From 83e2000198c06310bfdd2956753dd1b71dabf787 Mon Sep 17 00:00:00 2001 From: Zsolt Tasnadi Date: Sun, 22 Feb 2026 18:15:24 +0100 Subject: [PATCH] refact --- inc/decision/decision.have_a_coffee.lua | 3 +- inc/decision/decision.manager.lua | 33 ++++++++++- inc/init/init.context.lua | 60 ++++++++++--------- inc/init/init.modules.lua | 2 +- inc/screen/screen.manager.lua | 10 ++++ inc/situation/situation.manager.lua | 45 ++++++++++---- inc/sprite/sprite.manager.lua | 11 ++-- inc/system/system.main.lua | 2 + inc/system/system.util.lua | 26 +++++++-- inc/window/window.game.lua | 78 +++++++++---------------- 10 files changed, 166 insertions(+), 104 deletions(-) diff --git a/inc/decision/decision.have_a_coffee.lua b/inc/decision/decision.have_a_coffee.lua index 43d84f3..c9709f0 100644 --- a/inc/decision/decision.have_a_coffee.lua +++ b/inc/decision/decision.have_a_coffee.lua @@ -2,6 +2,7 @@ Decision.register({ id = "have_a_coffee", label = "Have a Coffee", handle = function() - Situation.apply("drink_coffee") + local new_situation_id = Situation.apply("drink_coffee", Context.game.current_screen) + Context.game.current_situation = new_situation_id end, }) diff --git a/inc/decision/decision.manager.lua b/inc/decision/decision.manager.lua index f14ff24..76f1b7b 100644 --- a/inc/decision/decision.manager.lua +++ b/inc/decision/decision.manager.lua @@ -33,6 +33,37 @@ end --- Gets all registered decisions. -- @return table A table of all registered decisions. -function Decision.get_all() +function Decision.get_all_registered() return _decisions end + +--- Gets decision objects based on a screen's data. +-- @param screen_data table The data for the screen, containing a 'decisions' field (list of decision IDs). +-- @return table A table containing decision objects relevant to the screen. +function Decision.get_for_screen(screen_data) + if not screen_data or not screen_data.decisions then + return {} + end + + local screen_decisions = {} + for _, decision_id in ipairs(screen_data.decisions) do + local decision = Decision.get(decision_id) + if decision then + table.insert(screen_decisions, decision) + end + end + return screen_decisions +end + +--- Filters a list of decision objects based on their condition function. +-- @param decisions_list table A table of decision objects. +-- @return table A new table containing only the decisions for which condition() is true. +function Decision.filter_available(decisions_list) + local available = {} + for _, decision in ipairs(decisions_list) do + if decision and decision.condition() then + table.insert(available, decision) + end + end + return available +end diff --git a/inc/init/init.context.lua b/inc/init/init.context.lua index e70da1f..d4e50f0 100644 --- a/inc/init/init.context.lua +++ b/inc/init/init.context.lua @@ -4,6 +4,9 @@ local SAVE_GAME_MAGIC_VALUE = 0xCA local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6 +-- Define a consistent order for screens for save/load operations +local SCREEN_ID_ORDER = {"home", "toilet", "walking_to_office", "office", "walking_to_home"} + --- Gets initial data for Context. -- @return table Initial context data. local function get_initial_data() @@ -16,15 +19,13 @@ local function get_initial_data() seems ordinary: work, meetings, coffee, and endless notifications. -But beneath the surface -— within him, or around +But beneath him, or around him — something is constantly building, and it soon becomes clear that there is more going on than meets the eye.]] }, - current_screen = 1, splash_timer = Config.timing.splash_duration, popup = { show = false, @@ -41,17 +42,15 @@ on than meets the eye.]] }, menu_items = {}, selected_menu_item = 1, - selected_decision_index = 1, game_in_progress = false, - screens = {}, minigame_ddr = Minigame.get_default_ddr(), minigame_button_mash = Minigame.get_default_button_mash(), minigame_rhythm = Minigame.get_default_rhythm(), meters = Meter.get_initial(), - --- Active sprites. - sprites = {}, - --- Current situation ID. - current_situation = nil, + game = { + current_screen = "home", + current_situation = nil, + } } end @@ -70,29 +69,15 @@ local function reset_context_to_initial_state() for k, v in pairs(initial_data) do Context[k] = v end - - Context.screens = {} - Context.screen_indices_by_id = {} - local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"} - for i, screen_id in ipairs(screen_order) do - local screen_data = Screen.get_by_id(screen_id) - if screen_data then - table.insert(Context.screens, screen_data) - Context.screen_indices_by_id[screen_id] = i - else - PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"}) - end - end end -reset_context_to_initial_state() --- Starts a new game. function Context.new_game() reset_context_to_initial_state() Context.game_in_progress = true MenuWindow.refresh_menu_items() - Context.screens[Context.current_screen].init() + Screen.get_by_id(Context.game.current_screen).init() end --- Saves the current game state. @@ -100,7 +85,20 @@ function Context.save_game() if not Context.game_in_progress then return end mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) - mset(Context.current_screen, SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK) + + local screen_index_to_save + for i, screen_id in ipairs(SCREEN_ID_ORDER) do + if screen_id == Context.game.current_screen then + screen_index_to_save = i + break + end + end + + if screen_index_to_save then + mset(screen_index_to_save, SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK) + else + trace("Error: Current screen ID '" .. Context.game.current_screen .. "' not found in SCREEN_ID_ORDER for saving.") + end end --- Loads a saved game state. @@ -111,9 +109,17 @@ function Context.load_game() end reset_context_to_initial_state() - Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK) + + local loaded_screen_index = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK) + if loaded_screen_index and SCREEN_ID_ORDER[loaded_screen_index] then + Context.game.current_screen = SCREEN_ID_ORDER[loaded_screen_index] + else + trace("Error: Invalid screen index loaded: " .. tostring(loaded_screen_index) .. ". Defaulting to new game state.") + Context.new_game() + return + end Context.game_in_progress = true MenuWindow.refresh_menu_items() - Context.screens[Context.current_screen].init() + Screen.get_by_id(Context.game.current_screen).init() end diff --git a/inc/init/init.modules.lua b/inc/init/init.modules.lua index 6ebfc96..25624a3 100644 --- a/inc/init/init.modules.lua +++ b/inc/init/init.modules.lua @@ -13,7 +13,7 @@ Meter = {} Minigame = {} Decision = {} Situation = {} -Screen = {} +_G.Screen = _G.Screen or {} Map = {} UI = {} Print = {} diff --git a/inc/screen/screen.manager.lua b/inc/screen/screen.manager.lua index 4a75b72..d2ddf53 100644 --- a/inc/screen/screen.manager.lua +++ b/inc/screen/screen.manager.lua @@ -1,3 +1,7 @@ +-- Ensure Screen table exists globally, and get a local reference to it +local Screen = _G.Screen or {} +_G.Screen = Screen + local _screens = {} --- Registers a screen definition. @@ -24,3 +28,9 @@ end function Screen.get_by_id(screen_id) return _screens[screen_id] end + +--- Gets all registered screens. +-- @return table A table containing all registered screen data, indexed by their IDs. +function Screen.get_all() + return _screens +end diff --git a/inc/situation/situation.manager.lua b/inc/situation/situation.manager.lua index c16fa0e..7ff4ca0 100644 --- a/inc/situation/situation.manager.lua +++ b/inc/situation/situation.manager.lua @@ -22,25 +22,46 @@ end --- Gets a situation by ID. -- @param id string The situation ID. -- @return table The situation table or nil. -function Situation.get(id) +function Situation.get_by_id(id) return _situations[id] end ---- Applies a situation. +--- Gets all registered situations, optionally filtered by screen ID. +-- @param screen_id string Optional. If provided, returns situations associated with this screen ID. +-- @return table A table containing all registered situation data, indexed by their IDs, or filtered by screen_id. +function Situation.get_all(screen_id) + if screen_id then + local filtered_situations = {} + for _, situation