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@@ -4,6 +4,9 @@ local SAVE_GAME_MAGIC_VALUE = 0xCA
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local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
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-- Define a consistent order for screens for save/load operations
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local SCREEN_ID_ORDER = {"home", "toilet", "walking_to_office", "office", "walking_to_home"}
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--- Gets initial data for Context.
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-- @return table Initial context data.
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local function get_initial_data()
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@@ -16,15 +19,13 @@ local function get_initial_data()
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seems ordinary: work,
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meetings, coffee, and
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endless notifications.
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But beneath the surface
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— within him, or around
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But beneath him, or around
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him — something is
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constantly building, and
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it soon becomes clear
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that there is more going
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on than meets the eye.]]
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},
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current_screen = 1,
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splash_timer = Config.timing.splash_duration,
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popup = {
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show = false,
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@@ -41,17 +42,15 @@ on than meets the eye.]]
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},
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menu_items = {},
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selected_menu_item = 1,
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selected_decision_index = 1,
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game_in_progress = false,
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screens = {},
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minigame_ddr = Minigame.get_default_ddr(),
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minigame_button_mash = Minigame.get_default_button_mash(),
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minigame_rhythm = Minigame.get_default_rhythm(),
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meters = Meter.get_initial(),
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--- Active sprites.
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sprites = {},
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--- Current situation ID.
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current_situation = nil,
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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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}
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end
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@@ -70,29 +69,15 @@ local function reset_context_to_initial_state()
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for k, v in pairs(initial_data) do
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Context[k] = v
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end
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Context.screens = {}
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Context.screen_indices_by_id = {}
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local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"}
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for i, screen_id in ipairs(screen_order) do
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local screen_data = Screen.get_by_id(screen_id)
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if screen_data then
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table.insert(Context.screens, screen_data)
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Context.screen_indices_by_id[screen_id] = i
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else
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PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"})
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end
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end
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end
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reset_context_to_initial_state()
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--- Starts a new game.
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function Context.new_game()
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reset_context_to_initial_state()
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Context.game_in_progress = true
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MenuWindow.refresh_menu_items()
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Context.screens[Context.current_screen].init()
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Screen.get_by_id(Context.game.current_screen).init()
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end
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--- Saves the current game state.
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@@ -100,7 +85,20 @@ function Context.save_game()
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if not Context.game_in_progress then return end
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mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK)
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mset(Context.current_screen, SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
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local screen_index_to_save
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for i, screen_id in ipairs(SCREEN_ID_ORDER) do
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if screen_id == Context.game.current_screen then
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screen_index_to_save = i
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break
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end
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end
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if screen_index_to_save then
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mset(screen_index_to_save, SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
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else
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trace("Error: Current screen ID '" .. Context.game.current_screen .. "' not found in SCREEN_ID_ORDER for saving.")
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end
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end
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--- Loads a saved game state.
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@@ -111,9 +109,17 @@ function Context.load_game()
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end
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reset_context_to_initial_state()
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Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
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local loaded_screen_index = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
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if loaded_screen_index and SCREEN_ID_ORDER[loaded_screen_index] then
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Context.game.current_screen = SCREEN_ID_ORDER[loaded_screen_index]
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else
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trace("Error: Invalid screen index loaded: " .. tostring(loaded_screen_index) .. ". Defaulting to new game state.")
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Context.new_game()
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return
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end
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Context.game_in_progress = true
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MenuWindow.refresh_menu_items()
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Context.screens[Context.current_screen].init()
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Screen.get_by_id(Context.game.current_screen).init()
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end
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@@ -13,7 +13,7 @@ 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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_G.Screen = _G.Screen or {}
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Map = {}
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UI = {}
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Print = {}
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