@drincs/nqtr 0.2.8 → 0.2.10

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.
Files changed (67) hide show
  1. package/dist/{StageProps-ssZax5Ip.d.ts → StageProps-CCjGI625.d.ts} +4 -4
  2. package/dist/{StageProps-vuObH5D2.d.mts → StageProps-CuE_n1Wg.d.mts} +4 -4
  3. package/dist/classes/index.d.mts +1 -1
  4. package/dist/classes/index.d.ts +1 -1
  5. package/dist/classes/index.js +8 -24
  6. package/dist/classes/index.js.map +1 -1
  7. package/dist/classes/index.mjs +8 -24
  8. package/dist/classes/index.mjs.map +1 -1
  9. package/dist/classes/navigation/Room.js.map +1 -1
  10. package/dist/classes/navigation/Room.mjs.map +1 -1
  11. package/dist/classes/quest/Quest.d.mts +1 -1
  12. package/dist/classes/quest/Quest.d.ts +1 -1
  13. package/dist/classes/quest/Quest.js +8 -24
  14. package/dist/classes/quest/Quest.js.map +1 -1
  15. package/dist/classes/quest/Quest.mjs +8 -24
  16. package/dist/classes/quest/Quest.mjs.map +1 -1
  17. package/dist/classes/quest/Stage.d.mts +1 -1
  18. package/dist/classes/quest/Stage.d.ts +1 -1
  19. package/dist/classes/quest/Stage.js +3 -11
  20. package/dist/classes/quest/Stage.js.map +1 -1
  21. package/dist/classes/quest/Stage.mjs +3 -11
  22. package/dist/classes/quest/Stage.mjs.map +1 -1
  23. package/dist/decorators/QuestDecorator.d.mts +1 -1
  24. package/dist/decorators/QuestDecorator.d.ts +1 -1
  25. package/dist/decorators/QuestDecorator.js +8 -24
  26. package/dist/decorators/QuestDecorator.js.map +1 -1
  27. package/dist/decorators/QuestDecorator.mjs +8 -24
  28. package/dist/decorators/QuestDecorator.mjs.map +1 -1
  29. package/dist/decorators/index.d.mts +1 -1
  30. package/dist/decorators/index.d.ts +1 -1
  31. package/dist/decorators/index.js +8 -24
  32. package/dist/decorators/index.js.map +1 -1
  33. package/dist/decorators/index.mjs +8 -24
  34. package/dist/decorators/index.mjs.map +1 -1
  35. package/dist/functions/ActivityFunctions.js.map +1 -1
  36. package/dist/functions/ActivityFunctions.mjs.map +1 -1
  37. package/dist/functions/NavigationFunctions.js.map +1 -1
  38. package/dist/functions/NavigationFunctions.mjs.map +1 -1
  39. package/dist/functions/QuestFunctions.js.map +1 -1
  40. package/dist/functions/QuestFunctions.mjs.map +1 -1
  41. package/dist/functions/RoutineFunctions.js.map +1 -1
  42. package/dist/functions/RoutineFunctions.mjs.map +1 -1
  43. package/dist/functions/index.js.map +1 -1
  44. package/dist/functions/index.mjs.map +1 -1
  45. package/dist/index.d.mts +1 -1
  46. package/dist/index.d.ts +1 -1
  47. package/dist/index.js +8 -24
  48. package/dist/index.js.map +1 -1
  49. package/dist/index.mjs +8 -24
  50. package/dist/index.mjs.map +1 -1
  51. package/dist/interface/index.d.mts +1 -1
  52. package/dist/interface/index.d.ts +1 -1
  53. package/dist/interface/quest/QuestProps.d.mts +1 -1
  54. package/dist/interface/quest/QuestProps.d.ts +1 -1
  55. package/dist/interface/quest/StageProps.d.mts +1 -1
  56. package/dist/interface/quest/StageProps.d.ts +1 -1
  57. package/dist/override/NeighboringMapsInterface.d.mts +20 -0
  58. package/dist/override/NeighboringMapsInterface.d.ts +20 -0
  59. package/dist/override/NeighboringMapsInterface.js +4 -0
  60. package/dist/override/NeighboringMapsInterface.js.map +1 -0
  61. package/dist/override/NeighboringMapsInterface.mjs +3 -0
  62. package/dist/override/NeighboringMapsInterface.mjs.map +1 -0
  63. package/dist/types/QuestsRequired.d.mts +1 -1
  64. package/dist/types/QuestsRequired.d.ts +1 -1
  65. package/dist/types/index.d.mts +1 -1
  66. package/dist/types/index.d.ts +1 -1
  67. package/package.json +2 -2
@@ -1 +1 @@
1
- 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stage)\r\n })\r\n }\r\n\r\n private _name: string\r\n /**\r\n * The name of the quest.\r\n */\r\n get name(): string {\r\n return this._name\r\n }\r\n\r\n private _description: string\r\n /**\r\n * The description of the quest.\r\n */\r\n get description(): string {\r\n return this._description\r\n }\r\n\r\n private _renderIcon?: GraphicItemType | ((room: Quest, props: OnRenderGraphicItemProps) => GraphicItemType)\r\n /**\r\n * The function for rendering the icon of the quest.\r\n */\r\n get renderIcon(): ((props: OnRenderGraphicItemProps) => GraphicItemType) | undefined {\r\n let render = this._renderIcon\r\n if (render === undefined) {\r\n return undefined\r\n }\r\n if (typeof render === \"function\") {\r\n return (props: OnRenderGraphicItemProps) => {\r\n return render(this, props)\r\n }\r\n }\r\n return (props: OnRenderGraphicItemProps) => render\r\n }\r\n\r\n private _renderImage?: GraphicItemType | ((room: Quest, props: OnRenderGraphicItemProps) => GraphicItemType)\r\n /**\r\n * The function for rendering the image of the quest.\r\n */\r\n get renderImage(): ((props: OnRenderGraphicItemProps) => GraphicItemType) | undefined {\r\n let render = this._renderImage\r\n if (render === undefined) {\r\n return undefined\r\n }\r\n if (typeof render === \"function\") {\r\n return (props: OnRenderGraphicItemProps) => {\r\n return render(this, props)\r\n }\r\n }\r\n return (props: OnRenderGraphicItemProps) => render\r\n }\r\n\r\n private _isInDevelopment: boolean\r\n /**\r\n * If the quest is in development.\r\n */\r\n get isInDevelopment(): boolean {\r\n return this._isInDevelopment\r\n }\r\n\r\n /**\r\n * The index of the current stage.\r\n */\r\n get currentStageIndex(): number | undefined {\r\n return this.getStorageProperty<number>('currentStageIndex')\r\n }\r\n private set currentStageIndex(value: number | undefined) {\r\n this.setStorageProperty('currentStageIndex', value)\r\n }\r\n\r\n /**\r\n * The current stage.\r\n */\r\n get currentStage(): StageQuest | undefined {\r\n let index = this.currentStageIndex\r\n if (index === undefined || index >= this.stages.length) {\r\n return undefined\r\n }\r\n return this.stages[index]\r\n }\r\n\r\n /**\r\n * If the quest is started.\r\n */\r\n get started(): boolean {\r\n return this.currentStageIndex !