0265afa054
Import the runnable game code, content, docs, scripts, and repo guidance while leaving local agent state, dependency installs, build output, and backup copies out of the published tree.
52 lines
1.3 KiB
JavaScript
52 lines
1.3 KiB
JavaScript
import { eventBus } from '../lib/eventBus.js';
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import { contentLoader } from './ContentLoader.js';
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import { saveState } from './SaveState.js';
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const PHASE_ORDER = [
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'normal_work', 'unease', 'suspicion', 'investigation', 'conflict', 'resolution'
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];
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class NarrativePhaseTracker {
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constructor() {
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this._phase = 'normal_work';
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}
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initialize(state) {
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const saved = state?.narrative_phase;
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this._phase = PHASE_ORDER.includes(saved) ? saved : 'normal_work';
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}
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advance(questId) {
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const quest = contentLoader.get('quests', questId);
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if (!quest?.narrative_phase) return;
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const questRank = PHASE_ORDER.indexOf(quest.narrative_phase);
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const currentRank = PHASE_ORDER.indexOf(this._phase);
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if (questRank <= currentRank) return;
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const from = this._phase;
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this._phase = quest.narrative_phase;
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this._persist();
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eventBus.emit('narrative:phase_changed', { from, to: this._phase });
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}
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getPhase() {
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return this._phase;
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}
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forcePhase(phase) {
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if (!PHASE_ORDER.includes(phase)) return;
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const from = this._phase;
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this._phase = phase;
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this._persist();
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eventBus.emit('narrative:phase_changed', { from, to: this._phase });
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}
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_persist() {
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saveState.set({ narrative_phase: this._phase });
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}
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}
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export const narrativePhaseTracker = new NarrativePhaseTracker();
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