Implementing storylet generators as generator functions
This commit is contained in:
@@ -6,7 +6,7 @@ You can use it in the Twine interactive editor, but at the moment it's probably
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## How to use it
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Add `storymanager.js` (and optionally `storymanager-widgets.tw`) to your Twine project. In JavaScript, add some story data if needed, and then add a storylet with a name, some tags (optionally), and a generator function that returns a list of instantiated storylet objects, like this:
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Add `storymanager.js` (and optionally `storymanager-widgets.tw`) to your Twine project. In JavaScript, add some story data if needed, and then add a storylet with a name, some tags (optionally), and a `generate` generator function* that `yield`s one or more instantiated storylet objects, like this:
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```javascript
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@@ -16,8 +16,7 @@ State.variables.currentLocation = "Deep space";
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StoryManager.storylets["Go somewhere"] = {
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name: "Go somewhere",
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tags: ["in space"],
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generate: function() {
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let storylets = [];
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generate: function*() {
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for (let loc of State.variables.locations) {
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if (loc == State.variables.currentLocation) continue;
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// Below is the instantiated potential storylet object:
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@@ -26,13 +25,14 @@ StoryManager.storylets["Go somewhere"] = {
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description: "Jump to " + loc, // Storylet link text
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planet: loc // Data associated with this storylet
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};
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storylets.push(storylet);
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yield storylet;
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}
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return storylets;
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}
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}
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```
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(If you're unfamiliar with the `yield` keyword, think of it as a way a function can return multiple values without needing to create and return an array. Just remember that a function that uses `yield` needs to be defined as `function*`)
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Then in Twine, write one or more passages associated with your storylet:
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```
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@@ -87,7 +87,7 @@ I have a few Twine hobby projects in various stage of completion, and I found my
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- [X] Widget for displaying storylet links
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- [ ] Make the widget into a macro
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- [ ] Weighted random choice
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- [ ] Explore replacing storylet generators returning arrays with the `yield` keyword? **Pro:** produces cleaner code; **Con:** requires users to understand `yield` and remember to use the function * notation.
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- [X] Explore replacing storylet generators returning arrays with the `yield` keyword? **Pro:** produces cleaner code; **Con:** requires users to understand `yield` and remember to use the function * notation.
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- [ ] Add storylet code to passages (as comments, a-la Tiny-QBN?)
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- [ ] CSS styling (probably to go with widgets/macros?)
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+15
-19
@@ -36,14 +36,13 @@ State.variables.characters = [
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]
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```
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Finally, we'll create the storylet generator. This is a function returning the list of potential storylets. In this case there should be three: one conversation per character. This also goes in the story-level JavaScript.
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Finally, we'll create the storylet generator. This is a generator function yielding potential storylets. In this case there should be three: one conversation per character. This also goes in the story-level JavaScript.
