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6 Commits
feature/si
...
feature/sc
| Author | SHA1 | Date | |
|---|---|---|---|
| 7e1dd28808 | |||
| 0b25ecc793 | |||
| f08e4ad1d4 | |||
| 9ae6c12582 | |||
| 4e35cd4bd3 | |||
| 7854dc8a9f |
12
.luacheckrc
12
.luacheckrc
@@ -6,6 +6,7 @@ globals = {
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"Decision",
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"Decision",
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"Situation",
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"Situation",
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"Screen",
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"Screen",
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"Sprite",
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"UI",
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"UI",
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"Print",
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"Print",
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"Input",
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"Input",
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@@ -13,12 +14,23 @@ globals = {
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"Context",
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"Context",
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"Meters",
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"Meters",
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"Minigames",
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"Minigames",
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"SplashWindow",
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"IntroWindow",
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"MenuWindow",
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"GameWindow",
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"PopupWindow",
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"ConfigurationWindow",
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"AudioTestWindow",
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"MinigameButtonMashWindow",
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"MinigameRhythmWindow",
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"MinigameDDRWindow",
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"mset",
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"mset",
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"mget",
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"mget",
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"btnp",
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"btnp",
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"keyp",
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"keyp",
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"music",
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"music",
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"sfx",
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"sfx",
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"spr",
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"rect",
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"rect",
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"rectb",
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"rectb",
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"circ",
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"circ",
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@@ -5,6 +5,8 @@ init/init.minigames.lua
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init/init.meters.lua
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init/init.meters.lua
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system/system.util.lua
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system/system.util.lua
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init/init.windows.lua
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init/init.windows.lua
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sprite/sprite.manager.lua
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sprite/sprite.norman.lua
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situation/situation.manager.lua
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situation/situation.manager.lua
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situation/situation.drink_coffee.lua
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situation/situation.drink_coffee.lua
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decision/decision.manager.lua
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decision/decision.manager.lua
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@@ -4,5 +4,4 @@ Decision.register({
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handle = function()
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handle = function()
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Util.go_to_screen_by_id("home")
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Util.go_to_screen_by_id("home")
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end,
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end,
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condition = function() return true end
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})
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})
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@@ -4,5 +4,4 @@ Decision.register({
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handle = function()
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handle = function()
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Util.go_to_screen_by_id("office")
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Util.go_to_screen_by_id("office")
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end,
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end,
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condition = function() return true end
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})
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})
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@@ -4,5 +4,4 @@ Decision.register({
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handle = function()
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handle = function()
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Util.go_to_screen_by_id("toilet")
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Util.go_to_screen_by_id("toilet")
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end,
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end,
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condition = function() return true end
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})
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})
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@@ -4,5 +4,4 @@ Decision.register({
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handle = function()
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handle = function()
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Util.go_to_screen_by_id("walking_to_home")
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Util.go_to_screen_by_id("walking_to_home")
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end,
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end,
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condition = function() return true end
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})
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})
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@@ -4,5 +4,4 @@ Decision.register({
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handle = function()
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handle = function()
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Util.go_to_screen_by_id("walking_to_office")
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Util.go_to_screen_by_id("walking_to_office")
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end,
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end,
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condition = function() return true end
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})
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})
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@@ -4,5 +4,4 @@ Decision.register({
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handle = function()
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handle = function()
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Situation.apply("drink_coffee")
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Situation.apply("drink_coffee")
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end,
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end,
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condition = function() return true end
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})
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})
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@@ -2,5 +2,4 @@ Decision.register({
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id = "play_button_mash",
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id = "play_button_mash",
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label = "Play Button Mash",
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label = "Play Button Mash",
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handle = function() Meters.hide() MinigameButtonMashWindow.start(WINDOW_GAME) end,
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handle = function() Meters.hide() MinigameButtonMashWindow.start(WINDOW_GAME) end,
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condition = function() return true end
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})
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})
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@@ -2,5 +2,4 @@ Decision.register({
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id = "play_ddr",
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id = "play_ddr",
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label = "Play DDR (Random)",
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label = "Play DDR (Random)",
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handle = function() Meters.hide() MinigameDDRWindow.start(WINDOW_GAME, nil) end,
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handle = function() Meters.hide() MinigameDDRWindow.start(WINDOW_GAME, nil) end,
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condition = function() return true end
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})
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})
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@@ -2,5 +2,4 @@ Decision.register({
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id = "play_rhythm",
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id = "play_rhythm",
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label = "Play Rhythm Game",
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label = "Play Rhythm Game",
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handle = function() Meters.hide() MinigameRhythmWindow.start(WINDOW_GAME) end,
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handle = function() Meters.hide() MinigameRhythmWindow.start(WINDOW_GAME) end,
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condition = function() return true end
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})
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})
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@@ -45,7 +45,9 @@ on than meets the eye.]]
