fix: desition -> decision
Some checks failed
ci/woodpecker/push/woodpecker Pipeline failed

This commit is contained in:
Zoltan Timar
2026-02-18 21:42:40 +01:00
parent 0640964ee4
commit 7b263bb454
20 changed files with 109 additions and 103 deletions

View File

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