== undefined\r\n }\r\n\r\n /**\r\n * If the quest is completed.\r\n */\r\n get completed(): boolean {\r\n if (this.currentStageIndex === undefined) {\r\n return false\r\n }\r\n return this.currentStageIndex > this.stages.length - 1\r\n }\r\n\r\n private _onStart?: (stage: Quest, props: OnStartEndStageQuest) => void\r\n /**\r\n * The function that will be called when the quest starts.\r\n */\r\n get onStart(): undefined | ((props: OnStartEndStageQuest) => void) {\r\n let onStart = this._onStart\r\n if (onStart === undefined) {\r\n return undefined\r\n }\r\n return (props: OnStartEndStageQuest) => onStart(this, props)\r\n }\r\n\r\n private _onNextStage?: (stage: Quest, props: OnStartEndStageQuest) => void\r\n /**\r\n * The function that will be called when the quest goes to the next stage.\r\n */\r\n get onNextStage(): undefined | ((props: OnStartEndStageQuest) => void) {\r\n let onNext = this._onNextStage\r\n if (onNext === undefined) {\r\n return undefined\r\n }\r\n return (props: OnStartEndStageQuest) => onNext(this, props)\r\n }\r\n\r\n /**\r\n * Start the quest.\r\n * @param props The properties for the start stage. If you not want to pass any property, you can pass an {}.\r\n * @returns \r\n */\r\n start(props: OnStartEndStageQuest): void {\r\n if (this.started) {\r\n console.warn(`[NQTR] Quest ${this.id} is already started`)\r\n return\r\n }\r\n if (this.stages.length === 0) {\r\n console.error(`[NQTR] Quest ${this.id} has no stages`)\r\n return\r\n }\r\n this.currentStageIndex = 0\r\n let currentStage = this.currentStage\r\n if (currentStage && currentStage.start) {\r\n this.onStart && this.onStart(props)\r\n return currentStage.start(props)\r\n }\r\n else {\r\n console.error(`[NQTR] Quest ${this.id} has no start stage`)\r\n }\r\n }\r\n\r\n /**\r\n * Go to the next stage if the current stage is completed.\r\n * If you want to force the change of stage, use goNextStage.\r\n * @param props The properties. If you not want to pass any property, you can pass an {}.\r\n * @returns true if the stage was changed, false otherwise.\r\n */\r\n tryToGoNextStage(\r\n props: OnStartEndStageQuest,\r\n ): boolean {\r\n if (!this.started) {\r\n return false\r\n }\r\n if (this.completed) {\r\n return false\r\n }\r\n let currentStage = this.currentStage\r\n if (!currentStage) {\r\n console.error(`[NQTR] Quest ${this.id} has no current stage`)\r\n return false\r\n }\r\n if (currentStage.completed) {\r\n return this.goNextStage(props)\r\n }\r\n return false\r\n }\r\n\r\n /**\r\n * Complete the current stage and go to the next stage.\r\n * If you want to go to the next stage only if the current stage is completed, use tryToGoNextStage.\r\n * @param props The properties. If you not want to pass any property, you can pass an {}.\r\n * @returns true if the stage was changed, false otherwise.\r\n */\r\n completeCurrentStageAndGoNext(\r\n props: OnStartEndStageQuest,\r\n ): boolean {\r\n let currentStage = this.currentStage\r\n if (!currentStage) {\r\n console.error(`[NQTR] Quest ${this.id} has no current stage`)\r\n return false\r\n }\r\n currentStage.completed = true\r\n return this.goNextStage(props)\r\n }\r\n\r\n /**\r\n * Go to the next stage without checking if the current stage is completed.\r\n * If you want to go to the next stage only if the current stage is completed, use tryToGoNextStage.\r\n * @param props The properties. If you not want to pass any property, you can pass an {}.\r\n * @returns returns true if the stage was changed, false otherwise.\r\n */\r\n goNextStage(\r\n props: OnStartEndStageQuest,\r\n ): boolean {\r\n if (!this.started) {\r\n console.warn(`[NQTR] Quest ${this.id} is not started`)\r\n return false\r\n }\r\n if (this.completed) {\r\n console.warn(`[NQTR] Quest ${this.id} is already completed`)\r\n return false\r\n }\r\n let prevStage = this.currentStage\r\n let currentStageIndex = this.currentStageIndex\r\n if (!prevStage || currentStageIndex === undefined) {\r\n console.error(`[NQTR] Quest ${this.id} has no current stage`)\r\n return false\r\n }\r\n this.currentStageIndex = currentStageIndex + 1\r\n this.onNextStage && this.onNextStage(props)\r\n if (prevStage && prevStage.onEnd) {\r\n prevStage.onEnd(props)\r\n }\r\n let nextCurrentStage = this.currentStage\r\n if (nextCurrentStage) {\r\n nextCurrentStage.inizialize()\r\n if (this.currentStageMustStart) {\r\n this.startCurrentStage(props)\r\n }\r\n }\r\n\r\n return true\r\n }\r\n\r\n /**\r\n * If the current stage must start. It is true if the current stage is not started, can start and not completed.\r\n */\r\n get currentStageMustStart(): boolean {\r\n let currentStage = this.currentStage\r\n if (!currentStage) {\r\n return false\r\n }\r\n return !currentStage.started && currentStage.canStart && !currentStage.completed\r\n }\r\n\r\n /**\r\n * Start the current stage.\r\n * @param props The properties for the start stage. If you not want to pass any property, you can pass an {}.\r\n */\r\n startCurrentStage(props: OnStartEndStageQuest): void {\r\n let newCurrentStage = this.currentStage\r\n if (newCurrentStage && this.currentStageMustStart) {\r\n newCurrentStage.start(props)\r\n }\r\n else {\r\n console.warn(`[NQTR] Quest ${this.id} can't start the current stage`)\r\n }\r\n }\r\n}\r\n","import { GraphicItemType, OnRenderGraphicItemProps, OnStartEndStageQuest } 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.flagsRequiredToStart || []\n this._questsRequiredToStart = props.questsRequiredToStart || []\n this._requestDescriptionToStart = props.requestDescriptionToStart || \"\"\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?: (stage: Stage, props: OnStartEndStageQuest) => void\n /**\n * The function that will be called when the stage starts.\n */\n get onStart(): undefined | ((props: OnStartEndStageQuest) => void) {\n let onStart = this._onStart\n if (onStart === undefined) {\n return undefined\n }\n return (props: OnStartEndStageQuest) => onStart(this, props)\n }\n\n private _onEnd?: (stage: Stage, props: OnStartEndStageQuest) => void\n /**\n * The function that will be called when the stage ends.