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minigame_ddr = Minigames.get_default_ddr(),
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minigame_ddr = Minigames.get_default_ddr(),
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minigame_button_mash = Minigames.get_default_button_mash(),
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minigame_button_mash = Minigames.get_default_button_mash(),
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minigame_rhythm = Minigames.get_default_rhythm(),
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minigame_rhythm = Minigames.get_default_rhythm(),
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meters = Meters.get_initial()
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meters = Meters.get_initial(),
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sprites = {},
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current_situation = nil,
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}
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}
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end
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end
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@@ -83,6 +85,7 @@ function Context.new_game()
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reset_context_to_initial_state()
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reset_context_to_initial_state()
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Context.game_in_progress = true
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Context.game_in_progress = true
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MenuWindow.refresh_menu_items()
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MenuWindow.refresh_menu_items()
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Context.screens[Context.current_screen].init()
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end
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end
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function Context.save_game()
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function Context.save_game()
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@@ -103,4 +106,5 @@ function Context.load_game()
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Context.game_in_progress = true
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Context.game_in_progress = true
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MenuWindow.refresh_menu_items()
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MenuWindow.refresh_menu_items()
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Context.screens[Context.current_screen].init()
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end
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end
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@@ -1,13 +1,13 @@
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local SplashWindow = {}
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SplashWindow = {}
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local IntroWindow = {}
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IntroWindow = {}
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local MenuWindow = {}
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MenuWindow = {}
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local GameWindow = {}
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GameWindow = {}
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local PopupWindow = {}
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PopupWindow = {}
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local ConfigurationWindow = {}
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ConfigurationWindow = {}
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local AudioTestWindow = {}
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AudioTestWindow = {}
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local MinigameButtonMashWindow = {}
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MinigameButtonMashWindow = {}
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local MinigameRhythmWindow = {}
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MinigameRhythmWindow = {}
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local MinigameDDRWindow = {}
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MinigameDDRWindow = {}
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Util = {}
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Util = {}
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Meters = {}
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Meters = {}
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Minigames = {}
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Minigames = {}
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@@ -18,5 +18,5 @@ Map = {}
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UI = {}
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UI = {}
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Print = {}
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Print = {}
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Input = {}
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Input = {}
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Sprite = {}
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Audio = {}
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Audio = {}
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@@ -7,6 +7,12 @@ function Screen.register(screen_data)
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if not screen_data.situations then
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if not screen_data.situations then
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screen_data.situations = {}
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screen_data.situations = {}
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end
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end
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if not screen_data.init then
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screen_data.init = function() end
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end
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if not screen_data.update then
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screen_data.update = function() end
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end
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_screens[screen_data.id] = screen_data
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_screens[screen_data.id] = screen_data
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end
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end
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@@ -2,5 +2,6 @@ Situation.register({
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id = "drink_coffee",
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id = "drink_coffee",
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handle = function()
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handle = function()
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Audio.sfx_select()
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Audio.sfx_select()
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Sprite.show("norman", 100, 100)
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end,
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end,
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})
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})
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@@ -8,6 +8,9 @@ function Situation.register(situation)
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if not situation.handle then
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if not situation.handle then
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situation.handle = function() end
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situation.handle = function() end
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end
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end
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if not situation.update then
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situation.update = function() end
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end
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if _situations[situation.id] then
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if _situations[situation.id] then
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trace("Warning: Overwriting situation with id: " .. situation.id)
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trace("Warning: Overwriting situation with id: " .. situation.id)
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end
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end
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@@ -31,6 +34,7 @@ function Situation.apply(id)
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return
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return
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end
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end
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Context.current_situation = id
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situation.handle()
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situation.handle()
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end
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end
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72
inc/sprite/sprite.manager.lua
Normal file
72
inc/sprite/sprite.manager.lua
Normal file
@@ -0,0 +1,72 @@
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local _sprites = {}
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function Sprite.register(sprite_data)
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if not sprite_data or not sprite_data.id then
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trace("Error: Invalid sprite object registered (missing id)!")
