don't show actions if the player's gonna do them
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parent
6aa6cf96c5
commit
13e0166667
18
iffy.coffee
18
iffy.coffee
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@ -142,6 +142,7 @@ class Nevgen
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class Gst
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class Gst
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constructor: (@story, @jDiv) ->
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constructor: (@story, @jDiv) ->
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@wstInit = @story.WstInit(this)
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@wstInit = @story.WstInit(this)
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@rgwst = null
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@igenID = 0
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@igenID = 0
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Display: () ->
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Display: () ->
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@ -155,16 +156,26 @@ class Gst
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</div>")
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</div>")
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dgEnter = () -> $(this).addClass('hover')
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dgEnter = () -> $(this).addClass('hover')
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dgLeave = () -> $(this).removeClass('hover')
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dgLeave = () -> $(this).removeClass('hover')
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for wst in @RgwstRun()
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@rgwst = null
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@rgwst = @RgwstRun()
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for wst in @rgwst
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jDivNev = $("<div class='iffy-nev'/>")
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jDivNev = $("<div class='iffy-nev'/>")
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jDivNev.append(wst.nev.StHtmlDisplay(this, wst))
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jDivNev.append(wst.nev.StHtmlDisplay(this, wst))
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@jDiv.append(jDivNev)
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@jDiv.append(jDivNev)
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jDivNev.hover(dgEnter, dgLeave)
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jDivNev.hover(dgEnter, dgLeave)
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@wstLast = wst
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for stId_dgOnClick in @mpstId_dgOnClick
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for stId_dgOnClick in @mpstId_dgOnClick
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@jDiv.find("##{stId_dgOnClick[0]}").click(stId_dgOnClick[1])
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@jDiv.find("##{stId_dgOnClick[0]}").click(stId_dgOnClick[1])
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# only valid to call after the story has been run
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FWasRun: (nev) ->
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for wst in @rgwst
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if wst.nev.ID() == nev.ID()
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return true
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return false
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ShowMenu: (ev, dLink, rgverb) ->
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ShowMenu: (ev, dLink, rgverb) ->
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@ClearMenu(true)
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@ClearMenu(true)
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jMenu = $("<div class='iffy-menu'/>").hide()
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jMenu = $("<div class='iffy-menu'/>").hide()
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@ -385,7 +396,7 @@ class Word
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rgverb = []
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rgverb = []
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for dVerb in @jWord.find("verb")
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for dVerb in @jWord.find("verb")
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nev = new Nev(dVerb)
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nev = new Nev(dVerb)
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if not nev.FHasRun(wst) and not @gst.story.actorPlayer.FWillAttempt(wst, nev)
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if not @gst.FWasRun(nev) and not @gst.story.actorPlayer.FWillAttempt(wst, nev)
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stDisplay = $(dVerb).attr("display") or $(dVerb).attr("name")
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stDisplay = $(dVerb).attr("display") or $(dVerb).attr("name")
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dgActivate = ((dVerbT) => () => @gst.story.actorPlayer.RespondTo(wst.nev, new Nev(dVerbT)))(dVerb)
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dgActivate = ((dVerbT) => () => @gst.story.actorPlayer.RespondTo(wst.nev, new Nev(dVerbT)))(dVerb)
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rgverb.push(new Verb(stDisplay, dgActivate))
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rgverb.push(new Verb(stDisplay, dgActivate))
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@ -420,6 +431,7 @@ class ActorPlayer
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if nevResponse.ID() == nev.ID()
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if nevResponse.ID() == nev.ID()
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return true
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return true
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return false
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return false
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EninevResponse: (nev, wst) ->
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EninevResponse: (nev, wst) ->
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rgnev = @mpnevID_rgnev[nev.ID()]
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rgnev = @mpnevID_rgnev[nev.ID()]
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if rgnev? then new EniArray(rgnev) else EniEmpty
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if rgnev? then new EniArray(rgnev) else EniEmpty
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