DesitionManager
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@@ -4,7 +4,11 @@ function GameWindow.draw()
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UI.draw_top_bar(currentScreenData.name)
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if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then
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UI.draw_desition_selector(currentScreenData.decisions, Context.selected_desition_index)
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local display_decisions = {}
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for _, desition_id in ipairs(currentScreenData.decisions) do
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table.insert(display_decisions, DesitionManager.get(desition_id))
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end
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UI.draw_desition_selector(display_decisions, Context.selected_desition_index)
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end
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end
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@@ -31,11 +35,16 @@ function GameWindow.update()
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end
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local currentScreenData = Context.screens[Context.current_screen]
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if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then
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local display_decisions = {}
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for _, desition_id in ipairs(currentScreenData.decisions) do
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table.insert(display_decisions, DesitionManager.get(desition_id))
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end
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-- Update selected decision using left/right inputs
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local new_selected_desition_index = UI.update_desition_selector(
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currentScreenData.decisions,
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display_decisions,
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Context.selected_desition_index
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)
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@@ -46,7 +55,7 @@ function GameWindow.update()
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-- Execute selected decision on Input.select()
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if Input.select() then
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local selected_desition = currentScreenData.decisions[Context.selected_desition_index]
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local selected_desition = display_decisions[Context.selected_desition_index]
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if selected_desition and selected_desition.handler then
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Audio.sfx_select() -- Play sound for selection
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selected_desition.handler()
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@@ -58,4 +67,4 @@ end
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function GameWindow.set_state(new_state)
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Context.active_window = new_state
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-- Add any state-specific initialization/cleanup here later if needed
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end
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end
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