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@@ -3,15 +3,15 @@ function GameWindow.draw()
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MapManager.draw(screen.background)
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UI.draw_top_bar(screen.name)
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if screen and screen.decisions and #screen.decisions > 0 then
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local available_desitions = {}
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for _, desition_id in ipairs(screen.decisions) do
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local desition = DesitionManager.get(desition_id)
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if desition and desition.condition() then
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table.insert(available_desitions, desition)
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local available_decisions = {}
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for _, decision_id in ipairs(screen.decisions) do
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local decision = DecisionManager.get(decision_id)
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if decision and decision.condition() then
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table.insert(available_decisions, decision)
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end
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end
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if #available_desitions > 0 then
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UI.draw_desition_selector(available_desitions, Context.selected_desition_index)
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if #available_decisions > 0 then
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UI.draw_decision_selector(available_decisions, Context.selected_decision_index)
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end
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end
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end
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@@ -28,36 +28,36 @@ function GameWindow.update()
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if Context.current_screen < 1 then
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Context.current_screen = #Context.screens
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end
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Context.selected_desition_index = 1 elseif Input.down() then
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Context.selected_decision_index = 1 elseif Input.down() then
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Context.current_screen = Context.current_screen + 1
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if Context.current_screen > #Context.screens then
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Context.current_screen = 1
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end
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Context.selected_desition_index = 1 end
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Context.selected_decision_index = 1 end
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local screen = Context.screens[Context.current_screen]
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if screen and screen.decisions and #screen.decisions > 0 then
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local available_desitions = {}
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for _, desition_id in ipairs(screen.decisions) do
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local desition = DesitionManager.get(desition_id)
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if desition and desition.condition() then table.insert(available_desitions, desition)
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local available_decisions = {}
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for _, decision_id in ipairs(screen.decisions) do
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local decision = DecisionManager.get(decision_id)
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if decision and decision.condition() then table.insert(available_decisions, decision)
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end
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end
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if #available_desitions == 0 then return end
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if #available_decisions == 0 then return end
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local new_selected_desition_index = UI.update_desition_selector(
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available_desitions,
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Context.selected_desition_index
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local new_selected_decision_index = UI.update_decision_selector(
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available_decisions,
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Context.selected_decision_index
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)
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if new_selected_desition_index ~= Context.selected_desition_index then
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Context.selected_desition_index = new_selected_desition_index
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if new_selected_decision_index ~= Context.selected_decision_index then
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Context.selected_decision_index = new_selected_decision_index
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end
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if Input.select() then
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local selected_desition = available_desitions[Context.selected_desition_index]
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if selected_desition and selected_desition.handle then Audio.sfx_select() selected_desition.handle()
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local selected_decision = available_decisions[Context.selected_decision_index]
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if selected_decision and selected_decision.handle then Audio.sfx_select() selected_decision.handle()
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end
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end
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end
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