\n */\n get onEnd(): undefined | ((props: OnStartEndStageQuest) => void) {\n let onEnd = this._onEnd\n if (onEnd === undefined) {\n return undefined\n }\n return (props: OnStartEndStageQuest) => onEnd(this, props)\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.length > 0 && this.goals.length > 0) {\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 return false\n }\n set completed(value: boolean) {\n this.setStorageProperty('completed', value)\n }\n\n /**\n * If the stage is started.\n */\n get started(): boolean {\n return this.getStorageProperty<boolean>('started') || false\n }\n set started(value: boolean) {\n this.setStorageProperty('started', 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 * Inizialize the stage. **This function should be called only by the Quest class.**\n */\n inizialize() {\n if (this.daysRequiredToStart > 0) {\n this.prevStageEndDay = TimeManager.currentDay\n console.log(`[NQTR] Stage ${this.id} will start on day ${this.startDay}`)\n }\n }\n\n /**\n * The function that will be called when the stage starts.\n */\n start(props: OnStartEndStageQuest) {\n if (this.canStart) {\n this.started = true\n if (this.onStart) {\n this.onStart(props)\n }\n }\n else {\n console.warn(`[NQTR] Stage ${this.id} can't start`)\n }\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 * **This function must be called at least once at system startup to register the quest, otherwise the system cannot be used.**\n * @param id The id of the quest, it must be unique\n * @param stages The stages of the quest\n * @param props The quest properties\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\n/**\n * Get all registered quests and started.\n * @returns All registered quests.\n */\nexport function getAllStartedQuests(): Quest[] {\n return Object.values(registeredQuests).filter(quest => quest.started)\n}\n"]}
1
+ 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stage)\r\n })\r\n }\r\n\r\n private _name: string\r\n /**\r\n * The name of the quest.\r\n */\r\n get name(): string {\r\n return this._name\r\n }\r\n\r\n private _description: string\r\n /**\r\n * The description of the quest.\r\n */\r\n get description(): string {\r\n return this._description\r\n }\r\n\r\n private _renderIcon?: GraphicItemType | ((room: Quest, props: OnRenderGraphicItemProps) => GraphicItemType)\r\n /**\r\n * The function for rendering the icon of the quest.\r\n */\r\n get renderIcon(): ((props: OnRenderGraphicItemProps) => GraphicItemType) | undefined {\r\n let render = this._renderIcon\r\n if (render === undefined) {\r\n return undefined\r\n }\r\n if (typeof render === \"function\") {\r\n return (props: OnRenderGraphicItemProps) => {\r\n return render(this, props)\r\n }\r\n }\r\n return (props: OnRenderGraphicItemProps) => render\r\n }\r\n\r\n private _renderImage?: GraphicItemType | ((room: Quest, props: OnRenderGraphicItemProps) => GraphicItemType)\r\n /**\r\n * The function for rendering the image of the quest.\r\n */\r\n get renderImage(): ((props: OnRenderGraphicItemProps) => GraphicItemType) | undefined {\r\n let render = this._renderImage\r\n if (render === undefined) {\r\n return undefined\r\n }\r\n if (typeof render === \"function\") {\r\n return (props: OnRenderGraphicItemProps) => {\r\n return render(this, props)\r\n }\r\n }\r\n return (props: OnRenderGraphicItemProps) => render\r\n }\r\n\r\n private _isInDevelopment: boolean\r\n /**\r\n * If the quest is in development.\r\n */\r\n get isInDevelopment(): boolean {\r\n return this._isInDevelopment\r\n }\r\n\r\n /**\r\n * The index of the current stage.\r\n */\r\n get currentStageIndex(): number | undefined {\r\n return this.getStorageProperty<number>('currentStageIndex')\r\n }\r\n private set currentStageIndex(value: number | undefined) {\r\n this.setStorageProperty('currentStageIndex', value)\r\n }\r\n\r\n /**\r\n * The current stage.\r\n */\r\n get currentStage(): StageQuest | undefined {\r\n let index = this.currentStageIndex\r\n if (index === undefined || index >= this.stages.length) {\r\n return undefined\r\n }\r\n return this.stages[index]\r\n }\r\n\r\n /**\r\n * If the quest is started.\r\n */\r\n get started(): boolean {\r\n return this.currentStageIndex !== undefined\r\n }\r\n\r\n /**\r\n * If the quest is completed.\r\n */\r\n get completed(): boolean {\r\n if (this.currentStageIndex === undefined) {\r\n return false\r\n }\r\n return this.currentStageIndex > this.stages.length - 1\r\n }\r\n\r\n private _onStart?: (stage: Quest, props: OnStartEndStageQuest) => void\r\n /**\r\n * The function that will be called when the quest starts.\r\n */\r\n get onStart(): undefined | ((stage: Quest, props: OnStartEndStageQuest) => void) {\r\n return this._onStart\r\n }\r\n\r\n private _onNextStage?: (stage: Quest, props: OnStartEndStageQuest) => void\r\n /**\r\n * The function that will be called when the quest goes to the next stage.\r\n */\r\n get onNextStage(): undefined | ((stage: Quest, props: OnStartEndStageQuest) => void) {\r\n return this._onNextStage\r\n }\r\n\r\n /**\r\n * Start the quest.\r\n * @param props The properties for the start stage. If you not want to pass any property, you can pass an {}.\r\n * @returns \r\n */\r\n start(props: OnStartEndStageQuest): void {\r\n if (this.started) {\r\n console.warn(`[NQTR] Quest ${this.id} is already started`)\r\n return\r\n }\r\n if (this.stages.length === 0) {\r\n console.error(`[NQTR] Quest ${this.id} has no stages`)\r\n return\r\n }\r\n this.currentStageIndex = 0\r\n let currentStage = this.currentStage\r\n if (currentStage && currentStage.start) {\r\n this.onStart && this.onStart(this, props)\r\n return currentStage.start(props)\r\n }\r\n else {\r\n console.error(`[NQTR] Quest ${this.id} has no start stage`)\r\n }\r\n }\r\n\r\n /**\r\n * Go to the next stage if the current stage is completed.\r\n * If you want to force the change of stage, use goNextStage.