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basicClasses-compiled.js
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basicClasses-compiled.js
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"use strict";
var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();
function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; }
function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
/**
* Created by bede on 15/12/2016.
*/
var GameOption = function () {
function GameOption(buttonText, onClick) {
_classCallCheck(this, GameOption);
this.buttonText = buttonText;
this.onClick = onClick;
for (var _len = arguments.length, requirements = Array(_len > 2 ? _len - 2 : 0), _key = 2; _key < _len; _key++) {
requirements[_key - 2] = arguments[_key];
}
this.requirements = requirements;
}
/**
* Is an option valid, given the current state of the game?
* @param o The option to check.
* @returns {boolean}
*/
_createClass(GameOption, [{
key: "isValid",
value: function isValid() {
// Todo: option characteristics like location/items required.
var _iteratorNormalCompletion = true;
var _didIteratorError = false;
var _iteratorError = undefined;
try {
for (var _iterator = this.requirements[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) {
var requirement = _step.value;
if (!requirement(g)) return false;
}
} catch (err) {
_didIteratorError = true;
_iteratorError = err;
} finally {
try {
if (!_iteratorNormalCompletion && _iterator.return) {
_iterator.return();
}
} finally {
if (_didIteratorError) {
throw _iteratorError;
}
}
}
return true;
}
}]);
return GameOption;
}();
var Quality = function Quality(name) {
_classCallCheck(this, Quality);
this.name = name;
};
var QualityContainer = function () {
function QualityContainer(qualities) {
_classCallCheck(this, QualityContainer);
this.qualities = new Set(qualities || []);
}
_createClass(QualityContainer, [{
key: "hasQualityWithName",
value: function hasQualityWithName(name) {
var _iteratorNormalCompletion2 = true;
var _didIteratorError2 = false;
var _iteratorError2 = undefined;
try {
for (var _iterator2 = this.qualities[Symbol.iterator](), _step2; !(_iteratorNormalCompletion2 = (_step2 = _iterator2.next()).done); _iteratorNormalCompletion2 = true) {
var quality = _step2.value;
if (quality.name == name) return true;
}
} catch (err) {
_didIteratorError2 = true;
_iteratorError2 = err;
} finally {
try {
if (!_iteratorNormalCompletion2 && _iterator2.return) {
_iterator2.return();
}
} finally {
if (_didIteratorError2) {
throw _iteratorError2;
}
}
}
return false;
}
}, {
key: "removeQualityWithName",
value: function removeQualityWithName(name) {
var _iteratorNormalCompletion3 = true;
var _didIteratorError3 = false;
var _iteratorError3 = undefined;
try {
for (var _iterator3 = this.qualities[Symbol.iterator](), _step3; !(_iteratorNormalCompletion3 = (_step3 = _iterator3.next()).done); _iteratorNormalCompletion3 = true) {
var quality = _step3.value;
if (quality.name == name) this.qualities.delete(quality);
}
} catch (err) {
_didIteratorError3 = true;
_iteratorError3 = err;
} finally {
try {
if (!_iteratorNormalCompletion3 && _iterator3.return) {
_iterator3.return();
}
} finally {
if (_didIteratorError3) {
throw _iteratorError3;
}
}
}
}
}, {
key: "getQualityWithName",
value: function getQualityWithName(name) {
var _iteratorNormalCompletion4 = true;
var _didIteratorError4 = false;
var _iteratorError4 = undefined;
try {
for (var _iterator4 = this.qualities[Symbol.iterator](), _step4; !(_iteratorNormalCompletion4 = (_step4 = _iterator4.next()).done); _iteratorNormalCompletion4 = true) {
var q = _step4.value;
if (q.name == name) return q;
}
} catch (err) {
_didIteratorError4 = true;
_iteratorError4 = err;
} finally {
try {
if (!_iteratorNormalCompletion4 && _iterator4.return) {
_iterator4.return();
}
} finally {
if (_didIteratorError4) {
throw _iteratorError4;
}
}
}
console.error("Couldn't find quality with name " + name);
}
}, {
key: "addQuality",
value: function addQuality(quality) {
this.qualities.add(quality);
}
}]);
return QualityContainer;
}();
var Location = function (_QualityContainer) {
_inherits(Location, _QualityContainer);
function Location(name, descA, descB, defaultOptions, defaultQualities, traders) {
_classCallCheck(this, Location);
var _this = _possibleConstructorReturn(this, (Location.__proto__ || Object.getPrototypeOf(Location)).call(this, defaultQualities));
_this.name = name;
_this.descA = descA;
_this.descB = descB;
_this.defaultOptions = defaultOptions;
_this.traders = traders || [];
return _this;
}
return Location;
}(QualityContainer);
var Item = function Item(name, options, onAcquire, onRelinquish) {
_classCallCheck(this, Item);
this.name = name;
this.options = options || [];
this.onAcquire = onAcquire || function () {};
this.onRelinquish = onRelinquish || function () {};
};
var ItemStack = function () {
function ItemStack(numberItems, item) {
_classCallCheck(this, ItemStack);
this.numberItems = numberItems;
this.item = item;
}
_createClass(ItemStack, [{
key: "toString",
value: function toString() {
return this.numberItems + " x " + this.item.name;
}
}]);
return ItemStack;
}();
/**
* A Scheduler is a thin wrapper around setInterval.
