@drincs/nqtr 0.2.0 → 0.2.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/{StageProps-DCZkZHwZ.d.ts → StageProps-BFsiCaZT.d.ts} +80 -1
- package/dist/{StageProps-xLLR0rjD.d.mts → StageProps-CkXejAbn.d.mts} +80 -1
- package/dist/classes/index.d.mts +1 -1
- package/dist/classes/index.d.ts +1 -1
- package/dist/classes/index.js +37 -0
- package/dist/classes/index.js.map +1 -1
- package/dist/classes/index.mjs +37 -0
- package/dist/classes/index.mjs.map +1 -1
- package/dist/classes/navigation/Room.js.map +1 -1
- package/dist/classes/navigation/Room.mjs.map +1 -1
- package/dist/classes/quest/Goal.d.mts +18 -0
- package/dist/classes/quest/Goal.d.ts +18 -0
- package/dist/classes/quest/Goal.js +18 -0
- package/dist/classes/quest/Goal.js.map +1 -1
- package/dist/classes/quest/Goal.mjs +18 -0
- package/dist/classes/quest/Goal.mjs.map +1 -1
- package/dist/classes/quest/Quest.d.mts +1 -1
- package/dist/classes/quest/Quest.d.ts +1 -1
- package/dist/classes/quest/Quest.js +103 -4
- package/dist/classes/quest/Quest.js.map +1 -1
- package/dist/classes/quest/Quest.mjs +103 -4
- package/dist/classes/quest/Quest.mjs.map +1 -1
- package/dist/classes/quest/Stage.d.mts +1 -1
- package/dist/classes/quest/Stage.d.ts +1 -1
- package/dist/classes/quest/Stage.js +62 -0
- package/dist/classes/quest/Stage.js.map +1 -1
- package/dist/classes/quest/Stage.mjs +62 -0
- package/dist/classes/quest/Stage.mjs.map +1 -1
- package/dist/decorators/CommitmentDecorator.js +1 -1
- package/dist/decorators/CommitmentDecorator.js.map +1 -1
- package/dist/decorators/CommitmentDecorator.mjs +1 -1
- package/dist/decorators/CommitmentDecorator.mjs.map +1 -1
- package/dist/decorators/QuestDecorator.d.mts +1 -1
- package/dist/decorators/QuestDecorator.d.ts +1 -1
- package/dist/decorators/QuestDecorator.js +103 -4
- package/dist/decorators/QuestDecorator.js.map +1 -1
- package/dist/decorators/QuestDecorator.mjs +103 -4
- package/dist/decorators/QuestDecorator.mjs.map +1 -1
- package/dist/decorators/index.d.mts +1 -1
- package/dist/decorators/index.d.ts +1 -1
- package/dist/decorators/index.js +104 -5
- package/dist/decorators/index.js.map +1 -1
- package/dist/decorators/index.mjs +104 -5
- package/dist/decorators/index.mjs.map +1 -1
- package/dist/functions/ActivityFunctions.js.map +1 -1
- package/dist/functions/ActivityFunctions.mjs.map +1 -1
- package/dist/functions/NavigationFunctions.js.map +1 -1
- package/dist/functions/NavigationFunctions.mjs.map +1 -1
- package/dist/functions/RoutineFunctions.js.map +1 -1
- package/dist/functions/RoutineFunctions.mjs.map +1 -1
- package/dist/functions/index.js.map +1 -1
- package/dist/functions/index.mjs.map +1 -1
- package/dist/index.d.mts +1 -1
- package/dist/index.d.ts +1 -1
- package/dist/index.js +104 -5
- package/dist/index.js.map +1 -1
- package/dist/index.mjs +104 -5
- package/dist/index.mjs.map +1 -1
- package/dist/interface/index.d.mts +1 -1
- package/dist/interface/index.d.ts +1 -1
- package/dist/interface/quest/QuestProps.d.mts +1 -1
- package/dist/interface/quest/QuestProps.d.ts +1 -1
- package/dist/interface/quest/StageProps.d.mts +1 -1
- package/dist/interface/quest/StageProps.d.ts +1 -1
- package/dist/types/QuestsRequired.d.mts +1 -1
- package/dist/types/QuestsRequired.d.ts +1 -1
- package/dist/types/index.d.mts +1 -1
- package/dist/types/index.d.ts +1 -1
- package/package.json +1 -1
package/dist/decorators/index.js
CHANGED
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@@ -75,7 +75,7 @@ function addCommitment(commitment) {
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}
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return commitment2.id;
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}).filter((id) => id !== void 0);
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-
pixiVn.GameStorageManager.setVariable(TEMPORARY_COMMITMENT_CATEGORY_MEMORY_KEY,
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+
pixiVn.GameStorageManager.setVariable(TEMPORARY_COMMITMENT_CATEGORY_MEMORY_KEY, commitmentsIds);
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}
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function removeCommitment(commitment) {
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if (!Array.isArray(commitment)) {
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@@ -347,9 +347,15 @@ var Goal = class extends pixiVn.StoredClassModel {
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get description() {
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return this._description;
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}
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/**
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* The number of times the goal must be completed.
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*/
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get need() {
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return this._need;
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}
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/**
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* The default number of times the goal has been completed.
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*/
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get defaultHave() {
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return this._defaultHave;
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}
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@@ -359,12 +365,18 @@ var GoalStage = class extends Goal {
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super(id, props);
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this._stageId = stageId;
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}
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/**
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* The id of the stage that the goal belongs to.
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*/
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get stageId() {
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return this._stageId;
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}
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set stageId(value) {
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this._stageId = value;
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}
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/**
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* The number of times the goal has been completed.
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*/
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get have() {
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return this.getStorageProperty("have-" + this._stageId) || this.defaultHave;
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}
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@@ -375,6 +387,9 @@ var GoalStage = class extends Goal {
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}
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this.setStorageProperty("have-" + this._stageId, value);
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}
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/**
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* If the goal is completed.
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*/
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get completed() {
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return this.have >= this.need;
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}
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@@ -385,6 +400,9 @@ var GoalStage = class extends Goal {
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console.warn(`[NQTR] The goal can't be set as not completed. You must edit the have value manually.`);
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}
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}
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/**
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* Find the goal. It will increment the have value.
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*/
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find() {
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this.have++;
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}
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@@ -408,12 +426,21 @@ var Stage = class extends pixiVn.StoredClassModel {
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this._onStart = props.onStart;
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this._onEnd = props.onEnd;
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}
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/**
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* The name of the stage.
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*/
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get name() {
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return this._name;
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}
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/**
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* The description of the stage.
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*/
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get description() {
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return this._description;
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}
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/**
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* The advice description of the stage.
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*/
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get adviceDescription() {
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return this._adviceDescription;
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}
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@@ -432,6 +459,10 @@ var Stage = class extends pixiVn.StoredClassModel {
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}
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return (props) => render;
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}
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/**
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* The list of goals that the player needs to complete to finish the stage.
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* This is the list set by the developer. if you want to get the current goals, use the goals property.
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*/
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get defaultGoals() {
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return this._defaultGoals;
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}
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@@ -441,21 +472,39 @@ var Stage = class extends pixiVn.StoredClassModel {
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get flags() {
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return this._flags;
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}
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/**
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* The number of days required to start the stage.
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*/
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get daysRequiredToStart() {
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return this._daysRequiredToStart || 0;
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}
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/**
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* The list of flags required to start the stage.
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*/
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get flagsRequiredToStart() {
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return this._flagsRequiredToStart;
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}
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/**
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* The list of quests required to start the stage.
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*/
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get questsRequiredToStart() {
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return this._questsRequiredToStart || [];
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}
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/**
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* The description of the request to start the stage.
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*/
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get requestDescriptionToStart() {
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return this._requestDescriptionToStart;
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}
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/**
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* The function that will be called when the stage starts.
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*/
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get onStart() {
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return this._onStart;
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}
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/**
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* The function that will be called when the stage ends.
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*/
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get onEnd() {
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return this._onEnd;
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}
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@@ -464,6 +513,10 @@ var StageQuest = class extends Stage {
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constructor(id, props) {
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super(id, props);
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}
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/**
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* Check if the flag and goals are completed.
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* You can force the completion of the stage by setting the completed property to true.
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*/
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get completed() {
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let storedCompleted = this.getStorageProperty("completed");
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if (storedCompleted) {
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@@ -494,6 +547,9 @@ var StageQuest = class extends Stage {
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set prevStageEndDay(value) {
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this.setStorageProperty("prevStageEndDay", value);
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}
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/**
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* The day when the stage starts.
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*/
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get startDay() {
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let prevStageEndDay = this.prevStageEndDay;
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if (prevStageEndDay === void 0) {
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}
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return prevStageEndDay + this.daysRequiredToStart;
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}
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/**
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* Check if the stage can start.
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*/
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get canStart() {
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let daysRequired = this.daysRequiredToStart;
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if (daysRequired > 0) {
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}
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return true;
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}
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/**
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* The function that will be called when the stage starts.
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*/
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get onStart() {
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if (this.daysRequiredToStart > 0) {
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this.prevStageEndDay = TimeManager.currentDay;
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this._renderImage = props.renderImage;
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this._isInDevelopment = props.isInDevelopment || false;
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}
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/**
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* The stages of the quest.
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*/
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get stages() {
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return this._stages.map((stage, index) => {
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return new StageQuest(stage.id, stage);
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});
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}
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/**
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* The name of the quest.