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```javascript
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StoryManager.storylets["Conversation"] = {
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name: "Conversation",
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tags: [],
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generate: function() {
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let storylets = [];
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generate: function*() {
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for (let i in State.variables.characters) {
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let character = State.variables.characters[i];
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let storylet = {
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@@ -52,9 +51,8 @@ StoryManager.storylets["Conversation"] = {
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character: character,
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priority: 0
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}
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storylets.push(storylet);
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yield storylet;
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}
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return storylets;
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}
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};
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```
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@@ -160,15 +158,15 @@ Let's have a 20% chance of another random guest coming up and talking to the pla
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StoryManager.storylets["Buttonholed"] = {
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name: "Buttonholed",
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tags: [],
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generate: function() {
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generate: function*() {
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if (Math.random() < 0.2) {
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let char = randomChoice(State.variables.characters);
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return [{
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yield {
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passage: "Being approached",
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description: "You see " + char.name + " approaching you.",
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interrupt: true,
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character: char
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}]
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};
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}
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}
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}
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@@ -249,19 +247,17 @@ Finally, we can create the new storylet that checks if either the protagonist or
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StoryManager.storylets["Conversation topic"] = {
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name: "Conversation topic",
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tags: ["during conversation"],
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generate: function() {
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let storylets = [];
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generate: function*() {
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for (let topic in State.variables.playerKnowledge) {
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if (State.variables.playerKnowledge[topic] > 0 |
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State.variables.talkingTo[topic] > 0)
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storylets.push({
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yield {
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passage: "Conversation topic",
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description: "Talk about " + topic,
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priority: 0,
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topic: topic
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})
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};
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}
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return storylets;
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}
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};
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```
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@@ -368,13 +364,13 @@ Finally, we can add two new storylets: a failure condition for if your reputatio
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StoryManager.storylets["Asked to leave"] = {
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name: "Asked to leave",
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tags: ["circulating"],
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generate: function() {
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generate: function*() {
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if (State.variables.reputation < -1 && Math.random() < 0.5) {
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return [{
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yield {
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passage: "Asked to leave",
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description: "You see a footman approaching you.",
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interrupt: true
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}]
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};
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}
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}
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};
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@@ -382,13 +378,13 @@ StoryManager.storylets["Asked to leave"] = {
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StoryManager.storylets["Seeing the duchess"] = {
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name: "Seeing the duchess",
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tags: ["circulating"],
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generate: function() {
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generate: function*() {
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if (State.variables.reputation > 6 && Math.random() < 0.5) {
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return [{
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yield {
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passage: "Invited to see the Duchess",
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description: "You see a footman approaching you.",
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interrupt: true
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}]
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};
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}
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}
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};
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+16
-17
@@ -114,11 +114,11 @@ StoryManager.getAllStorylets = function(tag=null) {
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storylet = this.storylets[key];
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if (tag === null || ("tags" in storylet && storylet.tags.includes(tag))) {
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// TODO: If using yield, this part will change
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storylets = storylet.generate();
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for (let i in storylets) {
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boundStorylet = storylets[i];
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//storylets = storylet.generate();
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for (let boundStorylet of storylet.generate()) {
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//boundStorylet = storylets[i];
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if (!("priority" in boundStorylet)) boundStorylet.priority = 0;
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allStorylets.push(storylets[i]);
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allStorylets.push(boundStorylet);
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}
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}
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}
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@@ -222,8 +222,7 @@ State.variables.conversationTopics = {
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StoryManager.storylets["Conversation"] = {
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name: "Conversation",
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tags: ["circulating"],
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generate: function() {
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let storylets = [];
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generate: function*() {
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for (let i in State.variables.characters) {
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let character = State.variables.characters[i];
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let storylet = {
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@@ -233,24 +232,23 @@ StoryManager.storylets["Conversation"] = {
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character: character
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}
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storylets.push(storylet);
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yield storylet;
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}
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return storylets;
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}
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};
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StoryManager.storylets["Buttonholed"] = {
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name: "Buttonholed",
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tags: ["circulating"],
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generate: function() {
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generate: function*() {
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if (Math.random() < 0.2) {