\r\n * @param props The properties. If you not want to pass any property, you can pass an {}.\r\n * @returns true if the stage was changed, false otherwise.\r\n */\r\n tryToGoNextStage(\r\n props: OnStartEndStageQuest,\r\n ): boolean {\r\n if (!this.started) {\r\n return false\r\n }\r\n if (this.completed) {\r\n return false\r\n }\r\n let currentStage = this.currentStage\r\n if (!currentStage) {\r\n console.error(`[NQTR] Quest ${this.id} has no current stage`)\r\n return false\r\n }\r\n if (currentStage.completed) {\r\n return this.goNextStage(props)\r\n }\r\n return false\r\n }\r\n\r\n /**\r\n * Complete the current stage and go to the next stage.\r\n * If you want to go to the next stage only if the current stage is completed, use tryToGoNextStage.\r\n * @param props The properties. If you not want to pass any property, you can pass an {}.\r\n * @returns true if the stage was changed, false otherwise.\r\n */\r\n completeCurrentStageAndGoNext(\r\n props: OnStartEndStageQuest,\r\n ): boolean {\r\n let currentStage = this.currentStage\r\n if (!currentStage) {\r\n console.error(`[NQTR] Quest ${this.id} has no current stage`)\r\n return false\r\n }\r\n currentStage.completed = true\r\n return this.goNextStage(props)\r\n }\r\n\r\n /**\r\n * Go to the next stage without checking if the current stage is completed.\r\n * If you want to go to the next stage only if the current stage is completed, use tryToGoNextStage.\r\n * @param props The properties. If you not want to pass any property, you can pass an {}.\r\n * @returns returns true if the stage was changed, false otherwise.\r\n */\r\n goNextStage(\r\n props: OnStartEndStageQuest,\r\n ): boolean {\r\n if (!this.started) {\r\n console.warn(`[NQTR] Quest ${this.id} is not started`)\r\n return false\r\n }\r\n if (this.completed) {\r\n console.warn(`[NQTR] Quest ${this.id} is already completed`)\r\n return false\r\n }\r\n let prevStage = this.currentStage\r\n let currentStageIndex = this.currentStageIndex\r\n if (!prevStage || currentStageIndex === undefined) {\r\n console.error(`[NQTR] Quest ${this.id} has no current stage`)\r\n return false\r\n }\r\n this.currentStageIndex = currentStageIndex + 1\r\n this.onNextStage && this.onNextStage(this, props)\r\n if (prevStage && prevStage.onEnd) {\r\n prevStage.onEnd(prevStage, props)\r\n }\r\n let nextCurrentStage = this.currentStage\r\n if (nextCurrentStage) {\r\n nextCurrentStage.inizialize()\r\n if (this.currentStageMustStart) {\r\n this.startCurrentStage(props)\r\n }\r\n }\r\n\r\n return true\r\n }\r\n\r\n /**\r\n * If the current stage must start. It is true if the current stage is not started, can start and not completed.\r\n */\r\n get currentStageMustStart(): boolean {\r\n let currentStage = this.currentStage\r\n if (!currentStage) {\r\n return false\r\n }\r\n return !currentStage.started && currentStage.canStart && !currentStage.completed\r\n }\r\n\r\n /**\r\n * Start the current stage.\r\n * @param props The properties for the start stage. If you not want to pass any property, you can pass an {}.\r\n */\r\n startCurrentStage(props: OnStartEndStageQuest): void {\r\n let newCurrentStage = this.currentStage\r\n if (newCurrentStage && this.currentStageMustStart) {\r\n newCurrentStage.start(props)\r\n }\r\n else {\r\n console.warn(`[NQTR] Quest ${this.id} can't start the current stage`)\r\n }\r\n }\r\n}\r\n","import { GraphicItemType, OnRenderGraphicItemProps, OnStartEndStageQuest } 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.flagsRequiredToStart || []\n this._questsRequiredToStart = props.questsRequiredToStart || []\n this._requestDescriptionToStart = props.requestDescriptionToStart || \"\"\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?: (stage: Stage, props: OnStartEndStageQuest) => void\n /**\n * The function that will be called when the stage starts.\n */\n get onStart(): undefined | ((stage: Stage, props: OnStartEndStageQuest) => void) {\n return this._onStart\n }\n\n private _onEnd?: (stage: Stage, props: OnStartEndStageQuest) => void\n /**\n * The function that will be called when the stage ends.\n */\n get onEnd(): undefined | ((stage: Stage, props: OnStartEndStageQuest) => 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.length > 0 && this.goals.length > 0) {\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 return false\n }\n set completed(value: boolean) {\n this.setStorageProperty('completed', value)\n }\n\n /**\n * If the stage is started.\n */\n get started(): boolean {\n return this.getStorageProperty<boolean>('started') || false\n }\n set started(value: boolean) {\n this.setStorageProperty('started', 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 * Inizialize the stage. **This function should be called only by the Quest class.**\n */\n inizialize() {\n if (this.daysRequiredToStart > 0) {\n this.prevStageEndDay = TimeManager.currentDay\n console.log(`[NQTR] Stage ${this.id} will start on day ${this.startDay}`)\n }\n }\n\n /**\n * The function that will be called when the stage starts.\n */\n start(props: OnStartEndStageQuest) {\n if (this.canStart) {\n this.started = true\n if (this.onStart) {\n this.onStart(this, props)\n }\n }\n else {\n console.warn(`[NQTR] Stage ${this.id} can't start`)\n }\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 * **This function must be called at least once at system startup to register the quest, otherwise the system cannot be used.**\n * @param id The id of the quest, it must be unique\n * @param stages The stages of the quest\n * @param props The quest properties\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\n/**\n * Get all registered quests and started.\n * @returns All registered quests.\n */\nexport function getAllStartedQuests(): Quest[] {\n return Object.values(registeredQuests).filter(quest => quest.started)\n}\n"]}
@@ -410,21 +410,13 @@ var Stage = class extends StoredClassModel {
410
410
  * The function that will be called when the stage starts.