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*/
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get name() {
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return this._name;
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}
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/**
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* The description of the quest.
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*/
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get description() {
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return this._description;
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}
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}
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return (props) => render;
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}
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/**
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* If the quest is in development.
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*/
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get isInDevelopment() {
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return this._isInDevelopment;
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}
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/**
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* The index of the current stage.
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*/
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get currentStageIndex() {
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return this.getStorageProperty("currentStageIndex");
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}
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set currentStageIndex(value) {
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this.setStorageProperty("currentStageIndex", value);
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}
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/**
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* The current stage.
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*/
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get currentStage() {
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let index = this.currentStageIndex;
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if (index === void 0 || index >= this.stages.length) {
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}
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return this.stages[index];
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}
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/**
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* If the quest is started.
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*/
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get started() {
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return this.currentStageIndex !== void 0;
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}
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/**
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* If the quest is completed.
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*/
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get completed() {
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return this.currentStageIndex === this.stages.length;
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}
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/**
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* Start the quest.
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* @param props The properties for the start stage. If you not want to pass any property, you can pass an {}.
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* @returns
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*/
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start(props) {
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if (this.started) {
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console.warn(`[NQTR] Quest ${this.id} is already started`);
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console.error(`[NQTR] Quest ${this.id} has no start stage`);
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}
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}
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/**
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* Try to go to the next stage.
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* @param startProps The properties for the start stage. If you not want to pass any property, you can pass an {}.
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* @param endProps The properties for the end stage. If you not want to pass any property, you can pass an {}.
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* @returns true if the stage was changed, false otherwise.
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*/
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tryToGoNextStage(startProps, endProps) {
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if (!this.started) {
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-
return;
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return false;
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}
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if (this.completed) {
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return;
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return false;
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}
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let currentStage = this.currentStage;
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let currentStageIndex = this.currentStageIndex;
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if (!currentStage || currentStageIndex === void 0) {
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console.error(`[NQTR] Quest ${this.id} has no current stage`);
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return;
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return false;
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}
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if (currentStage.completed) {
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let nextStageIndex = currentStageIndex + 1;
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@@ -643,9 +740,11 @@ var Quest = class extends pixiVn.StoredClassModel {
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currentStage.onEnd(endProps);
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}
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if (nextStage && nextStage.onStart) {
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-
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nextStage.onStart(startProps);
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}
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return true;
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648
746
|
}
|
|
747
|
+
return false;
|
|
649
748
|
}
|
|
650
749
|
};
|
|
651
750
|
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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If the activity already exists, it will be overwritten.\n * @param activity The activity to save.\n * @returns \n * @example\n * ```ts\n * saveActivity([nap, sleep, eat, study, work, exercise]);\n * ```\n */\nexport function saveActivity(activity: ActivityModel | ActivityModel[]) {\n if (Array.isArray(activity)) {\n activity.forEach(c => saveActivity(c))\n return\n }\n if (registeredActivities[activity.id]) {\n console.warn(`[NQTR] Activity id ${activity.id} already exists, it will be overwritten`)\n }\n registeredActivities[activity.id] = activity\n}\n\n/**\n * Get an activity by its id.\n * @param id The id of the activity.\n * @returns The activity or undefined if not found.\n */\nexport function getActivityById(id: string): ActivityModel | undefined {\n try {\n let activity = registeredActivities[id]\n if (!activity) {\n console.error(`[NQTR] Activity ${id} not found`)\n return\n }\n return activity as ActivityModel\n }\n catch (e) {\n console.error(`[NQTR] Error while getting Activity ${id}`, e)\n return\n }\n}\n","import { GameStorageManager } from \"@drincs/pixi-vn\"\nimport CommitmentBaseModel from \"../classes/Commitment\"\n\nconst TEMPORARY_COMMITMENT_CATEGORY_MEMORY_KEY = \"___nqtr-temporary_commitment___\"\nexport const registeredCommitments: { [id: string]: CommitmentBaseModel } = {}\nexport const fixedCommitments: { [id: string]: CommitmentBaseModel } = {}\n\n/**\n * Save a commitment in the registered commitments. If the commitment already exists, it will be overwritten.\n * @param commitment The commitment or commitments to save.\n * @returns \n */\nexport function saveCommitment<TCommitment extends CommitmentBaseModel = CommitmentBaseModel>(commitment: TCommitment | TCommitment[]) {\n if (Array.isArray(commitment)) {\n commitment.forEach(c => saveCommitment(c))\n return\n }\n if (registeredCommitments[commitment.id]) {\n console.warn(`[NQTR] Commitment id ${commitment.id} already exists, it will be overwritten`)\n }\n registeredCommitments[commitment.id] = commitment\n}\n\n/**\n * Get a commitment by its id.\n * @param id The id of the commitment.\n * @returns The commitment or undefined if not found.