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let char = randomChoice(State.variables.characters);
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return [{
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yield {
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passage: "Being approached",
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description: "You see " + char.name + " approaching you.",
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interrupt: true,
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character: char
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}]
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};
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}
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}
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};
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@@ -277,13 +275,14 @@ StoryManager.storylets["Conversation topic"] = {
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StoryManager.storylets["Asked to leave"] = {
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name: "Asked to leave",
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tags: ["circulating"],
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generate: function() {
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generate: function*
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() {
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if (State.variables.reputation < -1 && Math.random() < 0.5) {
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return [{
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yield {
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passage: "Asked to leave",
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description: "You see a footman approaching you.",
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interrupt: true
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}]
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};
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}
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}
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};
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@@ -291,13 +290,13 @@ StoryManager.storylets["Asked to leave"] = {
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StoryManager.storylets["Seeing the duchess"] = {
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name: "Seeing the duchess",
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tags: ["circulating"],
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generate: function() {
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generate: function*() {
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if (State.variables.reputation > 6 && Math.random() < 0.5) {
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return [{
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yield {
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passage: "Invited to see the Duchess",
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description: "You see a footman approaching you.",
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interrupt: true
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}]
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}
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}
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}
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};
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+12
-13
@@ -49,8 +49,7 @@ State.variables.conversationTopics = {
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StoryManager.storylets["Conversation"] = {
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name: "Conversation",
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tags: ["circulating"],
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generate: function() {
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let storylets = [];
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generate: function*() {
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for (let i in State.variables.characters) {
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let character = State.variables.characters[i];
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let storylet = {
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@@ -60,24 +59,23 @@ StoryManager.storylets["Conversation"] = {
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character: character
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}
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storylets.push(storylet);
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yield storylet;
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}
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return storylets;
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}
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};
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StoryManager.storylets["Buttonholed"] = {
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name: "Buttonholed",
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tags: ["circulating"],
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generate: function() {
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generate: function*() {
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if (Math.random() < 0.2) {
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let char = randomChoice(State.variables.characters);
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return [{
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yield {
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passage: "Being approached",
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description: "You see " + char.name + " approaching you.",
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interrupt: true,
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character: char
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}]
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};
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}
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}
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};
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@@ -104,13 +102,14 @@ StoryManager.storylets["Conversation topic"] = {
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StoryManager.storylets["Asked to leave"] = {
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name: "Asked to leave",
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tags: ["circulating"],
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generate: function() {
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generate: function*
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() {
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if (State.variables.reputation < -1 && Math.random() < 0.5) {
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return [{
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yield {
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passage: "Asked to leave",
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description: "You see a footman approaching you.",
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interrupt: true
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}]
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};
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}
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}
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};
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@@ -118,13 +117,13 @@ StoryManager.storylets["Asked to leave"] = {
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StoryManager.storylets["Seeing the duchess"] = {
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name: "Seeing the duchess",
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tags: ["circulating"],
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generate: function() {
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generate: function*() {
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if (State.variables.reputation > 6 && Math.random() < 0.5) {
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return [{
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yield {
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passage: "Invited to see the Duchess",
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description: "You see a footman approaching you.",
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interrupt: true
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}]
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}
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}
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}
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};
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@@ -114,11 +114,11 @@ StoryManager.getAllStorylets = function(tag=null) {
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storylet = this.storylets[key];
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if (tag === null || ("tags" in storylet && storylet.tags.includes(tag))) {
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// TODO: If using yield, this part will change
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storylets = storylet.generate();
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for (let i in storylets) {
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boundStorylet = storylets[i];
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//storylets = storylet.generate();
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for (let boundStorylet of storylet.generate()) {
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//boundStorylet = storylets[i];
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if (!("priority" in boundStorylet)) boundStorylet.priority = 0;
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allStorylets.push(storylets[i]);
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allStorylets.push(boundStorylet);
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}
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}
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}
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@@ -171,14 +171,15 @@ StoryManager.getStorylets = function(n=null, tag=null, respect_interrupt=true) {
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window.SM = StoryManager;
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/* twine-user-script #2: "Story JavaScript" */
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Config.passages.nobr = true; // No unspecified linebreaks.