411
411
  */
412
412
  get onStart() {
413
- let onStart = this._onStart;
414
- if (onStart === void 0) {
415
- return void 0;
416
- }
417
- return (props) => onStart(this, props);
413
+ return this._onStart;
418
414
  }
419
415
  /**
420
416
  * The function that will be called when the stage ends.
421
417
  */
422
418
  get onEnd() {
423
- let onEnd = this._onEnd;
424
- if (onEnd === void 0) {
425
- return void 0;
426
- }
427
- return (props) => onEnd(this, props);
419
+ return this._onEnd;
428
420
  }
429
421
  };
430
422
  var StageQuest = class extends Stage {
@@ -527,7 +519,7 @@ var StageQuest = class extends Stage {
527
519
  if (this.canStart) {
528
520
  this.started = true;
529
521
  if (this.onStart) {
530
- this.onStart(props);
522
+ this.onStart(this, props);
531
523
  }
532
524
  } else {
533
525
  console.warn(`[NQTR] Stage ${this.id} can't start`);
@@ -643,21 +635,13 @@ var Quest = class extends StoredClassModel {
643
635
  * The function that will be called when the quest starts.
644
636
  */
645
637
  get onStart() {
646
- let onStart = this._onStart;
647
- if (onStart === void 0) {
648
- return void 0;
649
- }
650
- return (props) => onStart(this, props);
638
+ return this._onStart;
651
639
  }
652
640
  /**
653
641
  * The function that will be called when the quest goes to the next stage.
654
642
  */
655
643
  get onNextStage() {
656
- let onNext = this._onNextStage;
657
- if (onNext === void 0) {
658
- return void 0;
659
- }
660
- return (props) => onNext(this, props);
644
+ return this._onNextStage;
661
645
  }
662
646
  /**
663
647
  * Start the quest.
@@ -676,7 +660,7 @@ var Quest = class extends StoredClassModel {
676
660
  this.currentStageIndex = 0;
677
661
  let currentStage = this.currentStage;
678
662
  if (currentStage && currentStage.start) {
679
- this.onStart && this.onStart(props);
663
+ this.onStart && this.onStart(this, props);
680
664
  return currentStage.start(props);
681
665
  } else {
682
666
  console.error(`[NQTR] Quest ${this.id} has no start stage`);
@@ -742,9 +726,9 @@ var Quest = class extends StoredClassModel {
742
726
  return false;
743
727
  }
744
728
  this.currentStageIndex = currentStageIndex + 1;
745
- this.onNextStage && this.onNextStage(props);
729
+ this.onNextStage && this.onNextStage(this, props);
746
730
  if (prevStage && prevStage.onEnd) {
747
- prevStage.onEnd(props);
731
+ prevStage.onEnd(prevStage, props);
748
732
  }
749
733
  let nextCurrentStage = this.currentStage;
750
734
  if (nextCurrentStage) {
@@ -1 +1 @@
1
- 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stage)\r\n })\r\n }\r\n\r\n private _name: string\r\n /**\r\n * The name of the quest.\r\n */\r\n get name(): string {\r\n return this._name\r\n }\r\n\r\n private _description: string\r\n /**\r\n * The description of the quest.\r\n */\r\n get description(): string {\r\n return this._description\r\n }\r\n\r\n private _renderIcon?: GraphicItemType | ((room: Quest, props: OnRenderGraphicItemProps) => GraphicItemType)\r\n /**\r\n * The function for rendering the icon of the quest.\r\n */\r\n get renderIcon(): ((props: OnRenderGraphicItemProps) => GraphicItemType) | undefined {\r\n let render = this._renderIcon\r\n if (render === undefined) {\r\n return undefined\r\n }\r\n if (typeof render === \"function\") {\r\n return (props: OnRenderGraphicItemProps) => {\r\n return render(this, props)\r\n }\r\n }\r\n return (props: OnRenderGraphicItemProps) => render\r\n }\r\n\r\n private _renderImage?: GraphicItemType | ((room: Quest, props: OnRenderGraphicItemProps) => GraphicItemType)\r\n /**\r\n * The function for rendering the image of the quest.\r\n */\r\n get renderImage(): ((props: OnRenderGraphicItemProps) => GraphicItemType) | undefined {\r\n let render = this._renderImage\r\n if (render === undefined) {\r\n return undefined\r\n }\r\n if (typeof render === \"function\") {\r\n return (props: OnRenderGraphicItemProps) => {\r\n return render(this, props)\r\n }\r\n }\r\n return (props: OnRenderGraphicItemProps) => render\r\n }\r\n\r\n private _isInDevelopment: boolean\r\n /**\r\n * If the quest is in development.\r\n */\r\n get isInDevelopment(): boolean {\r\n return this._isInDevelopment\r\n }\r\n\r\n /**\r\n * The index of the current stage.\r\n */\r\n get currentStageIndex(): number | undefined {\r\n return this.getStorageProperty<number>('currentStageIndex')\r\n }\r\n private set currentStageIndex(value: number | undefined) {\r\n this.setStorageProperty('currentStageIndex', value)\r\n }\r\n\r\n /**\r\n * The current stage.\r\n */\r\n get currentStage(): StageQuest | undefined {\r\n let index = this.currentStageIndex\r\n if (index === undefined || index >= this.stages.length) {\r\n return undefined\r\n }\r\n return this.stages[index]\r\n }\r\n\r\n /**\r\n * If the quest is started.\r\n */\r\n get started(): boolean {\r\n return this.currentStageIndex !== undefined\r\n }\r\n\r\n /**\r\n * If the quest is completed.\r\n */\r\n get completed(): boolean {\r\n if (this.currentStageIndex === undefined) {\r\n return false\r\n }\r\n return this.currentStageIndex > this.stages.length - 1\r\n }\r\n\r\n private _onStart?: (stage: Quest, props: OnStartEndStageQuest) => void\r\n /**\r\n * The function that will be called when the quest starts.\r\n */\r\n get onStart(): undefined | ((props: OnStartEndStageQuest) => void) {\r\n let onStart = this._onStart\r\n if (onStart === undefined) {\r\n return undefined\r\n }\r\n return (props: OnStartEndStageQuest) => onStart(this, props)\r\n }\r\n\r\n private _onNextStage?: (stage: Quest, props: OnStartEndStageQuest) => void\r\n /**\r\n * The function that will be called when the quest goes to the next stage.\r\n */\r\n get onNextStage(): undefined | ((props: OnStartEndStageQuest) => void) {\r\n let onNext = this._onNextStage\r\n if (onNext === undefined) {\r\n return undefined\r\n }\r\n return (props: OnStartEndStageQuest) => onNext(this, props)\r\n }\r\n\r\n /**\r\n * Start the quest.