\n */\nexport function getCommitmentById<TCommitment extends CommitmentBaseModel = CommitmentBaseModel>(id: string): TCommitment | undefined {\n try {\n let commitment = registeredCommitments[id]\n if (!commitment) {\n console.error(`[NQTR] Commitment ${id} not found`)\n return\n }\n return commitment as TCommitment\n }\n catch (e) {\n console.error(`[NQTR] Error while getting Commitment ${id}`, e)\n return\n }\n}\n\n/**\n * Set a commitment as fixed, it will be always available. They cannot be deleted or edit during the game session.\n * @param commitment The commitment or commitments to set as fixed.\n */\nexport function setFixedRoutine<TCommitment extends CommitmentBaseModel = CommitmentBaseModel>(commitments: TCommitment[] | TCommitment) {\n if (Array.isArray(commitments)) {\n commitments.forEach(c => setFixedRoutine(c))\n return\n }\n if (fixedCommitments[commitments.id]) {\n console.warn(`[NQTR] Commitment id ${commitments.id} already exists, it will be overwritten`)\n }\n fixedCommitments[commitments.id] = commitments\n}\n\n/**\n * This feature adds the commitments during the game session.\n * @param commitment The commitment or commitments to add.\n */\nexport function addCommitment<TCommitment extends CommitmentBaseModel = CommitmentBaseModel>(commitment: TCommitment[] | TCommitment) {\n if (!Array.isArray(commitment)) {\n commitment = [commitment]\n }\n let commitmentsIds = commitment.map(commitment => {\n let commitmentTest = getCommitmentById(commitment.id)\n if (!commitmentTest) {\n console.warn(`[NQTR] Commitment ${commitment.id} not found, it will be ignored`)\n return undefined\n }\n return commitment.id\n }).filter(id => id !== undefined)\n\n GameStorageManager.setVariable(TEMPORARY_COMMITMENT_CATEGORY_MEMORY_KEY, [commitmentsIds])\n}\n\n/**\n * Remove the commitments added during the game session.\n * @param commitment The commitment or commitments to remove.\n * @returns \n */\nexport function removeCommitment<TCommitment extends CommitmentBaseModel = CommitmentBaseModel>(commitment: TCommitment[] | TCommitment) {\n if (!Array.isArray(commitment)) {\n commitment = [commitment]\n }\n let commitmentsIds = commitment.map(commitment => {\n return commitment.id\n })\n\n let currentCommitments = GameStorageManager.getVariable<string[]>(TEMPORARY_COMMITMENT_CATEGORY_MEMORY_KEY)\n if (!currentCommitments) {\n return\n }\n currentCommitments = currentCommitments.filter(id => !commitmentsIds.includes(id))\n GameStorageManager.setVariable(TEMPORARY_COMMITMENT_CATEGORY_MEMORY_KEY, currentCommitments)\n}\n\n/**\n * Get the fixed commitments by its id.\n * @returns The fixed commitments.\n */\nexport function getFixedRoutine<TCommitment extends CommitmentBaseModel = CommitmentBaseModel>(): TCommitment[] {\n return Object.values(fixedCommitments) as TCommitment[]\n}\n\n/**\n * Get the temporary commitments by its id.\n * @returns The temporary commitments.\n */\nexport function getTemporaryCommitments<TCommitment extends CommitmentBaseModel = CommitmentBaseModel>(): TCommitment[] {\n let commitmentsIds = GameStorageManager.getVariable<string[]>(TEMPORARY_COMMITMENT_CATEGORY_MEMORY_KEY)\n if (!commitmentsIds) {\n return []\n }\n let commitments = commitmentsIds.map(id => getCommitmentById<TCommitment>(id)).filter(commitment => commitment !== undefined)\n return commitments as TCommitment[]\n}\n","import { GraphicItemType, OnEndStage, OnRenderGraphicItemProps, OnStartStage } from \"@drincs/nqtr/dist/override\";\nimport { StoredClassModel } from \"@drincs/pixi-vn\";\nimport { QuestProps } from \"../../interface\";\nimport Stage, { StageQuest } from \"./Stage\";\n\nconst QUEST_CATEGORY = \"__nqtr-quest__\"\n\nexport default class Quest extends StoredClassModel {\n constructor(id: string, stages: Stage[], props: QuestProps) {\n super(QUEST_CATEGORY, id)\n this._stages = stages\n this._name = props.name || \"\"\n this._description = props.description || \"\"\n this._renderIcon = props.renderIcon\n this._renderImage = props.renderImage\n this._isInDevelopment = props.isInDevelopment || false\n }\n private _stages: Stage[]\n get stages(): StageQuest[] {\n return this._stages.map((stage, index) => {\n return new StageQuest(stage.id, stage)\n })\n }\n\n private _name: string\n get name(): string {\n return this._name\n }\n\n private _description: string\n get description(): string {\n return this._description\n }\n\n private _renderIcon?: GraphicItemType | ((room: Quest, props: OnRenderGraphicItemProps) => GraphicItemType)\n /**\n * The function for rendering the icon of the quest.\n */\n get renderIcon(): ((props: OnRenderGraphicItemProps) => GraphicItemType) | undefined {\n let render = this._renderIcon\n if (render === undefined) {\n return undefined\n }\n if (typeof render === \"function\") {\n return (props: OnRenderGraphicItemProps) => {\n return render(this, props)\n }\n }\n return (props: OnRenderGraphicItemProps) => render\n }\n\n private _renderImage?: GraphicItemType | ((room: Quest, props: OnRenderGraphicItemProps) => GraphicItemType)\n /**\n * The function for rendering the image of the quest.\n */\n get renderImage(): ((props: OnRenderGraphicItemProps) => GraphicItemType) | undefined {\n let render = this._renderImage\n if (render === undefined) {\n return undefined\n }\n if (typeof render === \"function\") {\n return (props: OnRenderGraphicItemProps) => {\n return render(this, props)\n }\n }\n return (props: OnRenderGraphicItemProps) => render\n }\n\n private _isInDevelopment: boolean\n get isInDevelopment(): boolean {\n return this._isInDevelopment\n }\n\n get currentStageIndex(): number | undefined {\n return this.getStorageProperty<number>('currentStageIndex')\n }\n private set currentStageIndex(value: number | undefined) {\n this.setStorageProperty('currentStageIndex', value)\n }\n\n get currentStage(): StageQuest | undefined {\n let index = this.currentStageIndex\n if (index === undefined || index >= this.stages.length) {\n return undefined\n }\n return this.stages[index]\n }\n\n get started(): boolean {\n return this.currentStageIndex !== undefined\n }\n\n get completed(): boolean {\n return this.currentStageIndex === this.stages.length\n }\n\n start(props: OnStartStage): void {\n if (this.started) {\n console.warn(`[NQTR] Quest ${this.id} is already started`)\n return\n }\n if (this.stages.length === 0) {\n console.error(`[NQTR] Quest ${this.id} has no stages`)\n return\n }\n this.currentStageIndex = 0\n let currentStage = this.currentStage\n if (currentStage && currentStage.onStart) {\n return currentStage.onStart(props)\n }\n else {\n console.error(`[NQTR] Quest ${this.id} has no start stage`)\n }\n }\n\n tryToGoNextStage(\n startProps: OnStartStage,\n endProps: OnEndStage\n ): void {\n if (!this.started) {\n return\n }\n if (this.completed) {\n return\n }\n let currentStage = this.currentStage\n let currentStageIndex = this.currentStageIndex\n if (!currentStage || currentStageIndex === undefined) {\n console.error(`[NQTR] Quest ${this.id} has no current stage`)\n return\n }\n if (currentStage.completed) {\n let nextStageIndex = currentStageIndex + 1\n currentStageIndex = nextStageIndex\n let nextStage = this.currentStage\n if (currentStage && currentStage.onEnd) {\n currentStage.onEnd(endProps)\n }\n if (nextStage && nextStage.onStart) {\n return nextStage.onStart(startProps)\n }\n }\n }\n}\n","import { GraphicItemType, OnEndStage, OnRenderGraphicItemProps, OnStartStage } from \"@drincs/nqtr/dist/override\";\nimport { StoredClassModel, getFlag } from \"@drincs/pixi-vn\";\nimport { StageProps } from \"../../interface\";\nimport StageFlags from \"../../interface/quest/StageFlags\";\nimport { TimeManager } from \"../../managers\";\nimport { QuestsRequiredType } from \"../../types/QuestsRequired\";\nimport Goal, { GoalStage } from \"./Goal\";\n\nconst STAGE_CATEGORY = \"__nqtr-stage__\"\n\nexport default class Stage extends StoredClassModel implements StageProps {\n constructor(id: string, props: StageProps) {\n super(STAGE_CATEGORY, id)\n this._name = props.name || \"\"\n this._defaultGoals = props.goals || []\n this._flags = props.flags || []\n this._description = props.description || \"\"\n this._adviceDescription = props.adviceDescription || \"\"\n this._renderImage = props.renderImage\n this._daysRequiredToStart = props.daysRequiredToStart\n this._flagsRequiredToStart = props.flagsRequired || []\n this._questsRequiredToStart = props.questsRequired || []\n this._requestDescriptionToStart = props.requestDescription || \"\"\n this._onStart = props.onStart\n this._onEnd = props.onEnd\n }\n\n private _name: string\n get name(): string {\n return this._name\n }\n\n private _description: string\n get description(): string {\n return this._description\n }\n\n private _adviceDescription: string\n get adviceDescription(): string {\n return this._adviceDescription\n }\n\n private _renderImage?: GraphicItemType | ((room: Stage, props: OnRenderGraphicItemProps) => GraphicItemType)\n /**\n * The function for rendering the image of the stage.\n */\n get renderImage(): ((props: OnRenderGraphicItemProps) => GraphicItemType) | undefined {\n let render = this._renderImage\n if (render === undefined) {\n return undefined\n }\n if (typeof render === \"function\") {\n return (props: OnRenderGraphicItemProps) => {\n return render(this, props)\n }\n }\n return (props: OnRenderGraphicItemProps) => render\n }\n\n private _defaultGoals: Goal[]\n get defaultGoals(): Goal[] {\n return this._defaultGoals\n }\n\n private _flags: StageFlags[]\n /**\n * The list of flags that the player must complete to finish the stage.