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State.variables.locations = ["Earth", "Mars", "Ganymede"];
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State.variables.currentLocation = "Deep space";
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StoryManager.storylets["Go somewhere"] = {
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name: "Go somewhere",
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tags: ["in space"],
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generate: function() {
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let storylets = [];
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generate: function*() {
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for (let loc of State.variables.locations) {
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if (loc == State.variables.currentLocation) continue;
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let storylet = {
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@@ -186,9 +187,8 @@ StoryManager.storylets["Go somewhere"] = {
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description: "Jump to " + loc, // Storylet link text
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planet: loc // Data associated with this storylet
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};
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storylets.push(storylet);
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yield storylet;
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}
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return storylets;
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}
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}</script><tw-passagedata pid="1" name="StoryManager Widgets" tags="widget" position="100,100" size="100,100"><<widget ShowStoryletLinks>>
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<<for _storylet range $args[0]>>
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@@ -15,8 +15,7 @@ State.variables.currentLocation = "Deep space";
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StoryManager.storylets["Go somewhere"] = {
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name: "Go somewhere",
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tags: ["in space"],
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generate: function() {
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let storylets = [];
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generate: function*() {
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for (let loc of State.variables.locations) {
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if (loc == State.variables.currentLocation) continue;
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let storylet = {
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@@ -24,9 +23,8 @@ StoryManager.storylets["Go somewhere"] = {
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description: "Jump to " + loc, // Storylet link text
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planet: loc // Data associated with this storylet
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};
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storylets.push(storylet);
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yield storylet;
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}
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return storylets;
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}
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}
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+18
-20
@@ -102,11 +102,6 @@ var saveAs=saveAs||navigator.msSaveBlob&&navigator.msSaveBlob.bind(navigator)||f
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</div>
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<!-- UUID://BE18C022-A213-466C-8DD1-DCCD5CB1DF48// --><tw-storydata name="At the Duchess's Party" startnode="2" creator="Tweego" creator-version="2.1.0+9ea2fab" ifid="BE18C022-A213-466C-8DD1-DCCD5CB1DF48" zoom="1" format="SugarCube" format-version="2.30.0" options="" hidden><style role="stylesheet" id="twine-user-stylesheet" type="text/twine-css"></style><script role="script" id="twine-user-script" type="text/twine-javascript">/* twine-user-script #1: "storymanager.js" */
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// Choose one of an array
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var randomChoice = function(vals) {
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return vals[Math.floor(Math.random() * vals.length)];
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};
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// Set up the general narrative manager
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// -----------------------------------------------------------------------
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var StoryManager = {};
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@@ -114,11 +109,17 @@ StoryManager.storylets = {};
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StoryManager.getAllStorylets = function(tag=null) {
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let allStorylets = [];
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let storylet, storylets, boundStorylet;
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for (let key in this.storylets) {
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let storylet = this.storylets[key];
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storylet = this.storylets[key];
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if (tag === null || ("tags" in storylet && storylet.tags.includes(tag))) {
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let storylets = storylet.generate();
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for (let i in storylets) allStorylets.push(storylets[i]);
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// TODO: If using yield, this part will change
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//storylets = storylet.generate();
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for (let boundStorylet of storylet.generate()) {