in pairs(_situations) do + if situation.screen_id == screen_id then + table.insert(filtered_situations, situation) + end + end + return filtered_situations + end + return _situations +end + +--- Applies a situation, checking screen compatibility and returning the new situation ID if successful. -- @param id string The situation ID to apply. -function Situation.apply(id) - local situation = Situation.get(id) +-- @param current_screen_id string The ID of the currently active screen. +-- @return string|nil The ID of the applied situation if successful, otherwise nil. +function Situation.apply(id, current_screen_id) + local situation = Situation.get_by_id(id) + local screen = Screen.get_by_id(current_screen_id) + if not situation then trace("Error: No situation found with id: " .. id) - return + return nil end - local current_screen_obj = Screen.get_by_id(Context.current_screen) - if current_screen_obj and not current_screen_obj.situations[id] then - trace("Info: Situation " .. id .. " cannot be applied to current screen (id: " .. Context.current_screen .. ").") - return + trace("Screen data for current screen (id: " .. current_screen_id .. "): " .. tostring(screen.situations[1]) +) + if Util.contains(screen.situations, id) then + situation.handle() + return id + else + trace("Info: Situation " .. id .. " cannot be applied to current screen (id: " .. current_screen_id .. ").") + return nil end - - Context.current_situation = id - situation.handle() end diff --git a/inc/sprite/sprite.manager.lua b/inc/sprite/sprite.manager.lua index 6ebcef6..021ce39 100644 --- a/inc/sprite/sprite.manager.lua +++ b/inc/sprite/sprite.manager.lua @@ -1,4 +1,5 @@ local _sprites = {} +local _active_sprites = {} --- Registers a sprite definition. -- @param sprite_data table A table containing the sprite definition. @@ -28,7 +29,7 @@ function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot) return end - Context.sprites[id] = { + _active_sprites[id] = { id = id, x = x, y = y, @@ -43,16 +44,16 @@ end --- Hides a displayed sprite. -- @param id string The unique identifier of the sprite. function Sprite.hide(id) - Context.sprites[id] = nil + _active_sprites[id] = nil end --- Draws all scheduled sprites. function Sprite.draw() - for id, params in pairs(Context.sprites) do + for id, params in pairs(_active_sprites) do local sprite_data = _sprites[id] if not sprite_data then - trace("Error: Sprite id " .. id .. " in Context.sprites is not registered.") - Context.sprites[id] = nil + trace("Error: Sprite id " .. id .. " in _active_sprites is not registered.") + _active_sprites[id] = nil end local colorkey = params.colorkey or sprite_data.colorkey or 0 diff --git a/inc/system/system.main.lua b/inc/system/system.main.lua index 1855203..5235948 100644 --- a/inc/system/system.main.lua +++ b/inc/system/system.main.lua @@ -48,6 +48,8 @@ local initialized_game = false local function init_game() if initialized_game then return end + reset_context_to_initial_state() -- Call it here + MenuWindow.refresh_menu_items() initialized_game = true end diff --git a/inc/system/system.util.lua b/inc/system/system.util.lua index 8d1b4b9..6bc365b 100644 --- a/inc/system/system.util.lua +++ b/inc/system/system.util.lua @@ -12,10 +12,26 @@ end --- Navigates to a screen by its ID. -- @param screen_id string The ID of the screen to go to. function Util.go_to_screen_by_id(screen_id) - local screen_index = Context.screen_indices_by_id[screen_id] - if screen_index then - Context.current_screen = screen_index - Context.selected_decision_index = 1 else - PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"}) + local screen = Screen.get_by_id(screen_id) + if screen then + Context.game.current_screen = screen_id + local all_decisions_for_screen = Decision.get_for_screen(screen) + Context.game.decisions = Decision.filter_available(all_decisions_for_screen) + Context.game.selected_decision_index = 1 + screen.init() -- Initialize the new screen + else + PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"}) end end + +-- Checks if a table contains a specific