\n */\n get flags(): StageFlags[] {\n return this._flags\n }\n\n // request to start\n\n private _daysRequiredToStart?: number\n get daysRequiredToStart(): number {\n return this._daysRequiredToStart || 0\n }\n\n private _flagsRequiredToStart: StageFlags[]\n get flagsRequiredToStart(): StageFlags[] {\n return this._flagsRequiredToStart\n }\n\n private _questsRequiredToStart: QuestsRequiredType[]\n get questsRequiredToStart(): QuestsRequiredType[] {\n return this._questsRequiredToStart || []\n }\n\n private _requestDescriptionToStart: string\n get requestDescriptionToStart(): string {\n return this._requestDescriptionToStart\n }\n\n // function\n\n private _onStart?: (props: OnStartStage) => void\n get onStart(): undefined | ((props: OnStartStage) => void) {\n return this._onStart\n }\n\n private _onEnd?: (props: OnEndStage) => void\n get onEnd(): undefined | ((props: OnEndStage) => void) {\n return this._onEnd\n }\n}\n\nexport class StageQuest extends Stage {\n constructor(id: string, props: StageProps) {\n super(id, props)\n }\n\n get completed(): boolean {\n let storedCompleted = this.getStorageProperty<boolean>('completed')\n if (storedCompleted) {\n return storedCompleted\n }\n if (!this.flags.every(flag => getFlag(flag.flag))) {\n return false\n }\n if (!this.goals.every(goal => goal.completed)) {\n return false\n }\n return true\n }\n set completed(value: boolean) {\n this.setStorageProperty('completed', value)\n }\n\n /**\n * The list of goals that the player needs to complete to finish the stage.\n */\n get goals(): GoalStage[] {\n return this.defaultGoals.map((goal) => {\n return new GoalStage(goal.id, this.id, goal)\n })\n }\n\n private get prevStageEndDay(): number | undefined {\n return this.getStorageProperty<number>('prevStageEndDay')\n }\n private set prevStageEndDay(value: number | undefined) {\n this.setStorageProperty('prevStageEndDay', value)\n }\n\n get startDay(): number | undefined {\n let prevStageEndDay = this.prevStageEndDay\n if (prevStageEndDay === undefined) {\n return undefined\n }\n return prevStageEndDay + this.daysRequiredToStart\n }\n\n get canStart(): boolean {\n let daysRequired = this.daysRequiredToStart\n if (daysRequired > 0) {\n let prevStageEndDay = this.prevStageEndDay\n if (prevStageEndDay === undefined) {\n return false\n }\n if (prevStageEndDay + daysRequired > TimeManager.currentDay) {\n return false\n }\n }\n if (this.flagsRequiredToStart.length > 0 && !this.flagsRequiredToStart.every(flag => getFlag(flag.flag))) {\n return false\n }\n if (this.questsRequiredToStart.length > 0 && !this.questsRequiredToStart.every(q =>\n q.quest.currentStageIndex && q.quest.currentStageIndex >= q.stageNumber\n )) {\n return false\n }\n return true\n }\n\n get onStart(): undefined | ((props: OnStartStage) => void) {\n if (this.daysRequiredToStart > 0) {\n this.prevStageEndDay = TimeManager.currentDay\n }\n return super.onStart\n }\n}\n","import { GameStorageManager } from \"@drincs/pixi-vn\";\nimport { ITimeStlot, TimeSettings } from \"../types/TimeSettings\";\n\nconst TIME_SETTINGS_KEY = '___nqtr-time_manager_settings___';\nconst TIME_DATA_KEY = '___nqtr-time_manager_data___';\n\ntype ITimeData = {\n currentHour?: number\n currentDay?: number\n}\n\nexport default class TimeManager {\n private constructor() { }\n private static editSettings(settings: TimeSettings) {\n let data: any = {}\n if (typeof settings.minDayHours === 'number') {\n data['minDayHours'] = settings.minDayHours\n }\n if (typeof settings.maxDayHours === 'number') {\n data['maxDayHours'] = settings.maxDayHours\n }\n if (typeof settings.minDayHours === 'number') {\n data['defaultTimeSpent'] = settings.defaultTimeSpent\n }\n if (Array.isArray(settings.timeSlots)) {\n data['timeSlots'] = settings.timeSlots\n }\n if (typeof settings.weekLength === 'number') {\n data['weekLength'] = settings.weekLength\n }\n if (typeof settings.weekendStartDay === 'number') {\n let weekLength = settings.weekLength || TimeManager.weekLength\n if (settings.weekendStartDay >= weekLength) {\n console.warn(`[NQTR] Weekend start day should be less than week length ${weekLength}`)\n }\n data['weekendStartDay'] = settings.weekendStartDay\n }\n if (Array.isArray(settings.weekDaysNames)) {\n let weekLength = settings.weekLength || TimeManager.weekLength\n if (settings.weekDaysNames.length !== weekLength) {\n console.warn(`[NQTR] Week days names should be equal to week length ${weekLength}`)\n }\n data['weekDaysNames'] = settings.weekDaysNames\n }\n GameStorageManager.setVariable(TIME_SETTINGS_KEY, data)\n }\n /**\n * Get time settings\n * @default {}\n */\n static get settings(): TimeSettings {\n let settings = GameStorageManager.getVariable<TimeSettings>(TIME_SETTINGS_KEY) || {}\n return settings\n }\n /**\n * Set time settings, Is very important to set the settings before using the nqtr library, bacause more of the features are based on the time settings.\n */\n static set settings(value: TimeSettings) {\n TimeManager.editSettings(value)\n }\n static get minDayHours(): number {\n let result = 0\n let settings = GameStorageManager.getVariable<TimeSettings>(TIME_SETTINGS_KEY)\n if (settings && settings.hasOwnProperty('minDayHours')) {\n result = settings.minDayHours || 0\n }\n return result\n }\n static get maxDayHours(): number {\n let result = 24\n let settings = GameStorageManager.getVariable<TimeSettings>(TIME_SETTINGS_KEY)\n if (settings && settings.hasOwnProperty('maxDayHours')) {\n result = settings.maxDayHours || 24\n }\n return result\n }\n static get defaultTimeSpent(): number {\n let result = 1\n let settings = GameStorageManager.getVariable<TimeSettings>(TIME_SETTINGS_KEY)\n if (settings && settings.hasOwnProperty('defaultTimeSpent')) {\n result = settings.defaultTimeSpent || 1\n }\n return result\n }\n static get timeSlots(): ITimeStlot[] {\n let result: ITimeStlot[] = []\n let settings = GameStorageManager.getVariable<TimeSettings>(TIME_SETTINGS_KEY)\n if (settings && settings.hasOwnProperty('timeSlots')) {\n result = settings.timeSlots || []\n }\n return result\n }\n static get weekLength(): number {\n let result = 7\n let settings = GameStorageManager.getVariable<TimeSettings>(TIME_SETTINGS_KEY)\n if (settings && settings.hasOwnProperty('weekLength')) {\n result = settings.weekLength || 7\n }\n return result\n }\n static get weekendStartDay(): number {\n let result = TimeManager.weekLength - 1\n let settings = GameStorageManager.getVariable<TimeSettings>(TIME_SETTINGS_KEY)\n if (settings && settings.hasOwnProperty('weekendStartDay')) {\n result = settings.weekendStartDay || TimeManager.weekLength - 1\n }\n return result\n }\n static get weekDaysNames(): string[] {\n let result: string[] = []\n let settings = GameStorageManager.getVariable<TimeSettings>(TIME_SETTINGS_KEY)\n if (settings && settings.hasOwnProperty('weekDaysNames')) {\n result = settings.weekDaysNames || result\n }\n return result\n }\n\n /**\n * Get the current hour\n */\n static get currentHour(): number {\n let data = GameStorageManager.getVariable<ITimeData>(TIME_DATA_KEY) || {}\n if (data.hasOwnProperty('currentHour') && typeof data.currentHour === 'number') {\n return data.currentHour\n }\n return TimeManager.minDayHours\n }\n static set currentHour(value: number | undefined) {\n let data = GameStorageManager.getVariable<ITimeData>(TIME_DATA_KEY) || {}\n if (typeof value === 'number') {\n data.currentHour = value\n } else {\n delete data.currentHour\n }\n GameStorageManager.setVariable(TIME_DATA_KEY, data)\n }\n /**\n * Get the current day\n */\n static get currentDay(): number {\n let data = GameStorageManager.getVariable<ITimeData>(TIME_DATA_KEY) || {}\n if (data.hasOwnProperty('currentDay') && typeof data.currentDay === 'number') {\n return data.currentDay\n }\n return 0\n }\n static set currentDay(value: number | undefined) {\n let data = GameStorageManager.getVariable<ITimeData>(TIME_DATA_KEY) || {}\n if (typeof value === 'number') {\n data.currentDay = value\n }\n else {\n delete data.currentDay\n }\n GameStorageManager.setVariable(TIME_DATA_KEY, data)\n }\n /**\n * If the current day is greater than or equal to the weekend start day, then it will return true.\n */\n static get isWeekend(): boolean {\n return TimeManager.currentWeekDayNumber >= TimeManager.weekendStartDay\n }\n /**\n * Get the current week day number (1-TimeManager.weekLength).\n * For example, if the week length is 7 and the current day is 10, then the result will be 4.\n */\n static get currentWeekDayNumber(): number {\n let result = TimeManager.currentDay % TimeManager.weekLength\n return result + 1\n }\n /**\n * Get the current week day name. If the week days names are not defined, then it will return undefined.\n * For example, if the week days names are ['Monday', 'Tuesday', 'Wednesday', 'Thursday', 'Friday', 'Saturday', 'Sunday'] and the current day is 10, then the result will be 'Thursday'.\n * @default \"\"\n */\n static get currentDayName(): string {\n let weekDayNumber = TimeManager.currentWeekDayNumber - 1\n if (weekDayNumber >= TimeManager.weekDaysNames.length) {\n console.warn(`[NQTR] Week day name is not defined for day ${weekDayNumber}`, TimeManager.weekDaysNames)\n return \"\"\n }\n return TimeManager.weekDaysNames[weekDayNumber]\n }\n /**\n * Get the current TimeManager.timeSlots index.