refact
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This commit is contained in:
2026-02-22 18:15:24 +01:00
parent d9febf16e0
commit 83e2000198
10 changed files with 166 additions and 104 deletions

View File

@@ -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,
})

View File

@@ -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

View File

@@ -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

View File

@@ -13,7 +13,7 @@ Meter = {}
Minigame = {}
Decision = {}
Situation = {}
Screen = {}
_G.Screen = _G.Screen or {}
Map = {}
UI = {}
Print = {}

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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