\r\n * @param props The properties for the start stage. If you not want to pass any property, you can pass an {}.\r\n * @returns \r\n */\r\n start(props: OnStartEndStageQuest): void {\r\n if (this.started) {\r\n console.warn(`[NQTR] Quest ${this.id} is already started`)\r\n return\r\n }\r\n if (this.stages.length === 0) {\r\n console.error(`[NQTR] Quest ${this.id} has no stages`)\r\n return\r\n }\r\n this.currentStageIndex = 0\r\n let currentStage = this.currentStage\r\n if (currentStage && currentStage.start) {\r\n this.onStart && this.onStart(props)\r\n return currentStage.start(props)\r\n }\r\n else {\r\n console.error(`[NQTR] Quest ${this.id} has no start stage`)\r\n }\r\n }\r\n\r\n /**\r\n * Go to the next stage if the current stage is completed.\r\n * If you want to force the change of stage, use goNextStage.\r\n * @param props The properties. If you not want to pass any property, you can pass an {}.\r\n * @returns true if the stage was changed, false otherwise.\r\n */\r\n tryToGoNextStage(\r\n props: OnStartEndStageQuest,\r\n ): boolean {\r\n if (!this.started) {\r\n return false\r\n }\r\n if (this.completed) {\r\n return false\r\n }\r\n let currentStage = this.currentStage\r\n if (!currentStage) {\r\n console.error(`[NQTR] Quest ${this.id} has no current stage`)\r\n return false\r\n }\r\n if (currentStage.completed) {\r\n return this.goNextStage(props)\r\n }\r\n return false\r\n }\r\n\r\n /**\r\n * Complete the current stage and go to the next stage.\r\n * If you want to go to the next stage only if the current stage is completed, use tryToGoNextStage.\r\n * @param props The properties. If you not want to pass any property, you can pass an {}.\r\n * @returns true if the stage was changed, false otherwise.\r\n */\r\n completeCurrentStageAndGoNext(\r\n props: OnStartEndStageQuest,\r\n ): boolean {\r\n let currentStage = this.currentStage\r\n if (!currentStage) {\r\n console.error(`[NQTR] Quest ${this.id} has no current stage`)\r\n return false\r\n }\r\n currentStage.completed = true\r\n return this.goNextStage(props)\r\n }\r\n\r\n /**\r\n * Go to the next stage without checking if the current stage is completed.\r\n * If you want to go to the next stage only if the current stage is completed, use tryToGoNextStage.\r\n * @param props The properties. If you not want to pass any property, you can pass an {}.\r\n * @returns returns true if the stage was changed, false otherwise.\r\n */\r\n goNextStage(\r\n props: OnStartEndStageQuest,\r\n ): boolean {\r\n if (!this.started) {\r\n console.warn(`[NQTR] Quest ${this.id} is not started`)\r\n return false\r\n }\r\n if (this.completed) {\r\n console.warn(`[NQTR] Quest ${this.id} is already completed`)\r\n return false\r\n }\r\n let prevStage = this.currentStage\r\n let currentStageIndex = this.currentStageIndex\r\n if (!prevStage || currentStageIndex === undefined) {\r\n console.error(`[NQTR] Quest ${this.id} has no current stage`)\r\n return false\r\n }\r\n this.currentStageIndex = currentStageIndex + 1\r\n this.onNextStage && this.onNextStage(props)\r\n if (prevStage && prevStage.onEnd) {\r\n prevStage.onEnd(props)\r\n }\r\n let nextCurrentStage = this.currentStage\r\n if (nextCurrentStage) {\r\n nextCurrentStage.inizialize()\r\n if (this.currentStageMustStart) {\r\n this.startCurrentStage(props)\r\n }\r\n }\r\n\r\n return true\r\n }\r\n\r\n /**\r\n * If the current stage must start. It is true if the current stage is not started, can start and not completed.\r\n */\r\n get currentStageMustStart(): boolean {\r\n let currentStage = this.currentStage\r\n if (!currentStage) {\r\n return false\r\n }\r\n return !currentStage.started && currentStage.canStart && !currentStage.completed\r\n }\r\n\r\n /**\r\n * Start the current stage.\r\n * @param props The properties for the start stage. If you not want to pass any property, you can pass an {}.\r\n */\r\n startCurrentStage(props: OnStartEndStageQuest): void {\r\n let newCurrentStage = this.currentStage\r\n if (newCurrentStage && this.currentStageMustStart) {\r\n newCurrentStage.start(props)\r\n }\r\n else {\r\n console.warn(`[NQTR] Quest ${this.id} can't start the current stage`)\r\n }\r\n }\r\n}\r\n","import { GraphicItemType, OnRenderGraphicItemProps, OnStartEndStageQuest } 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.flagsRequiredToStart || []\n this._questsRequiredToStart = props.questsRequiredToStart || []\n this._requestDescriptionToStart = props.requestDescriptionToStart || \"\"\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?: (stage: Stage, props: OnStartEndStageQuest) => void\n /**\n * The function that will be called when the stage starts.\n */\n get onStart(): undefined | ((props: OnStartEndStageQuest) => void) {\n let onStart = this._onStart\n if (onStart === undefined) {\n return undefined\n }\n return (props: OnStartEndStageQuest) => onStart(this, props)\n }\n\n private _onEnd?: (stage: Stage, props: OnStartEndStageQuest) => void\n /**\n * The function that will be called when the stage ends.\n */\n get onEnd(): undefined | ((props: OnStartEndStageQuest) => void) {\n let onEnd = this._onEnd\n if (onEnd === undefined) {\n return undefined\n }\n return (props: OnStartEndStageQuest) => onEnd(this, props)\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.length > 0 && this.goals.length > 0) {\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 return false\n }\n set completed(value: boolean) {\n this.setStorageProperty('completed', value)\n }\n\n /**\n * If the stage is started.\n */\n get started(): boolean {\n return this.getStorageProperty<boolean>('started') || false\n }\n set started(value: boolean) {\n this.setStorageProperty('started', 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 * Inizialize the stage. **This function should be called only by the Quest class.