* It allows for setting and cancelling jobs with arbitrary labels.
*/
var Scheduler = function () {
function Scheduler() {
_classCallCheck(this, Scheduler);
this._scheduleMap = new Map();
}
_createClass(Scheduler, [{
key: "every",
value: function every(secs, label, fn) {
var id = setInterval(fn, secs);
this._scheduleMap.set(label, id);
}
}, {
key: "after",
value: function after(secs, label, fn) {
var id = setTimeout(fn, secs * 1000);
this._scheduleMap.set(label, id);
}
}, {
key: "cancel",
value: function cancel(label) {
var id = this._scheduleMap.get(label);
if (id) {
clearInterval(id);
clearTimeout(id);
}
}
}]);
return Scheduler;
}();
/**
* A Player holds information about what the current player can do.
*/
var Player = function (_QualityContainer2) {
_inherits(Player, _QualityContainer2);
function Player(name, location, money, hints) {
_classCallCheck(this, Player);
var _this2 = _possibleConstructorReturn(this, (Player.__proto__ || Object.getPrototypeOf(Player)).call(this));
_this2.name = name;
_this2.itemStacks = new Set();
_this2.location = location;
_this2.money = money;
_this2.hints = new Set(hints);
return _this2;
}
/**
* Work out (and return!) all the possible options our
* human player can take at this point.
* @returns {Set} The set of all possible actions.
*/
_createClass(Player, [{
key: "getOptions",
value: function getOptions() {
var location = this.location,
options = new Set();
location.defaultOptions.forEach(function (o) {
if (o.isValid()) options.add(o);
});
this.itemStacks.forEach(function (stack) {
if (stack.numberItems == 0) return 0;
stack.item.options.forEach(function (option) {
if (option.isValid()) options.add(option);
});
});
var tradersVisible = false;
var _iteratorNormalCompletion5 = true;
var _didIteratorError5 = false;
var _iteratorError5 = undefined;
try {
for (var _iterator5 = this.location.traders[Symbol.iterator](), _step5; !(_iteratorNormalCompletion5 = (_step5 = _iterator5.next()).done); _iteratorNormalCompletion5 = true) {
var trader = _step5.value;
if (trader.isVisible()) {
tradersVisible = true;
break;
}
}
} catch (err) {
_didIteratorError5 = true;
_iteratorError5 = err;
} finally {
try {
if (!_iteratorNormalCompletion5 && _iterator5.return) {
_iterator5.return();
}
} finally {
if (_didIteratorError5) {
throw _iteratorError5;
}
}
}
if (tradersVisible) {
options.add(new GameOption("Enter Trading", enterTrading));
}
return options;
}
/**
* Add a single item to our inventory.
* @param i The Item we're adding.
* @param muteOnAcquire Should we avoid firing the item's onAcquire callback?