\n * You can use this property to create \"Image that changes based on the time period\":\n * @example\n * ```tsx\n * import { TimeManager } from '@drincs/nqtr';\n * \n * function changeBackground() {\n * return (\n * <img src={`background-${TimeManager.currentTimeSlot}.png`} />\n * )\n * }\n */\n static get currentTimeSlot(): number {\n if (TimeManager.timeSlots.length === 0) {\n console.warn('[NQTR] Time slots are not defined')\n return 0\n }\n for (let index = 0; index < TimeManager.timeSlots.length; index++) {\n let slot = TimeManager.timeSlots[index]\n if (TimeManager.timeSlots.length > index + 1) {\n if (TimeManager.nowIsBetween(slot.startHour, TimeManager.timeSlots[index + 1].startHour)) {\n return index\n }\n }\n }\n return TimeManager.timeSlots.length - 1\n }\n\n /**\n * This function will increase the current hour by the given time spent.\n * If the new hour is greater than or equal to the max day hours, then it will increase the day and set the new hour.\n * @param timeSpent is the time spent in hours (default: TimeManager.defaultTimeSpent)\n * @returns TimeManager.currentHour\n */\n static increaseHour(timeSpent: number = TimeManager.defaultTimeSpent): number {\n let newHour = TimeManager.currentHour + timeSpent\n if (newHour >= TimeManager.maxDayHours) {\n TimeManager.increaseDay()\n newHour = TimeManager.minDayHours + (newHour - TimeManager.maxDayHours)\n }\n TimeManager.currentHour = newHour\n return TimeManager.currentHour\n }\n\n /**\n * This function will increase the current day by the given days.\n * @param newDayHour is the hour of the new day (default: TimeManager.minDayHours)\n * @param days is the number of days to increase (default: 1)\n * @returns TimeManager.currentDay\n */\n static increaseDay(newDayHour: number = TimeManager.minDayHours, days: number = 1): number {\n let newDay = TimeManager.currentDay + days\n TimeManager.currentDay = newDay\n TimeManager.currentHour = newDayHour\n return TimeManager.currentDay\n }\n\n /**\n * This function will check if the current hour is between the given hours.\n * @param fromHour the starting hour. If the TimeManager.currentHour is equal to this hour, the function will return true.\n * @param toHour the ending hour.\n * @returns true if the current hour is between the given hours, otherwise false.\n */\n static nowIsBetween(fromHour: number, toHour: number): boolean {\n let currentHour = TimeManager.currentHour\n if (fromHour < toHour) {\n return currentHour >= fromHour && currentHour < toHour\n }\n return currentHour >= fromHour || currentHour < toHour\n }\n}\n","import { StoredClassModel } from \"@drincs/pixi-vn\"\nimport { GoalProps } from \"../../interface\"\n\nconst GOAL_CATEGORY = \"__nqtr-goal__\"\n\nexport default class Goal extends StoredClassModel implements GoalProps {\n constructor(id: string, props: GoalProps) {\n super(GOAL_CATEGORY, id)\n this._description = props.description\n this._need = props.need || 1\n this._defaultHave = props.have || 0\n }\n\n private _description: string\n /**\n * The description of the goal.\n */\n get description(): string {\n return this._description\n }\n\n private _need: number\n get need(): number {\n return this._need\n }\n\n private _defaultHave: number\n get defaultHave(): number {\n return this._defaultHave\n }\n}\n\nexport class GoalStage extends Goal {\n constructor(id: string, stageId: string, props: GoalProps) {\n super(id, props)\n this._stageId = stageId\n }\n\n private _stageId?: string\n get stageId(): string | undefined {\n return this._stageId\n }\n set stageId(value: string) {\n this._stageId = value\n }\n\n get have(): number {\n return this.getStorageProperty<number>('have-' + this._stageId) || this.defaultHave\n }\n set have(value: number) {\n if (!this._stageId) {\n console.error(`[NQTR] The stage id is not set for the goal ${this.id}, so the have value can't be set.`)\n return\n }\n this.setStorageProperty('have-' + this._stageId, value)\n }\n\n get completed(): boolean {\n return this.have >= this.need\n }\n set completed(value: boolean) {\n if (value) {\n this.have = this.need\n } else {\n console.warn(`[NQTR] The goal can't be set as not completed. You must edit the have value manually.`)\n }\n }\n find(): void {\n this.have++\n }\n}\n","import { Stage } from \"../classes\"\nimport Quest from \"../classes/quest/Quest\"\nimport { QuestProps } from \"../interface\"\n\nexport const registeredQuests: { [id: string]: Quest } = {}\n\n/**\n * Creates a new quest and registers it in the system\n * @param id The id of the quest, it must be unique\n * @param stages The stages of the quest\n * @param onStepRun is a function that will be executed before any step is executed, is useful for example to make sure all images used have been cached\n * @returns The created quest\n */\nexport function newQuest(id: string, stages: Stage[], props: QuestProps): Quest {\n if (registeredQuests[id]) {\n console.warn(`[NQTR] Quest ${id} already exists, it will be overwritten`)\n }\n let quest = new Quest(id, stages, props)\n registeredQuests[id] = quest\n return quest\n}\n\n/**\n * Get a quest by its id.\n * @param id The id of the quest.\n * @returns The quest or undefined if not found.\n */\nexport function getQuestById(id: string): Quest | undefined {\n try {\n let quest = registeredQuests[id]\n if (!quest) {\n console.error(`[NQTR] Quest ${id} not found`)\n return\n }\n return quest\n }\n catch (e) {\n console.error(`[NQTR] Error while getting Quest ${id}`, e)\n return\n }\n}\n","import { LocationBaseModel, MapBaseModel, RoomBaseModel } from \"../classes\"\n\nexport const registeredRooms: { [id: string]: RoomBaseModel } = {}\n\n/**\n * Save a room in the registered rooms. If the room already exists, it will be overwritten.\n * @param room The room to save.\n * @returns \n * @example\n * ```ts\n * saveRoom([mcRoom, aliceRoom, annRoom, bathroom, lounge, terrace, gymRoom]);\n * ```\n */\nexport function saveRoom<TRoom extends RoomBaseModel = RoomBaseModel>(room: TRoom | TRoom[]) {\n if (Array.isArray(room)) {\n room.forEach(c => saveRoom(c))\n return\n }\n if (registeredRooms[room.id]) {\n console.warn(`[NQTR] Room id ${room.id} already exists, it will be overwritten`)\n }\n registeredRooms[room.id] = room\n}\n\n/**\n * Get a room by its id.\n * @param id The id of the room.\n * @returns The room or undefined if not found.\n */\nexport function getRoomById<TRoom extends RoomBaseModel = RoomBaseModel>(id: string): TRoom | undefined {\n try {\n let room = registeredRooms[id]\n if (!room) {\n console.error(`[NQTR] Room ${id} not found`)\n return\n }\n return room as TRoom\n }\n catch (e) {\n console.error(`[NQTR] Error while getting Room ${id}`, e)\n return\n }\n}\n\n/**\n * Get all rooms in a location.\n * @param location The location where the rooms are.\n * @returns The rooms in the location.\n */\nexport function getRoomsByLocation<TRoom extends RoomBaseModel = RoomBaseModel>(location: LocationBaseModel): TRoom[] {\n return Object.values(registeredRooms).filter(room => room.location.id === location.id) as TRoom[]\n}\n\n/**\n * Get all locations in the registered rooms.\n * @returns All locations in the registered rooms.\n */\nexport function getAllLocations<TLocation extends LocationBaseModel = LocationBaseModel>(): TLocation[] {\n let result: { [id: string]: TLocation } = {}\n Object.values(registeredRooms).forEach(room => {\n result[room.location.id] = room.location as TLocation\n })\n return Object.values(result)\n}\n\n/**\n * Get all locations in a map.\n * @param map The map where the locations are.\n * @returns The locations in the map.\n */\nexport function getLocationsByMap<TLocation extends LocationBaseModel = LocationBaseModel>(map: MapBaseModel): TLocation[] {\n return getAllLocations<TLocation>().filter(location => location.map.id === map.id) as TLocation[]\n}\n\n/**\n * Get all maps in the registered rooms.\n * @returns All maps in the registered rooms.\n */\nexport function getAllMaps<TMap extends MapBaseModel = MapBaseModel>(): TMap[] {\n let result: { [id: string]: TMap } = {}\n Object.values(registeredRooms).forEach(room => {\n result[room.location.map.id] = room.location.map as TMap\n })\n return Object.values(result)\n}\n"]}
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1
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+
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If the commitment already exists, it will be overwritten.\n * @param commitment The commitment or commitments to save.\n * @returns \n */\nexport function saveCommitment<TCommitment extends CommitmentBaseModel = CommitmentBaseModel>(commitment: TCommitment | TCommitment[]) {\n if (Array.isArray(commitment)) {\n commitment.forEach(c => saveCommitment(c))\n return\n }\n if (registeredCommitments[commitment.id]) {\n console.warn(`[NQTR] Commitment id ${commitment.id} already exists, it will be overwritten`)\n }\n registeredCommitments[commitment.id] = commitment\n}\n\n/**\n * Get a commitment by its id.\n * @param id The id of the commitment.\n * @returns The commitment or undefined if not found.\n */\nexport function getCommitmentById<TCommitment extends CommitmentBaseModel = CommitmentBaseModel>(id: string): TCommitment | undefined {\n try {\n let commitment = registeredCommitments[id]\n if (!commitment) {\n console.error(`[NQTR] Commitment ${id} not found`)\n return\n }\n return commitment as TCommitment\n }\n catch (e) {\n console.error(`[NQTR] Error while getting Commitment ${id}`, e)\n return\n }\n}\n\n/**\n * Set a commitment as fixed, it will be always available. They cannot be deleted or edit during the game session.\n * @param commitment The commitment or commitments to set as fixed.