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//boundStorylet = storylets[i];
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if (!("priority" in boundStorylet)) boundStorylet.priority = 0;
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allStorylets.push(boundStorylet);
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}
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}
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}
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return allStorylets;
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@@ -193,8 +194,7 @@ State.variables.characters = [
|
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StoryManager.storylets["Conversation"] = {
|
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name: "Conversation",
|
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tags: ["circulating"],
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generate: function() {
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let storylets = [];
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generate: function*() {
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for (let i in State.variables.characters) {
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let character = State.variables.characters[i];
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let storylet = {
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@@ -204,24 +204,23 @@ StoryManager.storylets["Conversation"] = {
|
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character: character
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}
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storylets.push(storylet);
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yield storylet
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}
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return storylets;
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}
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};
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StoryManager.storylets["Buttonholed"] = {
|
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name: "Buttonholed",
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tags: ["circulating"],
|
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generate: function() {
|
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generate: function*() {
|
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if (Math.random() < 0.2) {
|
||||
let char = randomChoice(State.variables.characters);
|
||||
return [{
|
||||
yield {
|
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passage: "Being approached",
|
||||
description: "You see " + char.name + " approaching you.",
|
||||
interrupt: true,
|
||||
character: char
|
||||
}]
|
||||
};
|
||||
}
|
||||
}
|
||||
};
|
||||
@@ -229,19 +228,18 @@ StoryManager.storylets["Buttonholed"] = {
|
||||
StoryManager.storylets["Conversation topic"] = {
|
||||
name: "Conversation topic",
|
||||
tags: ["during conversation"],
|
||||
generate: function() {
|
||||
let storylets = [];
|
||||
generate: function*() {
|
||||
|
||||
for (let topic in State.variables.playerKnowledge) {
|
||||
if (State.variables.playerKnowledge[topic] > 0 |
|
||||
State.variables.talkingTo[topic] > 0)
|
||||
storylets.push({
|
||||
yield {
|
||||
passage: "Conversation topic",
|
||||
description: "Talk about " + topic,
|
||||
priority: 0,
|
||||
topic: topic
|
||||
})
|
||||
};
|
||||
}
|
||||
return storylets;
|
||||
}
|
||||
};</script><tw-passagedata pid="1" name="StoryManager Widgets" tags="widget" position="100,100" size="100,100"><<widget ShowStoryletLinks>>
|
||||
<<for _storylet range $args[0]>>
|
||||
|
||||
+9
-12
@@ -30,8 +30,7 @@ State.variables.characters = [
|
||||
StoryManager.storylets["Conversation"] = {
|
||||
name: "Conversation",
|
||||
tags: ["circulating"],
|
||||
generate: function() {
|
||||
let storylets = [];
|
||||
generate: function*() {
|
||||
for (let i in State.variables.characters) {
|
||||
let character = State.variables.characters[i];
|
||||
let storylet = {
|
||||
@@ -41,24 +40,23 @@ StoryManager.storylets["Conversation"] = {
|
||||
character: character
|
||||
|
||||
}
|
||||
storylets.push(storylet);
|
||||
yield storylet
|
||||
}
|
||||
return storylets;
|
||||
}
|
||||
};
|
||||
|
||||
StoryManager.storylets["Buttonholed"] = {
|
||||
name: "Buttonholed",
|
||||
tags: ["circulating"],
|
||||
generate: function() {
|
||||
generate: function*() {
|
||||
if (Math.random() < 0.2) {
|
||||
let char = randomChoice(State.variables.characters);
|
||||
return [{
|
||||
yield {
|
||||
passage: "Being approached",
|
||||
description: "You see " + char.name + " approaching you.",
|
||||
interrupt: true,
|
||||
character: char
|
||||
}]
|
||||
};
|
||||
}
|
||||
}
|
||||
};
|
||||
@@ -66,19 +64,18 @@ StoryManager.storylets["Buttonholed"] = {
|
||||
StoryManager.storylets["Conversation topic"] = {
|
||||
name: "Conversation topic",
|
||||
tags: ["during conversation"],
|
||||
generate: function() {
|
||||
let storylets = [];
|
||||
generate: function*() {
|
||||
|
||||
for (let topic in State.variables.playerKnowledge) {
|
||||
if (State.variables.playerKnowledge[topic] > 0 |
|
||||
State.variables.talkingTo[topic] > 0)
|
||||
storylets.push({
|
||||
yield {
|
||||
passage: "Conversation topic",
|
||||
description: "Talk about " + topic,
|
||||
priority: 0,
|
||||
topic: topic
|
||||
})
|
||||
};
|
||||
}
|
||||
return storylets;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
+4
-4
@@ -11,11 +11,11 @@ StoryManager.getAllStorylets = function(tag=null) {
|
||||
storylet = this.storylets[key];
|
||||
if (tag === null || ("tags" in storylet && storylet.tags.includes(tag))) {
|
||||
// TODO: If using yield, this part will change
|
||||
storylets = storylet.generate();
|
||||
for (let i in storylets) {
|
||||
boundStorylet = storylets[i];
|
||||
//storylets = storylet.generate();
|
||||
for (let boundStorylet of storylet.generate()) {
|
||||
//boundStorylet = storylets[i];
|
||||
if (!("priority" in boundStorylet)) boundStorylet.priority = 0;
|
||||
allStorylets.push(storylets[i]);
|
||||
allStorylets.push(boundStorylet);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user