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return
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end
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if _sprites[sprite_data.id] then
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trace("Warning: Overwriting sprite with id: " .. sprite_data.id)
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end
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_sprites[sprite_data.id] = sprite_data
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end
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function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
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-- Ensure the sprite exists before attempting to show it
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if not _sprites[id] then
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trace("Error: Attempted to show non-registered sprite with id: " .. id)
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return
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end
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Context.sprites[id] = {
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id = id,
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x = x,
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y = y,
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colorkey = colorkey,
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scale = scale,
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flip_x = flip_x,
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flip_y = flip_y,
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rot = rot,
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}
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end
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function Sprite.hide(id)
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Context.sprites[id] = nil
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end
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function Sprite.draw()
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for id, params in pairs(Context.sprites) do
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local sprite_data = _sprites[id]
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if not sprite_data then
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trace("Error: Sprite id " .. id .. " in Context.sprites is not registered.")
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Context.sprites[id] = nil -- Clean up invalid entry
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-- We should probably continue to the next sprite instead of returning
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-- so that other valid sprites can still be drawn.
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end
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-- Use parameters from Context.sprites, or fall back to sprite_data, then to defaults
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local colorkey = params.colorkey or sprite_data.colorkey or 0
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local scale = params.scale or sprite_data.scale or 1
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local flip_x = params.flip_x or sprite_data.flip_x or 0
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local flip_y = params.flip_y or sprite_data.flip_y or 0
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local rot = params.rot or sprite_data.rot or 0
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if sprite_data.sprites then -- Complex sprite
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for i = 1, #sprite_data.sprites do
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local sub_sprite = sprite_data.sprites[i]
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spr(
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sub_sprite.s,
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params.x + (sub_sprite.x_offset or 0),
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params.y + (sub_sprite.y_offset or 0),
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sub_sprite.colorkey or colorkey,
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sub_sprite.scale or scale,
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sub_sprite.flip_x or flip_x,
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sub_sprite.flip_y or flip_y,
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sub_sprite.rot or rot
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)
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end
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else -- Simple sprite
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spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
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end
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end
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end
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17
inc/sprite/sprite.norman.lua
Normal file
17
inc/sprite/sprite.norman.lua
Normal file
@@ -0,0 +1,17 @@
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Sprite.register({
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id = "norman",
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sprites = {
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-- Body
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{ s = 0, x_offset = 0, y_offset = 0 },
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-- Head
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{ s = 1, x_offset = 0, y_offset = -8 },
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-- Left Arm
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{ s = 2, x_offset = -4, y_offset = 4 },
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-- Right Arm
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{ s = 3, x_offset = 4, y_offset = 4, flip_x = 1 }, -- Flipped arm
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-- Left Leg
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{ s = 4, x_offset = -2, y_offset = 8 },
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-- Right Leg
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{ s = 5, x_offset = 2, y_offset = 8, flip_x = 1 } -- Flipped leg
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}
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})
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@@ -14,9 +14,12 @@ function GameWindow.draw()
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UI.draw_decision_selector(available_decisions, Context.selected_decision_index)
|
UI.draw_decision_selector(available_decisions, Context.selected_decision_index)
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end
|
end
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end
|
end
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Sprite.draw()
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end
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end
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function GameWindow.update()
|
function GameWindow.update()
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local previous_screen_index = Context.current_screen
|
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|
|
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if Input.menu_back() then
|
if Input.menu_back() then
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Context.active_window = WINDOW_MENU
|
Context.active_window = WINDOW_MENU
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MenuWindow.refresh_menu_items()
|
MenuWindow.refresh_menu_items()
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@@ -36,6 +39,19 @@ function GameWindow.update()
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Context.selected_decision_index = 1 end
|
Context.selected_decision_index = 1 end
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|
|
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local screen = Context.screens[Context.current_screen]
|
local screen = Context.screens[Context.current_screen]
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|
screen.update()
|
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|
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|
if previous_screen_index ~= Context.current_screen then
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|
screen.init()
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|
end
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|
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if Context.current_situation then
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|
local current_situation_obj = Situation.get(Context.current_situation)
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|
if current_situation_obj and current_situation_obj.update then
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|
current_situation_obj.update()
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|
end
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|
end
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|
|
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if screen and screen.decisions and #screen.decisions > 0 then
|
if screen and screen.decisions and #screen.decisions > 0 then
|
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local available_decisions = {}
|
local available_decisions = {}
|
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for _, decision_id in ipairs(screen.decisions) do
|
for _, decision_id in ipairs(screen.decisions) do
|
||||||
|
|||||||
Reference in New Issue
Block a user