\n */\nexport function setFixedRoutine<TCommitment extends CommitmentBaseModel = CommitmentBaseModel>(commitments: TCommitment[] | TCommitment) {\n if (Array.isArray(commitments)) {\n commitments.forEach(c => setFixedRoutine(c))\n return\n }\n if (fixedCommitments[commitments.id]) {\n console.warn(`[NQTR] Commitment id ${commitments.id} already exists, it will be overwritten`)\n }\n fixedCommitments[commitments.id] = commitments\n}\n\n/**\n * This feature adds the commitments during the game session.\n * @param commitment The commitment or commitments to add.\n */\nexport function addCommitment<TCommitment extends CommitmentBaseModel = CommitmentBaseModel>(commitment: TCommitment[] | TCommitment) {\n if (!Array.isArray(commitment)) {\n commitment = [commitment]\n }\n let commitmentsIds = commitment.map(commitment => {\n let commitmentTest = getCommitmentById(commitment.id)\n if (!commitmentTest) {\n console.warn(`[NQTR] Commitment ${commitment.id} not found, it will be ignored`)\n return undefined\n }\n return commitment.id\n }).filter(id => id !== undefined)\n\n GameStorageManager.setVariable(TEMPORARY_COMMITMENT_CATEGORY_MEMORY_KEY, commitmentsIds)\n}\n\n/**\n * Remove the commitments added during the game session.\n * @param commitment The commitment or commitments to remove.\n * @returns \n */\nexport function removeCommitment<TCommitment extends CommitmentBaseModel = CommitmentBaseModel>(commitment: TCommitment[] | TCommitment) {\n if (!Array.isArray(commitment)) {\n commitment = [commitment]\n }\n let commitmentsIds = commitment.map(commitment => {\n return commitment.id\n })\n\n let currentCommitments = GameStorageManager.getVariable<string[]>(TEMPORARY_COMMITMENT_CATEGORY_MEMORY_KEY)\n if (!currentCommitments) {\n return\n }\n currentCommitments = currentCommitments.filter(id => !commitmentsIds.includes(id))\n GameStorageManager.setVariable(TEMPORARY_COMMITMENT_CATEGORY_MEMORY_KEY, currentCommitments)\n}\n\n/**\n * Get the fixed commitments by its id.\n * @returns The fixed commitments.\n */\nexport function getFixedRoutine<TCommitment extends CommitmentBaseModel = CommitmentBaseModel>(): TCommitment[] {\n return Object.values(fixedCommitments) as TCommitment[]\n}\n\n/**\n * Get the temporary commitments by its id.\n * @returns The temporary commitments.\n */\nexport function getTemporaryCommitments<TCommitment extends CommitmentBaseModel = CommitmentBaseModel>(): TCommitment[] {\n let commitmentsIds = GameStorageManager.getVariable<string[]>(TEMPORARY_COMMITMENT_CATEGORY_MEMORY_KEY)\n if (!commitmentsIds) {\n return []\n }\n let commitments = commitmentsIds.map(id => getCommitmentById<TCommitment>(id)).filter(commitment => commitment !== undefined)\n return commitments as TCommitment[]\n}\n","import { GraphicItemType, OnEndStage, OnRenderGraphicItemProps, OnStartStage } from \"@drincs/nqtr/dist/override\";\nimport { StoredClassModel } from \"@drincs/pixi-vn\";\nimport { QuestProps } from \"../../interface\";\nimport Stage, { StageQuest } from \"./Stage\";\n\nconst QUEST_CATEGORY = \"__nqtr-quest__\"\n\nexport default class Quest extends StoredClassModel {\n constructor(id: string, stages: Stage[], props: QuestProps) {\n super(QUEST_CATEGORY, id)\n this._stages = stages\n this._name = props.name || \"\"\n this._description = props.description || \"\"\n this._renderIcon = props.renderIcon\n this._renderImage = props.renderImage\n this._isInDevelopment = props.isInDevelopment || false\n }\n\n private _stages: Stage[]\n /**\n * The stages of the quest.\n */\n get stages(): StageQuest[] {\n return this._stages.map((stage, index) => {\n return new StageQuest(stage.id, stage)\n })\n }\n\n private _name: string\n /**\n * The name of the quest.\n */\n get name(): string {\n return this._name\n }\n\n private _description: string\n /**\n * The description of the quest.\n */\n get description(): string {\n return this._description\n }\n\n private _renderIcon?: GraphicItemType | ((room: Quest, props: OnRenderGraphicItemProps) => GraphicItemType)\n /**\n * The function for rendering the icon of the quest.\n */\n get renderIcon(): ((props: OnRenderGraphicItemProps) => GraphicItemType) | undefined {\n let render = this._renderIcon\n if (render === undefined) {\n return undefined\n }\n if (typeof render === \"function\") {\n return (props: OnRenderGraphicItemProps) => {\n return render(this, props)\n }\n }\n return (props: OnRenderGraphicItemProps) => render\n }\n\n private _renderImage?: GraphicItemType | ((room: Quest, props: OnRenderGraphicItemProps) => GraphicItemType)\n /**\n * The function for rendering the image of the quest.\n */\n get renderImage(): ((props: OnRenderGraphicItemProps) => GraphicItemType) | undefined {\n let render = this._renderImage\n if (render === undefined) {\n return undefined\n }\n if (typeof render === \"function\") {\n return (props: OnRenderGraphicItemProps) => {\n return render(this, props)\n }\n }\n return (props: OnRenderGraphicItemProps) => render\n }\n\n private _isInDevelopment: boolean\n /**\n * If the quest is in development.\n */\n get isInDevelopment(): boolean {\n return this._isInDevelopment\n }\n\n /**\n * The index of the current stage.\n */\n get currentStageIndex(): number | undefined {\n return this.getStorageProperty<number>('currentStageIndex')\n }\n private set currentStageIndex(value: number | undefined) {\n this.setStorageProperty('currentStageIndex', value)\n }\n\n /**\n * The current stage.\n */\n get currentStage(): StageQuest | undefined {\n let index = this.currentStageIndex\n if (index === undefined || index >= this.stages.length) {\n return undefined\n }\n return this.stages[index]\n }\n\n /**\n * If the quest is started.\n */\n get started(): boolean {\n return this.currentStageIndex !== undefined\n }\n\n /**\n * If the quest is completed.\n */\n get completed(): boolean {\n return this.currentStageIndex === this.stages.length\n }\n\n /**\n * Start the quest.\n * @param props The properties for the start stage. If you not want to pass any property, you can pass an {}.\n * @returns \n */\n start(props: OnStartStage): void {\n if (this.started) {\n console.warn(`[NQTR] Quest ${this.id} is already started`)\n return\n }\n if (this.stages.length === 0) {\n console.error(`[NQTR] Quest ${this.id} has no stages`)\n return\n }\n this.currentStageIndex = 0\n let currentStage = this.currentStage\n if (currentStage && currentStage.onStart) {\n return currentStage.onStart(props)\n }\n else {\n console.error(`[NQTR] Quest ${this.id} has no start stage`)\n }\n }\n\n /**\n * Try to go to the next stage.\n * @param startProps The properties for the start stage. If you not want to pass any property, you can pass an {}.\n * @param endProps The properties for the end stage. If you not want to pass any property, you can pass an {}.\n * @returns true if the stage was changed, false otherwise.\n */\n tryToGoNextStage(\n startProps: OnStartStage,\n endProps: OnEndStage\n ): boolean {\n if (!this.started) {\n return false\n }\n if (this.completed) {\n return false\n }\n let currentStage = this.currentStage\n let currentStageIndex = this.currentStageIndex\n if (!currentStage || currentStageIndex === undefined) {\n console.error(`[NQTR] Quest ${this.id} has no current stage`)\n return false\n }\n if (currentStage.completed) {\n let nextStageIndex = currentStageIndex + 1\n currentStageIndex = nextStageIndex\n let nextStage = this.currentStage\n if (currentStage && currentStage.onEnd) {\n currentStage.onEnd(endProps)\n }\n if (nextStage && nextStage.onStart) {\n nextStage.onStart(startProps)\n }\n return true\n }\n return false\n }\n}\n","import { GraphicItemType, OnEndStage, OnRenderGraphicItemProps, OnStartStage } from \"@drincs/nqtr/dist/override\";\nimport { StoredClassModel, getFlag } from \"@drincs/pixi-vn\";\nimport { StageProps } from \"../../interface\";\nimport StageFlags from \"../../interface/quest/StageFlags\";\nimport { TimeManager } from \"../../managers\";\nimport { QuestsRequiredType } from \"../../types/QuestsRequired\";\nimport Goal, { GoalStage } from \"./Goal\";\n\nconst STAGE_CATEGORY = \"__nqtr-stage__\"\n\nexport default class Stage extends StoredClassModel implements StageProps {\n constructor(id: string, props: StageProps) {\n super(STAGE_CATEGORY, id)\n this._name = props.name || \"\"\n this._defaultGoals = props.goals || []\n this._flags = props.flags || []\n this._description = props.description || \"\"\n this._adviceDescription = props.adviceDescription || \"\"\n this._renderImage = props.renderImage\n this._daysRequiredToStart = props.daysRequiredToStart\n this._flagsRequiredToStart = props.flagsRequired || []\n this._questsRequiredToStart = props.questsRequired || []\n this._requestDescriptionToStart = props.requestDescription || \"\"\n this._onStart = props.onStart\n this._onEnd = props.onEnd\n }\n\n private _name: string\n /**\n * The name of the stage.\n */\n get name(): string {\n return this._name\n }\n\n private _description: string\n /**\n * The description of the stage.\n */\n get description(): string {\n return this._description\n }\n\n private _adviceDescription: string\n /**\n * The advice description of the stage.\n */\n get adviceDescription(): string {\n return this._adviceDescription\n }\n\n private _renderImage?: GraphicItemType | ((room: Stage, props: OnRenderGraphicItemProps) => GraphicItemType)\n /**\n * The function for rendering the image of the stage.\n */\n get renderImage(): ((props: OnRenderGraphicItemProps) => GraphicItemType) | undefined {\n let render = this._renderImage\n if (render === undefined) {\n return undefined\n }\n if (typeof render === \"function\") {\n return (props: OnRenderGraphicItemProps) => {\n return render(this, props)\n }\n }\n return (props: OnRenderGraphicItemProps) => render\n }\n\n private _defaultGoals: Goal[]\n /**\n * The list of goals that the player needs to complete to finish the stage.