value. +-- @param t table The table to check. +-- @param value any The value to look for. +function Util.contains(t, value) + for i = 1, #t do + if t[i] == value then + return true + end + end + return false +end \ No newline at end of file diff --git a/inc/window/window.game.lua b/inc/window/window.game.lua index 7be3992..d197b76 100644 --- a/inc/window/window.game.lua +++ b/inc/window/window.game.lua @@ -1,82 +1,56 @@ +local _available_decisions = {} +local _selected_decision_index = 1 + --- Draws the game window. function GameWindow.draw() - local screen = Context.screens[Context.current_screen] + local screen = Screen.get_by_id(Context.game.current_screen) Map.draw(screen.background) UI.draw_top_bar(screen.name) - if screen and screen.decisions and #screen.decisions > 0 then - local available_decisions = {} - for _, decision_id in ipairs(screen.decisions) do - local decision = Decision.get(decision_id) - if decision and decision.condition() then - table.insert(available_decisions, decision) - end - end - if #available_decisions > 0 then - UI.draw_decision_selector(available_decisions, Context.selected_decision_index) - end + if #_available_decisions > 0 then + UI.draw_decision_selector(_available_decisions, _selected_decision_index) end Sprite.draw() end --- Updates the game window logic. function GameWindow.update() - local previous_screen_index = Context.current_screen - if Input.menu_back() then Context.active_window = WINDOW_MENU MenuWindow.refresh_menu_items() return end - if Input.up() then - Context.current_screen = Context.current_screen - 1 - if Context.current_screen < 1 then - Context.current_screen = #Context.screens - end - Context.selected_decision_index = 1 elseif Input.down() then - Context.current_screen = Context.current_screen + 1 - if Context.current_screen > #Context.screens then - Context.current_screen = 1 - end - Context.selected_decision_index = 1 end - - local screen = Context.screens[Context.current_screen] + local screen = Screen.get_by_id(Context.game.current_screen) screen.update() - if previous_screen_index ~= Context.current_screen then - screen.init() - end - - if Context.current_situation then - local current_situation_obj = Situation.get(Context.current_situation) + -- Handle situations (Context.game.current_situation is still present) + if Context.game.current_situation then + local current_situation_obj = Situation.get_by_id(Context.game.current_situation) if current_situation_obj and current_situation_obj.update then current_situation_obj.update() end end - if screen and screen.decisions and #screen.decisions > 0 then - local available_decisions = {} - for _, decision_id in ipairs(screen.decisions) do - local decision = Decision.get(decision_id) - if decision and decision.condition() then table.insert(available_decisions, decision) - end - end + -- Fetch and filter decisions locally + local all_decisions_for_screen = Decision.get_for_screen(screen) + _available_decisions = Decision.filter_available(all_decisions_for_screen) - if #available_decisions == 0 then return end + if #_available_decisions == 0 then return end - local new_selected_decision_index = UI.update_decision_selector( - available_decisions, - Context.selected_decision_index - ) + local new_selected_decision_index = UI.update_decision_selector( + _available_decisions, + _selected_decision_index + ) - if new_selected_decision_index ~= Context.selected_decision_index then - Context.selected_decision_index = new_selected_decision_index - end + if new_selected_decision_index ~= _selected_decision_index then + _selected_decision_index = new_selected_decision_index + end - if Input.select() then - local selected_decision = available_decisions[Context.selected_decision_index] - if selected_decision and selected_decision.handle then Audio.sfx_select() selected_decision.handle() - end + if Input.select() then + local selected_decision = _available_decisions[_selected_decision_index] + if selected_decision and selected_decision.handle then + Audio.sfx_select() + selected_decision.handle() end end end