*/
}, {
key: "addItem",
value: function addItem(i, muteOnAcquire) {
if (!muteOnAcquire) i.onAcquire(new ItemStack(1, i));
var stackFound = false;
var _iteratorNormalCompletion6 = true;
var _didIteratorError6 = false;
var _iteratorError6 = undefined;
try {
for (var _iterator6 = this.itemStacks[Symbol.iterator](), _step6; !(_iteratorNormalCompletion6 = (_step6 = _iterator6.next()).done); _iteratorNormalCompletion6 = true) {
var _stack = _step6.value;
if (_stack.item.name === i.name) {
_stack.numberItems++;
stackFound = true;
break;
}
}
} catch (err) {
_didIteratorError6 = true;
_iteratorError6 = err;
} finally {
try {
if (!_iteratorNormalCompletion6 && _iterator6.return) {
_iterator6.return();
}
} finally {
if (_didIteratorError6) {
throw _iteratorError6;
}
}
}
if (!stackFound) {
var stack = new ItemStack(1, i);
this.itemStacks.add(stack);
} else {
// Todo: pulse the right one.
}
}
}, {
key: "hasItemWithName",
value: function hasItemWithName(productName, productAmount) {
var _iteratorNormalCompletion7 = true;
var _didIteratorError7 = false;
var _iteratorError7 = undefined;
try {
for (var _iterator7 = this.itemStacks[Symbol.iterator](), _step7; !(_iteratorNormalCompletion7 = (_step7 = _iterator7.next()).done); _iteratorNormalCompletion7 = true) {
var elem = _step7.value;
if (elem.item.name === productName) {
return elem.numberItems >= productAmount;
}
}
} catch (err) {
_didIteratorError7 = true;
_iteratorError7 = err;
} finally {
try {
if (!_iteratorNormalCompletion7 && _iterator7.return) {
_iterator7.return();
}
} finally {
if (_didIteratorError7) {
throw _iteratorError7;
}
}
}
return false;
}
}, {
key: "hasItemStack",
value: function hasItemStack(stack) {
return this.hasItemWithName(stack.item.name, stack.numberItems);
}
}, {
key: "hasMoney",
value: function hasMoney(amount) {
return this.money >= amount;
}
}, {
key: "removeMoney",
value: function removeMoney(amount) {
var _this3 = this;
$(".money").fadeOut(500, function () {
_this3.money -= amount;
g.inventory.updateAllNoAnimate();
$(".money").fadeIn(500);
});
}
}, {
key: "addMoney",
value: function addMoney(amount) {
this.removeMoney(-amount);
}
/**
* Add an ItemStack to our inventory, making sure that at all
* times there is only one stack for any given item.
* @param stack
*/
}, {
key: "addItemStack",
value: function addItemStack(stack) {
var num = stack.numberItems;
var item = stack.item;
item.onAcquire(stack);
for (var i = 0; i < num; i++) {
this.addItem(item, false);
}
}
/**
* Remove an ItemStack from our inventory.
* @param stack The item and number to remove.
*/
}, {
key: "removeItemStack",
value: function removeItemStack(stack) {
var name = stack.item.name;
var number = stack.numberItems;
var found = false;
var _iteratorNormalCompletion8 = true;
var _didIteratorError8 = false;
var _iteratorError8 = undefined;
try {
for (var _iterator8 = this.itemStacks[Symbol.iterator](), _step8; !(_iteratorNormalCompletion8 = (_step8 = _iterator8.next()).done); _iteratorNormalCompletion8 = true) {
var s = _step8.value;
if (s.item.name === name) {
s.numberItems -= number;
found = true;
break;
}
}
} catch (err) {
_didIteratorError8 = true;
_iteratorError8 = err;
} finally {
try {
if (!_iteratorNormalCompletion8 && _iterator8.return) {
_iterator8.return();
}
} finally {
if (_didIteratorError8) {
throw _iteratorError8;
}
}
}
if (!found) {
console.error("error: couldn't find itemstack:");
console.error(stack);
console.error("in current stacks:");
console.error(this.itemStacks);
}
}
}, {
key: "removeItemWithName",
value: function removeItemWithName(itemName) {
this.removeItemStack(new ItemStack(1, new Item(itemName)));
}
}, {
key: "removeItem",
value: function removeItem(item) {
this.removeItemStack(new ItemStack(1, item));
}
/**
* Wrapper method to move location and update the screen.