\n * This is the list set by the developer. if you want to get the current goals, use the goals property.\n */\n get defaultGoals(): Goal[] {\n return this._defaultGoals\n }\n\n private _flags: StageFlags[]\n /**\n * The list of flags that the player must complete to finish the stage.\n */\n get flags(): StageFlags[] {\n return this._flags\n }\n\n // request to start\n\n private _daysRequiredToStart?: number\n /**\n * The number of days required to start the stage.\n */\n get daysRequiredToStart(): number {\n return this._daysRequiredToStart || 0\n }\n\n private _flagsRequiredToStart: StageFlags[]\n /**\n * The list of flags required to start the stage.\n */\n get flagsRequiredToStart(): StageFlags[] {\n return this._flagsRequiredToStart\n }\n\n private _questsRequiredToStart: QuestsRequiredType[]\n /**\n * The list of quests required to start the stage.\n */\n get questsRequiredToStart(): QuestsRequiredType[] {\n return this._questsRequiredToStart || []\n }\n\n private _requestDescriptionToStart: string\n /**\n * The description of the request to start the stage.\n */\n get requestDescriptionToStart(): string {\n return this._requestDescriptionToStart\n }\n\n // function\n\n private _onStart?: (props: OnStartStage) => void\n /**\n * The function that will be called when the stage starts.\n */\n get onStart(): undefined | ((props: OnStartStage) => void) {\n return this._onStart\n }\n\n private _onEnd?: (props: OnEndStage) => void\n /**\n * The function that will be called when the stage ends.\n */\n get onEnd(): undefined | ((props: OnEndStage) => void) {\n return this._onEnd\n }\n}\n\nexport class StageQuest extends Stage {\n constructor(id: string, props: StageProps) {\n super(id, props)\n }\n\n /**\n * Check if the flag and goals are completed.\n * You can force the completion of the stage by setting the completed property to true.\n */\n get completed(): boolean {\n let storedCompleted = this.getStorageProperty<boolean>('completed')\n if (storedCompleted) {\n return storedCompleted\n }\n if (!this.flags.every(flag => getFlag(flag.flag))) {\n return false\n }\n if (!this.goals.every(goal => goal.completed)) {\n return false\n }\n return true\n }\n set completed(value: boolean) {\n this.setStorageProperty('completed', value)\n }\n\n /**\n * The list of goals that the player needs to complete to finish the stage.\n */\n get goals(): GoalStage[] {\n return this.defaultGoals.map((goal) => {\n return new GoalStage(goal.id, this.id, goal)\n })\n }\n\n private get prevStageEndDay(): number | undefined {\n return this.getStorageProperty<number>('prevStageEndDay')\n }\n private set prevStageEndDay(value: number | undefined) {\n this.setStorageProperty('prevStageEndDay', value)\n }\n\n /**\n * The day when the stage starts.\n */\n get startDay(): number | undefined {\n let prevStageEndDay = this.prevStageEndDay\n if (prevStageEndDay === undefined) {\n return undefined\n }\n return prevStageEndDay + this.daysRequiredToStart\n }\n\n /**\n * Check if the stage can start.\n */\n get canStart(): boolean {\n let daysRequired = this.daysRequiredToStart\n if (daysRequired > 0) {\n let prevStageEndDay = this.prevStageEndDay\n if (prevStageEndDay === undefined) {\n return false\n }\n if (prevStageEndDay + daysRequired > TimeManager.currentDay) {\n return false\n }\n }\n if (this.flagsRequiredToStart.length > 0 && !this.flagsRequiredToStart.every(flag => getFlag(flag.flag))) {\n return false\n }\n if (this.questsRequiredToStart.length > 0 && !this.questsRequiredToStart.every(q =>\n q.quest.currentStageIndex && q.quest.currentStageIndex >= q.stageNumber\n )) {\n return false\n }\n return true\n }\n\n /**\n * The function that will be called when the stage starts.\n */\n get onStart(): undefined | ((props: OnStartStage) => void) {\n if (this.daysRequiredToStart > 0) {\n this.prevStageEndDay = TimeManager.currentDay\n }\n return super.onStart\n }\n}\n","import { GameStorageManager } from \"@drincs/pixi-vn\";\nimport { ITimeStlot, TimeSettings } from \"../types/TimeSettings\";\n\nconst TIME_SETTINGS_KEY = '___nqtr-time_manager_settings___';\nconst TIME_DATA_KEY = '___nqtr-time_manager_data___';\n\ntype ITimeData = {\n currentHour?: number\n currentDay?: number\n}\n\nexport default class TimeManager {\n private constructor() { }\n private static editSettings(settings: TimeSettings) {\n let data: any = {}\n if (typeof settings.minDayHours === 'number') {\n data['minDayHours'] = settings.minDayHours\n }\n if (typeof settings.maxDayHours === 'number') {\n data['maxDayHours'] = settings.maxDayHours\n }\n if (typeof settings.minDayHours === 'number') {\n data['defaultTimeSpent'] = settings.defaultTimeSpent\n }\n if (Array.isArray(settings.timeSlots)) {\n data['timeSlots'] = settings.timeSlots\n }\n if (typeof settings.weekLength === 'number') {\n data['weekLength'] = settings.weekLength\n }\n if (typeof settings.weekendStartDay === 'number') {\n let weekLength = settings.weekLength || TimeManager.weekLength\n if (settings.weekendStartDay >= weekLength) {\n console.warn(`[NQTR] Weekend start day should be less than week length ${weekLength}`)\n }\n data['weekendStartDay'] = settings.weekendStartDay\n }\n if (Array.isArray(settings.weekDaysNames)) {\n let weekLength = settings.weekLength || TimeManager.weekLength\n if (settings.weekDaysNames.length !== weekLength) {\n console.warn(`[NQTR] Week days names should be equal to week length ${weekLength}`)\n }\n data['weekDaysNames'] = settings.weekDaysNames\n }\n GameStorageManager.setVariable(TIME_SETTINGS_KEY, data)\n }\n /**\n * Get time settings\n * @default {}\n */\n static get settings(): TimeSettings {\n let settings = GameStorageManager.getVariable<TimeSettings>(TIME_SETTINGS_KEY) || {}\n return settings\n }\n /**\n * Set time settings, Is very important to set the settings before using the nqtr library, bacause more of the features are based on the time settings.\n */\n static set settings(value: TimeSettings) {\n TimeManager.editSettings(value)\n }\n static get minDayHours(): number {\n let result = 0\n let settings = GameStorageManager.getVariable<TimeSettings>(TIME_SETTINGS_KEY)\n if (settings && settings.hasOwnProperty('minDayHours')) {\n result = settings.minDayHours || 0\n }\n return result\n }\n static get maxDayHours(): number {\n let result = 24\n let settings = GameStorageManager.getVariable<TimeSettings>(TIME_SETTINGS_KEY)\n if (settings && settings.hasOwnProperty('maxDayHours')) {\n result = settings.maxDayHours || 24\n }\n return result\n }\n static get defaultTimeSpent(): number {\n let result = 1\n let settings = GameStorageManager.getVariable<TimeSettings>(TIME_SETTINGS_KEY)\n if (settings && settings.hasOwnProperty('defaultTimeSpent')) {\n result = settings.defaultTimeSpent || 1\n }\n return result\n }\n static get timeSlots(): ITimeStlot[] {\n let result: ITimeStlot[] = []\n let settings = GameStorageManager.getVariable<TimeSettings>(TIME_SETTINGS_KEY)\n if (settings && settings.hasOwnProperty('timeSlots')) {\n result = settings.timeSlots || []\n }\n return result\n }\n static get weekLength(): number {\n let result = 7\n let settings = GameStorageManager.getVariable<TimeSettings>(TIME_SETTINGS_KEY)\n if (settings && settings.hasOwnProperty('weekLength')) {\n result = settings.weekLength || 7\n }\n return result\n }\n static get weekendStartDay(): number {\n let result = TimeManager.weekLength - 1\n let settings = GameStorageManager.getVariable<TimeSettings>(TIME_SETTINGS_KEY)\n if (settings && settings.hasOwnProperty('weekendStartDay')) {\n result = settings.weekendStartDay || TimeManager.weekLength - 1\n }\n return result\n }\n static get weekDaysNames(): string[] {\n let result: string[] = []\n let settings = GameStorageManager.getVariable<TimeSettings>(TIME_SETTINGS_KEY)\n if (settings && settings.hasOwnProperty('weekDaysNames')) {\n result = settings.weekDaysNames || result\n }\n return result\n }\n\n /**\n * Get the current hour\n */\n static get currentHour(): number {\n let data = GameStorageManager.getVariable<ITimeData>(TIME_DATA_KEY) || {}\n if (data.hasOwnProperty('currentHour') && typeof data.currentHour === 'number') {\n return data.currentHour\n }\n return TimeManager.minDayHours\n }\n static set currentHour(value: number | undefined) {\n let data = GameStorageManager.getVariable<ITimeData>(TIME_DATA_KEY) || {}\n if (typeof value === 'number') {\n data.currentHour = value\n } else {\n delete data.currentHour\n }\n GameStorageManager.setVariable(TIME_DATA_KEY, data)\n }\n /**\n * Get the current day\n */\n static get currentDay(): number {\n let data = GameStorageManager.getVariable<ITimeData>(TIME_DATA_KEY) || {}\n if (data.hasOwnProperty('currentDay') && typeof data.currentDay === 'number') {\n return data.currentDay\n }\n return 0\n }\n static set currentDay(value: number | undefined) {\n let data = GameStorageManager.getVariable<ITimeData>(TIME_DATA_KEY) || {}\n if (typeof value === 'number') {\n data.currentDay = value\n }\n else {\n delete data.currentDay\n }\n GameStorageManager.setVariable(TIME_DATA_KEY, data)\n }\n /**\n * If the current day is greater than or equal to the weekend start day, then it will return true.\n */\n static get isWeekend(): boolean {\n return TimeManager.currentWeekDayNumber >= TimeManager.weekendStartDay\n }\n /**\n * Get the current week day number (1-TimeManager.weekLength).