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path: root/resources/js/story.js
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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.progress('introduction');
  },

  async introduction () {
    const possibleStarterMonsters = await Promise.all(
      [
        'budaye',
        'dollfin',
        'grintot',
        'ignibus',
        'memnomnom',
      ].map(async (monsterSlug) => await fetchMonster(monsterSlug))
    );

    const monsterSelection = UI.openStarterMonsterSelection(possibleStarterMonsters, { title: translate('story:introduction:monster_selection:title', true) });
    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: await fetchNpc('spyder_dante'), text: translate('spyder_intro_shopkeeper4', true) });

        // set rival monster
        Memory.state.rivalMonster = event.detail.monster.slug;

        // initialize state variables
        Memory.state.money = 250;

        Memory.state.opponent = new Trainer({ monsters: [] });
        await Memory.state.opponent.initialize();

        Memory.state.player = new Trainer({ monsters: [] });
        await Memory.state.player.initialize();

        // go to starting area
        await Game.goToArea('paper-town');

        resolve();
      }));
    });
  },

  async selectStarterMonster () {
    await UI.buildAndShowStoryPopup({ speaker: await fetchNpc('spyder_dante'), text: translate('spyder_papertown_myfirstmon_notmet', true) });
    await UI.buildAndShowStoryPopup({ speaker: await fetchNpc('spyder_dante'), text: translate('spyder_papertown_myfirstmon2', true) });

    const possibleStarterMonsters = await Promise.all(
      [
        'tweesher',
        'lambert',
        'nut',
        'agnite',
        'rockitten',
      ].map(async (monsterSlug) => await fetchMonster(monsterSlug))
    );

    const monsterSelection = UI.openStarterMonsterSelection(possibleStarterMonsters, { title: translate('story:select_starter_monster:monster_selection:title', true) });
    await new Promise((resolve) => {
      monsterSelection.addEventListener('starter:monster:selected', UI.wrapCallback(async (event) => {
        if (!confirm(`Select ${event.detail.monster.name}?`)) {
          return;
        }

        Memory.state.player = new Trainer({
          monsters: [
            event.detail.monster,
          ]
        });
        await Memory.state.player.initialize();

        Game.setActivePlayerMonster(Memory.state.player.monsters[0]);

        // go to starting area
        await Game.goToArea('paper-town');

        UI.drawActiveMonster();
        UI.drawActiveTechniques();

        event.detail.popup.remove();

        resolve();
      }));
    });

    await Story.progress('battleRivalOne');
  },

  async battleRivalOne () {
    Memory.state.opponent = new Trainer({ monsters: [ await fetchMonster(Memory.state.rivalMonster) ] });
    await Memory.state.opponent.initialize();

    await UI.buildAndShowStoryPopup({ speaker: await fetchNpc('spyder_rivalbillie'), text: translate('spyder_papertown_firstfight', true) });

    await Story.battle();
  },


  // Helper

  /**
   * @param {string} slug
   *
   * @returns {Promise<any>}
   */
  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();
  },

  /**
   * @returns {Promise<any>}
   */
  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);
    });

    if (previousArea.slug === Memory.state.currentArea.slug) {
      Memory.state.currentArea.trainerProgress = previousArea.trainerProgress;

      UI.drawStatus();
    }
  },
};