remove ai generated comments
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@@ -8,7 +8,7 @@ local DEFAULT_CONFIG = {
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light_grey = 13,
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dark_grey = 14,
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green = 6,
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item = 12 -- yellow
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item = 12
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},
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player = {
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sprite_id = 1
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@@ -19,7 +19,6 @@ local DEFAULT_CONFIG = {
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}
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local Config = {
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-- Copy default values initially
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screen = DEFAULT_CONFIG.screen,
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colors = DEFAULT_CONFIG.colors,
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player = DEFAULT_CONFIG.player,
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@@ -28,28 +27,23 @@ local Config = {
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local CONFIG_SAVE_BANK = 7
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local CONFIG_MAGIC_VALUE_ADDRESS = 2
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local CONFIG_SPLASH_DURATION_ADDRESS = 3 -- New address for splash duration
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local CONFIG_MAGIC_VALUE = 0xDE -- A magic number to check if config is saved
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local CONFIG_SPLASH_DURATION_ADDRESS = 3
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local CONFIG_MAGIC_VALUE = 0xDE
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function Config.save()
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mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) -- Mark as saved
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--mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
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mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
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end
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function Config.load()
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if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
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-- Config has been saved, load values
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Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
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else
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-- No saved config, restore defaults
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Config.restore_defaults()
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end
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end
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function Config.restore_defaults()
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Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration
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-- Any other configurable items should be reset here
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end
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-- Load configuration on startup
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Config.load()
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@@ -4,20 +4,6 @@ local SAVE_GAME_MAGIC_VALUE = 0xCA
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local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
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-- Helper for deep copying tables
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-- local function clone_table(t)
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-- local copy = {}
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-- for k, v in pairs(t) do
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-- if type(v) == "table" then
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-- copy[k] = clone_table(v)
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-- else
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-- copy[k] = v
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-- end
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-- end
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-- return copy
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-- end
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-- This function returns a table containing only the initial *data* for Context
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local function get_initial_data()
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return {
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active_window = WINDOW_SPLASH,
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@@ -38,9 +24,9 @@ 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 = { -- New popup table
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popup = {
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show = false,
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content = {} -- Array of strings
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content = {}
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},
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player = {
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sprite_id = Config.player.sprite_id
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@@ -53,9 +39,9 @@ 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_desition_index = 1, -- New desition index
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game_in_progress = false, -- New flag
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screens = {} -- Initialize as empty, populated on reset
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selected_desition_index = 1,
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game_in_progress = false,
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screens = {}
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}
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end
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@@ -64,39 +50,30 @@ Context = {}
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local function reset_context_to_initial_state()
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local initial_data = get_initial_data()
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-- Clear existing data properties from Context (but not methods)
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for k in pairs(Context) do
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if type(Context[k]) ~= "function" then -- Only clear data, leave functions
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Context[k] = nil
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if type(Context[k]) ~= "function" then Context[k] = nil
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end
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end
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-- Copy all initial data properties into Context
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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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-- Populate Context.screens from ScreenManager, ensuring indexed array
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Context.screens = {}
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Context.screen_indices_by_id = {} -- Renamed for clarity, stores index
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-- The screen order needs to be explicit to ensure consistent numerical indices
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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 = ScreenManager.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 -- Store index
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else
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-- Handle error if a screen is not registered
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Context.screen_indices_by_id[screen_id] = i 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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-- Initially populate Context with data
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reset_context_to_initial_state()
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-- Now define the methods for Context
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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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@@ -112,13 +89,11 @@ end
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function Context.load_game()
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if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
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-- No saved game found, start a new one
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Context.new_game()
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Context.new_game()
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return
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end
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reset_context_to_initial_state() -- Reset data, preserve methods
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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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Context.game_in_progress = true
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@@ -7,4 +7,4 @@ local WINDOW_CONFIGURATION = 7
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local WINDOW_MINIGAME_BUTTON_MASH = 8
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local WINDOW_MINIGAME_RHYTHM = 9
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local WINDOW_MINIGAME_DDR = 10
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local WINDOW_AUDIOTEST = 9001 -- because it's a debug screen lol
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local WINDOW_AUDIOTEST = 9001
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