberingRoomRulebook : Rulebook = new Rulebook("Remembering Room something");
export function isTurnWaiting () {
return worldTurn < playerTurn;
}
export function incrementWorldTurn () {
worldTurn++;
}
export function incrementPlayerTurn () {
playerTurn++;
}
export function getCurrentTurn () {
return playerTurn;
}
export function setCurrentTurn (turn : number) {
playerTurn = turn;
worldTurn = turn;
}
export let RememberingRoomInList = RememberingRoomRulebook.createAndAddRule({
name : "Is room listed in remembered rooms?",
firstPriority : Rule.PRIORITY_LOWEST,
priority : Rule.PRIORITY_LOW,
code : runner => {
if (allRememberedRooms.includes(runner.noun)) {
return true;
}
}
});
export let RememberingRoomInMap = RememberingRoomRulebook.createAndAddRule({
name : "Is room shown on a map?",
firstPriority : Rule.PRIORITY_LOWEST,
priority : Rule.PRIORITY_LOWEST,
code : runner => {
let maps = > Thing.CarryRelation.getRightType(player, MapNote);
for (let i = 0; i < maps.length; i++) {
if (maps[i].contains(runner.noun)) {
return true;
}
}
}
});
export function isPlayer (thing : any) {
return player === thing;
}
export async function isRoomRemembered (room : Room) : Promise {
if (room == WorldState.player.getRoom()) return true;
let result = await RememberingRoomRulebook.execute({noun : room});
return result == true; // can return "undefined"
}
export function getRememberedRooms () {
let roomNames = [];
allRememberedRooms.forEach(room => {
roomNames.push(room.getName());
});
return roomNames;
}
export function getRememberedRoomsAsRooms () : Array {
return [...allRememberedRooms];
}
export function getMaximumRememberedRooms () {
let intRooms = player.getStat(Attributes.Intelligence) * rememberedRoomsForIntelligence;
let skillRooms = player.getSkill(Skills.Survival) * rememberedRoomsForSurvival;
return intRooms + skillRooms;
}
export function truncateRooms () {
while (allRememberedRooms.length > getMaximumRememberedRooms()){
allRememberedRooms.pop();
}
}
export function rememberRoom (...rooms : Array) {
rooms.forEach((value) => {
if (value instanceof Room) {
let idx = allRememberedRooms.indexOf(value);
if (idx == -1) {
allRememberedRooms.unshift(value);
} else {
allRememberedRooms.splice(idx, 1);
allRememberedRooms.unshift(value);
}
value.visited = true;
}
});
truncateRooms();
}
export function saveState () {
let things = {
carried: [],
worn: [],
wielded: []
};
return {
Things : things
};
}
export let CorrectRememberedRoomsRule = PlayBegins.rulebook.createAndAddRule({
name : "Correct remembered rooms",
firstPriority : Rule.PRIORITY_LOWEST,
priority : Rule.PRIORITY_MEDIUM,
code : () => {
if (memoryRooms.value.length > 0 && allRememberedRooms.length == 0) { // loading a save
memoryRooms.value.forEach(roomName => {
let room = Room.getRoom(roomName);
allRememberedRooms.push(room); // Already ordered
});
truncateRooms();
}
if (!isRoomRemembered(WorldState.player.getRoom())) {
rememberRoom(WorldState.player.getRoom());
}
let cleanRoomNames = [];
allRememberedRooms.forEach(room => {
if (!room.fodder) {
cleanRoomNames.push(room.getName());
}
});
memoryRooms.value = cleanRoomNames;
// let allRooms = rememberedRooms.value;
// let currentRoom = WorldState.player.getRoom();
// if (allRooms.length == 0) {
// rememberedRooms.value = [currentRoom.getName()];
// return;
// }
// let newRooms = [];
//
// let tentativeFodder = [];
// function recursivelyAddRooms (room : Room) {
// if (room instanceof RoomRandom) {
// if (room.fodder && !tentativeFodder.includes(room)) {
// tentativeFodder.push(room);
// room.connections.forEach((newRoom) => {
// recursivelyAddRooms(newRoom);
// });
// } else if (allRooms.indexOf(room.getName()) != -1 && newRooms.indexOf(room.getName()) == -1) {
// tentativeFodder.forEach(fodder => {
// rememberedFodder.push(fodder);
// });
// tentativeFodder = [];
// newRooms.push(room.getName());
// room.connections.forEach((newRoom) => {
// recursivelyAddRooms(newRoom);
// });
// }
// }
// }
//
// recursivelyAddRooms(currentRoom);
// rememberedRooms.value = newRooms;
}
})
}