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const Story = {
async start () {
const settingsPopup = UI.createPopup();
settingsPopup.querySelector('[data-template-slot="content"]').append(UI.createSettingsMenu());
UI.drawPopup(settingsPopup);
await new Promise((resolve) => {
settingsPopup.addEventListener('close', UI.wrapCallback(async () => {
resolve();
}));
});
await Story.immediateProgress('start', 'introduction');
},
async introduction () {
const story = await fetchStory('introduction');
const characterCeo = story.characters.ceo;
const characterShopKeeper = story.characters.shopKeeper;
const npcCeo = await fetchNpc(characterCeo.slug);
const npcShopKeeper = await fetchNpc(characterShopKeeper.slug);
await UI.buildAndShowStoryPopup({ speaker: npcCeo, text: translate(characterCeo.text[0]) });
await UI.buildAndShowStoryPopup({ speaker: npcCeo, text: translate(characterCeo.text[1]) });
await UI.buildAndShowStoryPopup({ speaker: npcShopKeeper, text: translate(characterShopKeeper.text[0]) });
const possibleStarterMonsters = await Promise.all(
story.monsters.map(async (monsterData) => {
const monster = await fetchMonster(monsterData.slug);
monster.level = monsterData.level;
return monster;
})
);
const monsterSelection = UI.openStarterMonsterSelection(possibleStarterMonsters, { title: translate('story:introduction:monster_selection:title') });
await new Promise((resolve) => {
monsterSelection.addEventListener('starter:monster:selected', UI.wrapCallback(async (event) => {
if (!confirm(`Select ${event.detail.monster.name}?`)) {
return;
}
event.detail.popup.remove();
await UI.buildAndShowStoryPopup({ speaker: npcShopKeeper, text: translate(characterShopKeeper.text[1]) });
// set rival monster
Memory.state.rivalMonster = event.detail.monster.slug;
// set initial values
Memory.state.money = story.money;
// go to starting area
await Game.goToArea(story.area);
resolve();
}));
});
},
async selectStarterMonster () {
const story = await fetchStory('select-starter-monster');
const characterDante = story.characters.dante;
const npcDante = await fetchNpc(characterDante.slug);
await UI.buildAndShowStoryPopup({ speaker: npcDante, text: translate(characterDante.text[0]) });
await UI.buildAndShowStoryPopup({ speaker: npcDante, text: translate(characterDante.text[1]) });
await UI.buildAndShowStoryPopup({ speaker: npcDante, text: translate(characterDante.text[2]) });
const possibleStarterMonsters = await Promise.all(
story.monsters.map(async (monsterData) => {
const monster = await fetchMonster(monsterData.slug);
monster.level = monsterData.level;
return monster;
})
);
const monsterSelection = UI.openStarterMonsterSelection(possibleStarterMonsters, { title: translate('story:select_starter_monster:monster_selection:title') });
await new Promise((resolve) => {
monsterSelection.addEventListener('starter:monster:selected', UI.wrapCallback(async (event) => {
if (!confirm(`Select ${event.detail.monster.name}?`)) {
return;
}
Memory.state.player.monsters.push(event.detail.monster);
Game.setActivePlayerMonster(event.detail.monster);
UI.drawActiveMonster();
UI.drawActiveTechniques();
event.detail.popup.remove();
resolve();
}));
});
await Story.immediateProgress('selectStarterMonster', 'battleRivalOne');
},
async battleRivalOne () {
const story = await fetchStory('battle-rival-one');
const characterRival = story.characters.rival;
const npcRival = await fetchNpc(story.characters.rival.slug);
Memory.state.opponent = new Trainer({
monsters: await Promise.all(
characterRival.monsters.map(async (monsterData) => {
if (monsterData.slug === 'RIVAL') {
monsterData.slug = Memory.state.rivalMonster;
}
const monster = await fetchMonster(monsterData.slug);
monster.level = monsterData.level;
return monster;
})
)
});
await Memory.state.opponent.initialize();
await UI.buildAndShowStoryPopup({ speaker: npcRival, text: translate(characterRival.text[0]) });
await Story.battle();
if (Game.didWinStoryBattle) {
await UI.buildAndShowStoryPopup({ speaker: npcRival, text: translate(characterRival.text[1]) });
} else {
await UI.buildAndShowStoryPopup({ speaker: npcRival, text: translate(characterRival.text[2]) });
}
await UI.buildAndShowStoryPopup({ speaker: npcRival, text: translate(characterRival.text[3]) });
Game.healParty();
},
// Helper
/**
* @param {StorySlug} slug
*/
async progress (slug) {
if (!Story[slug]) {
return;
}
Memory.state.currentStory = slug;
Memory.saveToLocalStorage();
await Story[slug]();
Memory.state.storyProgress[slug] = true;
Memory.state.currentStory = null;
Memory.saveToLocalStorage();
},
/**
* @param {StorySlug} fromSlug
* @param {StorySlug} toSlug
*/
async immediateProgress (fromSlug, toSlug) {
Memory.state.storyProgress[fromSlug] = true;
Memory.saveToLocalStorage();
await Story.progress(toSlug);
},
async battle () {
const previousArea = Object.assign({}, Memory.state.currentArea);
Game.isStoryBattle = true;
Memory.state.Game.isInBattle = true;
Memory.saveToLocalStorage();
UI.drawBattle();
UI.showBattle();
await new Promise((resolve) => {
const interval = setInterval(() => {
if (!Game.isStoryBattle) {
clearInterval(interval);
resolve();
}
}, 100);
});
// reset incremented trainer progress
if (Memory.state.areaProgress[previousArea.slug]) {
Memory.state.areaProgress[previousArea.slug].trainerProgress = previousArea.trainerProgress;
}
if (previousArea.slug === Memory.state.currentArea.slug) {
Memory.state.currentArea.trainerProgress = previousArea.trainerProgress;
UI.drawStatus();
}
},
};
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