\n * For example, if the week length is 7 and the current day is 10, then the result will be 4.\n */\n static get currentWeekDayNumber(): number {\n let result = TimeManager.currentDay % TimeManager.weekLength\n return result + 1\n }\n /**\n * Get the current week day name. If the week days names are not defined, then it will return undefined.\n * For example, if the week days names are ['Monday', 'Tuesday', 'Wednesday', 'Thursday', 'Friday', 'Saturday', 'Sunday'] and the current day is 10, then the result will be 'Thursday'.\n * @default \"\"\n */\n static get currentDayName(): string {\n let weekDayNumber = TimeManager.currentWeekDayNumber - 1\n if (weekDayNumber >= TimeManager.weekDaysNames.length) {\n console.warn(`[NQTR] Week day name is not defined for day ${weekDayNumber}`, TimeManager.weekDaysNames)\n return \"\"\n }\n return TimeManager.weekDaysNames[weekDayNumber]\n }\n /**\n * Get the current TimeManager.timeSlots index.\n * You can use this property to create \"Image that changes based on the time period\":\n * @example\n * ```tsx\n * import { TimeManager } from '@drincs/nqtr';\n * \n * function changeBackground() {\n * return (\n * <img src={`background-${TimeManager.currentTimeSlot}.png`} />\n * )\n * }\n */\n static get currentTimeSlot(): number {\n if (TimeManager.timeSlots.length === 0) {\n console.warn('[NQTR] Time slots are not defined')\n return 0\n }\n for (let index = 0; index < TimeManager.timeSlots.length; index++) {\n let slot = TimeManager.timeSlots[index]\n if (TimeManager.timeSlots.length > index + 1) {\n if (TimeManager.nowIsBetween(slot.startHour, TimeManager.timeSlots[index + 1].startHour)) {\n return index\n }\n }\n }\n return TimeManager.timeSlots.length - 1\n }\n\n /**\n * This function will increase the current hour by the given time spent.\n * If the new hour is greater than or equal to the max day hours, then it will increase the day and set the new hour.\n * @param timeSpent is the time spent in hours (default: TimeManager.defaultTimeSpent)\n * @returns TimeManager.currentHour\n */\n static increaseHour(timeSpent: number = TimeManager.defaultTimeSpent): number {\n let newHour = TimeManager.currentHour + timeSpent\n if (newHour >= TimeManager.maxDayHours) {\n TimeManager.increaseDay()\n newHour = TimeManager.minDayHours + (newHour - TimeManager.maxDayHours)\n }\n TimeManager.currentHour = newHour\n return TimeManager.currentHour\n }\n\n /**\n * This function will increase the current day by the given days.\n * @param newDayHour is the hour of the new day (default: TimeManager.minDayHours)\n * @param days is the number of days to increase (default: 1)\n * @returns TimeManager.currentDay\n */\n static increaseDay(newDayHour: number = TimeManager.minDayHours, days: number = 1): number {\n let newDay = TimeManager.currentDay + days\n TimeManager.currentDay = newDay\n TimeManager.currentHour = newDayHour\n return TimeManager.currentDay\n }\n\n /**\n * This function will check if the current hour is between the given hours.\n * @param fromHour the starting hour. If the TimeManager.currentHour is equal to this hour, the function will return true.\n * @param toHour the ending hour.\n * @returns true if the current hour is between the given hours, otherwise false.\n */\n static nowIsBetween(fromHour: number, toHour: number): boolean {\n let currentHour = TimeManager.currentHour\n if (fromHour < toHour) {\n return currentHour >= fromHour && currentHour < toHour\n }\n return currentHour >= fromHour || currentHour < toHour\n }\n}\n","import { StoredClassModel } from \"@drincs/pixi-vn\"\nimport { GoalProps } from \"../../interface\"\n\nconst GOAL_CATEGORY = \"__nqtr-goal__\"\n\nexport default class Goal extends StoredClassModel implements GoalProps {\n constructor(id: string, props: GoalProps) {\n super(GOAL_CATEGORY, id)\n this._description = props.description\n this._need = props.need || 1\n this._defaultHave = props.have || 0\n }\n\n private _description: string\n /**\n * The description of the goal.\n */\n get description(): string {\n return this._description\n }\n\n private _need: number\n /**\n * The number of times the goal must be completed.\n */\n get need(): number {\n return this._need\n }\n\n private _defaultHave: number\n /**\n * The default number of times the goal has been completed.\n */\n get defaultHave(): number {\n return this._defaultHave\n }\n}\n\nexport class GoalStage extends Goal {\n constructor(id: string, stageId: string, props: GoalProps) {\n super(id, props)\n this._stageId = stageId\n }\n\n private _stageId?: string\n /**\n * The id of the stage that the goal belongs to.\n */\n get stageId(): string | undefined {\n return this._stageId\n }\n set stageId(value: string) {\n this._stageId = value\n }\n\n /**\n * The number of times the goal has been completed.\n */\n get have(): number {\n return this.getStorageProperty<number>('have-' + this._stageId) || this.defaultHave\n }\n set have(value: number) {\n if (!this._stageId) {\n console.error(`[NQTR] The stage id is not set for the goal ${this.id}, so the have value can't be set.`)\n return\n }\n this.setStorageProperty('have-' + this._stageId, value)\n }\n\n /**\n * If the goal is completed.\n */\n get completed(): boolean {\n return this.have >= this.need\n }\n set completed(value: boolean) {\n if (value) {\n this.have = this.need\n } else {\n console.warn(`[NQTR] The goal can't be set as not completed. You must edit the have value manually.`)\n }\n }\n\n /**\n * Find the goal. It will increment the have value.\n */\n find(): void {\n this.have++\n }\n}\n","import { Stage } from \"../classes\"\nimport Quest from \"../classes/quest/Quest\"\nimport { QuestProps } from \"../interface\"\n\nexport const registeredQuests: { [id: string]: Quest } = {}\n\n/**\n * Creates a new quest and registers it in the system\n * @param id The id of the quest, it must be unique\n * @param stages The stages of the quest\n * @param onStepRun is a function that will be executed before any step is executed, is useful for example to make sure all images used have been cached\n * @returns The created quest\n */\nexport function newQuest(id: string, stages: Stage[], props: QuestProps): Quest {\n if (registeredQuests[id]) {\n console.warn(`[NQTR] Quest ${id} already exists, it will be overwritten`)\n }\n let quest = new Quest(id, stages, props)\n registeredQuests[id] = quest\n return quest\n}\n\n/**\n * Get a quest by its id.\n * @param id The id of the quest.\n * @returns The quest or undefined if not found.\n */\nexport function getQuestById(id: string): Quest | undefined {\n try {\n let quest = registeredQuests[id]\n if (!quest) {\n console.error(`[NQTR] Quest ${id} not found`)\n return\n }\n return quest\n }\n catch (e) {\n console.error(`[NQTR] Error while getting Quest ${id}`, e)\n return\n }\n}\n","import { LocationBaseModel, MapBaseModel, RoomBaseModel } from \"../classes\"\n\nexport const registeredRooms: { [id: string]: RoomBaseModel } = {}\n\n/**\n * Save a room in the registered rooms. If the room already exists, it will be overwritten.\n * @param room The room to save.\n * @returns \n * @example\n * ```ts\n * saveRoom([mcRoom, aliceRoom, annRoom, bathroom, lounge, terrace, gymRoom]);\n * ```\n */\nexport function saveRoom<TRoom extends RoomBaseModel = RoomBaseModel>(room: TRoom | TRoom[]) {\n if (Array.isArray(room)) {\n room.forEach(c => saveRoom(c))\n return\n }\n if (registeredRooms[room.id]) {\n console.warn(`[NQTR] Room id ${room.id} already exists, it will be overwritten`)\n }\n registeredRooms[room.id] = room\n}\n\n/**\n * Get a room by its id.\n * @param id The id of the room.\n * @returns The room or undefined if not found.\n */\nexport function getRoomById<TRoom extends RoomBaseModel = RoomBaseModel>(id: string): TRoom | undefined {\n try {\n let room = registeredRooms[id]\n if (!room) {\n console.error(`[NQTR] Room ${id} not found`)\n return\n }\n return room as TRoom\n }\n catch (e) {\n console.error(`[NQTR] Error while getting Room ${id}`, e)\n return\n }\n}\n\n/**\n * Get all rooms in a location.\n * @param location The location where the rooms are.\n * @returns The rooms in the location.\n */\nexport function getRoomsByLocation<TRoom extends RoomBaseModel = RoomBaseModel>(location: LocationBaseModel): TRoom[] {\n return Object.values(registeredRooms).filter(room => room.location.id === location.id) as TRoom[]\n}\n\n/**\n * Get all locations in the registered rooms.\n * @returns All locations in the registered rooms.\n */\nexport function getAllLocations<TLocation extends LocationBaseModel = LocationBaseModel>(): TLocation[] {\n let result: { [id: string]: TLocation } = {}\n Object.values(registeredRooms).forEach(room => {\n result[room.location.id] = room.location as TLocation\n })\n return Object.values(result)\n}\n\n/**\n * Get all locations in a map.\n * @param map The map where the locations are.\n * @returns The locations in the map.\n */\nexport function getLocationsByMap<TLocation extends LocationBaseModel = LocationBaseModel>(map: MapBaseModel): TLocation[] {\n return getAllLocations<TLocation>().filter(location => location.map.id === map.id) as TLocation[]\n}\n\n/**\n * Get all maps in the registered rooms.\n * @returns All maps in the registered rooms.\n */\nexport function getAllMaps<TMap extends MapBaseModel = MapBaseModel>(): TMap[] {\n let result: { [id: string]: TMap } = {}\n Object.values(registeredRooms).forEach(room => {\n result[room.location.map.id] = room.location.map as TMap\n })\n return Object.values(result)\n}\n"]}
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