**\n */\n inizialize() {\n if (this.daysRequiredToStart > 0) {\n this.prevStageEndDay = TimeManager.currentDay\n console.log(`[NQTR] Stage ${this.id} will start on day ${this.startDay}`)\n }\n }\n\n /**\n * The function that will be called when the stage starts.\n */\n start(props: OnStartEndStageQuest) {\n if (this.canStart) {\n this.started = true\n if (this.onStart) {\n this.onStart(props)\n }\n }\n else {\n console.warn(`[NQTR] Stage ${this.id} can't start`)\n }\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 * **This function must be called at least once at system startup to register the quest, otherwise the system cannot be used.**\n * @param id The id of the quest, it must be unique\n * @param stages The stages of the quest\n * @param props The quest properties\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\n/**\n * Get all registered quests and started.\n * @returns All registered quests.\n */\nexport function getAllStartedQuests(): Quest[] {\n return Object.values(registeredQuests).filter(quest => quest.started)\n}\n"]}
1
+ 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stage)\r\n })\r\n }\r\n\r\n private _name: string\r\n /**\r\n * The name of the quest.\r\n */\r\n get name(): string {\r\n return this._name\r\n }\r\n\r\n private _description: string\r\n /**\r\n * The description of the quest.\r\n */\r\n get description(): string {\r\n return this._description\r\n }\r\n\r\n private _renderIcon?: GraphicItemType | ((room: Quest, props: OnRenderGraphicItemProps) => GraphicItemType)\r\n /**\r\n * The function for rendering the icon of the quest.\r\n */\r\n get renderIcon(): ((props: OnRenderGraphicItemProps) => GraphicItemType) | undefined {\r\n let render = this._renderIcon\r\n if (render === undefined) {\r\n return undefined\r\n }\r\n if (typeof render === \"function\") {\r\n return (props: OnRenderGraphicItemProps) => {\r\n return render(this, props)\r\n }\r\n }\r\n return (props: OnRenderGraphicItemProps) => render\r\n }\r\n\r\n private _renderImage?: GraphicItemType | ((room: Quest, props: OnRenderGraphicItemProps) => GraphicItemType)\r\n /**\r\n * The function for rendering the image of the quest.\r\n */\r\n get renderImage(): ((props: OnRenderGraphicItemProps) => GraphicItemType) | undefined {\r\n let render = this._renderImage\r\n if (render === undefined) {\r\n return undefined\r\n }\r\n if (typeof render === \"function\") {\r\n return (props: OnRenderGraphicItemProps) => {\r\n return render(this, props)\r\n }\r\n }\r\n return (props: OnRenderGraphicItemProps) => render\r\n }\r\n\r\n private _isInDevelopment: boolean\r\n /**\r\n * If the quest is in development.\r\n */\r\n get isInDevelopment(): boolean {\r\n return this._isInDevelopment\r\n }\r\n\r\n /**\r\n * The index of the current stage.\r\n */\r\n get currentStageIndex(): number | undefined {\r\n return this.getStorageProperty<number>('currentStageIndex')\r\n }\r\n private set currentStageIndex(value: number | undefined) {\r\n this.setStorageProperty('currentStageIndex', value)\r\n }\r\n\r\n /**\r\n * The current stage.\r\n */\r\n get currentStage(): StageQuest | undefined {\r\n let index = this.currentStageIndex\r\n if (index === undefined || index >= this.stages.length) {\r\n return undefined\r\n }\r\n return this.stages[index]\r\n }\r\n\r\n /**\r\n * If the quest is started.\r\n */\r\n get started(): boolean {\r\n return this.currentStageIndex !== undefined\r\n }\r\n\r\n /**\r\n * If the quest is completed.\r\n */\r\n get completed(): boolean {\r\n if (this.currentStageIndex === undefined) {\r\n return false\r\n }\r\n return this.currentStageIndex > this.stages.length - 1\r\n }\r\n\r\n private _onStart?: (stage: Quest, props: OnStartEndStageQuest) => void\r\n /**\r\n * The function that will be called when the quest starts.\r\n */\r\n get onStart(): undefined | ((stage: Quest, props: OnStartEndStageQuest) => void) {\r\n return this._onStart\r\n }\r\n\r\n private _onNextStage?: (stage: Quest, props: OnStartEndStageQuest) => void\r\n /**\r\n * The function that will be called when the quest goes to the next stage.\r\n */\r\n get onNextStage(): undefined | ((stage: Quest, props: OnStartEndStageQuest) => void) {\r\n return this._onNextStage\r\n }\r\n\r\n /**\r\n * Start the quest.\r\n * @param props The properties for the start stage. If you not want to pass any property, you can pass an {}.\r\n * @returns \r\n */\r\n start(props: OnStartEndStageQuest): void {\r\n if (this.started) {\r\n console.warn(`[NQTR] Quest ${this.id} is already started`)\r\n return\r\n }\r\n if (this.stages.length === 0) {\r\n console.error(`[NQTR] Quest ${this.id} has no stages`)\r\n return\r\n }\r\n this.currentStageIndex = 0\r\n let currentStage = this.currentStage\r\n if (currentStage && currentStage.start) {\r\n this.onStart && this.onStart(this, props)\r\n return currentStage.start(props)\r\n }\r\n else {\r\n console.error(`[NQTR] Quest ${this.id} has no start stage`)\r\n }\r\n }\r\n\r\n /**\r\n * Go to the next stage if the current stage is completed.\r\n * If you want to force the change of stage, use goNextStage.\r\n * @param props The properties. If you not want to pass any property, you can pass an {}.\r\n * @returns true if the stage was changed, false otherwise.\r\n */\r\n tryToGoNextStage(\r\n props: OnStartEndStageQuest,\r\n ): boolean {\r\n if (!this.started) {\r\n return false\r\n }\r\n if (this.completed) {\r\n return false\r\n }\r\n let currentStage = this.currentStage\r\n if (!currentStage) {\r\n console.error(`[NQTR] Quest ${this.id} has no current stage`)\r\n return false\r\n }\r\n if (currentStage.completed) {\r\n return this.goNextStage(props)\r\n }\r\n return false\r\n }\r\n\r\n /**\r\n * Complete the current stage and go to the next stage.\r\n * If you want to go to the next stage only if the current stage is completed, use tryToGoNextStage.