* @param location The new location we're moving to.
*/
}, {
key: "moveLocation",
value: function moveLocation(location) {
this.location = location;
updateDisplay();
}
}]);
return Player;
}(QualityContainer);
var LedgerInterface = function () {
function LedgerInterface() {
_classCallCheck(this, LedgerInterface);
this.ledger = LedgerInterface._findLedger();
}
_createClass(LedgerInterface, [{
key: "add",
value: function add(actionTaken, noAnimate) {
if (!noAnimate) {
var element = $("<li style=\"display: none;\">" + actionTaken + "</li>");
this.ledger.append(element);
element.fadeIn(1000);
} else {
var _element = $("<li>" + actionTaken + "</li>");
this.ledger.append(_element);
}
}
}, {
key: "write",
value: function write(action) {
this.add(action);
}
}], [{
key: "_findLedger",
value: function _findLedger() {
return $("#ledger-items");
}
}]);
return LedgerInterface;
}();
var InventoryInterface = function () {
function InventoryInterface() {
_classCallCheck(this, InventoryInterface);
this.inventory = InventoryInterface._findInventory();
}
_createClass(InventoryInterface, [{
key: "updateAllNoAnimate",
value: function updateAllNoAnimate() {
var _this4 = this;
$(".money").text(g.player.money / 100);
currentInventoryItems().forEach(function (i) {
return i.remove();
});
g.player.itemStacks.forEach(function (i) {
if (i.numberItems > 0) _this4.add(i);
});
}
}, {
key: "updateAll",
value: function updateAll(animate) {
var _this5 = this;
if (animate) {
$("#inventory-items").fadeOut(500, function () {
_this5.updateAllNoAnimate();
$("#inventory-items").fadeIn(500);
});
} else {
this.updateAllNoAnimate();
}
}
}, {
key: "add",
value: function add(itemStack, animate) {
if (animate) {
var elem = $("<li style=\"display:none;\" class=\"inventory-item\">" + itemStack.toString() + "</li>");
this.inventory.append(elem);
elem.fadeIn(500);
} else {
this.inventory.append($("<li class=\"inventory-item\">" + itemStack.toString() + "</li>"));
}
}
}], [{
key: "_findInventory",
value: function _findInventory() {
return $("#inventory-items");
}
}]);
return InventoryInterface;
}();
var Trader = function (_QualityContainer3) {
_inherits(Trader, _QualityContainer3);
function Trader(name, title, description, willSell, willBuy, willTrade) {
_classCallCheck(this, Trader);
var _this6 = _possibleConstructorReturn(this, (Trader.__proto__ || Object.getPrototypeOf(Trader)).call(this));
_this6.name = name;
_this6.title = title;
_this6.description = description;
_this6.willSell = willSell;
_this6.willBuy = willBuy;
_this6.willTrade = willTrade;
for (var _len2 = arguments.length, requirements = Array(_len2 > 6 ? _len2 - 6 : 0), _key2 = 6; _key2 < _len2; _key2++) {
requirements[_key2 - 6] = arguments[_key2];
}
_this6.requirements = requirements;
return _this6;
}
_createClass(Trader, [{
key: "isVisible",
value: function isVisible() {
var _iteratorNormalCompletion9 = true;
var _didIteratorError9 = false;
var _iteratorError9 = undefined;
try {
for (var _iterator9 = this.requirements[Symbol.iterator](), _step9; !(_iteratorNormalCompletion9 = (_step9 = _iterator9.next()).done); _iteratorNormalCompletion9 = true) {
var require = _step9.value;
if (!require(g)) return false;
}
} catch (err) {
_didIteratorError9 = true;
_iteratorError9 = err;
} finally {
try {
if (!_iteratorNormalCompletion9 && _iterator9.return) {
_iterator9.return();
}
} finally {
if (_didIteratorError9) {
throw _iteratorError9;
}
}
}
return true;
}
}]);
return Trader;
}(QualityContainer);
//# sourceMappingURL=basicClasses-compiled.js.map