\r\n * @param props The properties. If you not want to pass any property, you can pass an {}.\r\n * @returns true if the stage was changed, false otherwise.\r\n */\r\n completeCurrentStageAndGoNext(\r\n props: OnStartEndStageQuest,\r\n ): boolean {\r\n let currentStage = this.currentStage\r\n if (!currentStage) {\r\n console.error(`[NQTR] Quest ${this.id} has no current stage`)\r\n return false\r\n }\r\n currentStage.completed = true\r\n return this.goNextStage(props)\r\n }\r\n\r\n /**\r\n * Go to the next stage without checking if the current stage is completed.\r\n * If you want to go to the next stage only if the current stage is completed, use tryToGoNextStage.\r\n * @param props The properties. If you not want to pass any property, you can pass an {}.\r\n * @returns returns true if the stage was changed, false otherwise.\r\n */\r\n goNextStage(\r\n props: OnStartEndStageQuest,\r\n ): boolean {\r\n if (!this.started) {\r\n console.warn(`[NQTR] Quest ${this.id} is not started`)\r\n return false\r\n }\r\n if (this.completed) {\r\n console.warn(`[NQTR] Quest ${this.id} is already completed`)\r\n return false\r\n }\r\n let prevStage = this.currentStage\r\n let currentStageIndex = this.currentStageIndex\r\n if (!prevStage || currentStageIndex === undefined) {\r\n console.error(`[NQTR] Quest ${this.id} has no current stage`)\r\n return false\r\n }\r\n this.currentStageIndex = currentStageIndex + 1\r\n this.onNextStage && this.onNextStage(this, props)\r\n if (prevStage && prevStage.onEnd) {\r\n prevStage.onEnd(prevStage, props)\r\n }\r\n let nextCurrentStage = this.currentStage\r\n if (nextCurrentStage) {\r\n nextCurrentStage.inizialize()\r\n if (this.currentStageMustStart) {\r\n this.startCurrentStage(props)\r\n }\r\n }\r\n\r\n return true\r\n }\r\n\r\n /**\r\n * If the current stage must start. It is true if the current stage is not started, can start and not completed.\r\n */\r\n get currentStageMustStart(): boolean {\r\n let currentStage = this.currentStage\r\n if (!currentStage) {\r\n return false\r\n }\r\n return !currentStage.started && currentStage.canStart && !currentStage.completed\r\n }\r\n\r\n /**\r\n * Start the current stage.\r\n * @param props The properties for the start stage. If you not want to pass any property, you can pass an {}.\r\n */\r\n startCurrentStage(props: OnStartEndStageQuest): void {\r\n let newCurrentStage = this.currentStage\r\n if (newCurrentStage && this.currentStageMustStart) {\r\n newCurrentStage.start(props)\r\n }\r\n else {\r\n console.warn(`[NQTR] Quest ${this.id} can't start the current stage`)\r\n }\r\n }\r\n}\r\n","import { GraphicItemType, OnRenderGraphicItemProps, OnStartEndStageQuest } 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.flagsRequiredToStart || []\n this._questsRequiredToStart = props.questsRequiredToStart || []\n this._requestDescriptionToStart = props.requestDescriptionToStart || \"\"\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?: (stage: Stage, props: OnStartEndStageQuest) => void\n /**\n * The function that will be called when the stage starts.\n */\n get onStart(): undefined | ((stage: Stage, props: OnStartEndStageQuest) => void) {\n return this._onStart\n }\n\n private _onEnd?: (stage: Stage, props: OnStartEndStageQuest) => void\n /**\n * The function that will be called when the stage ends.\n */\n get onEnd(): undefined | ((stage: Stage, props: OnStartEndStageQuest) => 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.length > 0 && this.goals.length > 0) {\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 return false\n }\n set completed(value: boolean) {\n this.setStorageProperty('completed', value)\n }\n\n /**\n * If the stage is started.\n */\n get started(): boolean {\n return this.getStorageProperty<boolean>('started') || false\n }\n set started(value: boolean) {\n this.setStorageProperty('started', 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 * Inizialize the stage. **This function should be called only by the Quest class.**\n */\n inizialize() {\n if (this.daysRequiredToStart > 0) {\n this.prevStageEndDay = TimeManager.currentDay\n console.log(`[NQTR] Stage ${this.id} will start on day ${this.startDay}`)\n }\n }\n\n /**\n * The function that will be called when the stage starts.\n */\n start(props: OnStartEndStageQuest) {\n if (this.canStart) {\n this.started = true\n if (this.onStart) {\n this.onStart(this, props)\n }\n }\n else {\n console.warn(`[NQTR] Stage ${this.id} can't start`)\n }\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 * **This function must be called at least once at system startup to register the quest, otherwise the system cannot be used.**\n * @param id The id of the quest, it must be unique\n * @param stages The stages of the quest\n * @param props The quest properties\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\n/**\n * Get all registered quests and started.\n * @returns All registered quests.\n */\nexport function getAllStartedQuests(): Quest[] {\n return Object.values(registeredQuests).filter(quest => quest.started)\n}\n"]}
@@ -10,7 +10,7 @@ import '../Commitment-BHB-jYOi.mjs';
10
10
  import '@drincs/pixi-vn';
11
11
  import '../types/ExecutionType.mjs';
12
12
  import '../types/OnRunCommitmentEvent.mjs';
13
- import '../StageProps-vuObH5D2.mjs';
13
+ import '../StageProps-CuE_n1Wg.mjs';
14
14
  import '../classes/quest/Goal.mjs';
15
15
  import '../interface/quest/GoalProps.mjs';
16
16
  import '../interface/quest/StageFlags.mjs';
@@ -10,7 +10,7 @@ import '../Commitment-D-1lsnnU.js';
10
10
  import '@drincs/pixi-vn';
11
11
  import '../types/ExecutionType.js';
12
12
  import '../types/OnRunCommitmentEvent.js';
13
- import '../StageProps-ssZax5Ip.js';
13
+ import '../StageProps-CCjGI625.js';
14
14
  import '../classes/quest/Goal.js';
15
15
  import '../interface/quest/GoalProps.js';
16
16
  import '../interface/quest/StageFlags.js';