implement factory reset
This commit is contained in:
parent
bb724c9a10
commit
6b82b39e1c
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@ -2,6 +2,7 @@
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- Implement fast travel (must be unlocked by getting phone number of FASTravel)
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- Implement fast travel (must be unlocked by getting phone number of FASTravel)
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- Implement phone calls
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- Implement phone calls
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- Implement factory reset
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- Chats don't automatically advance now, the player has to press "Continue"
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- Chats don't automatically advance now, the player has to press "Continue"
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- Add sparkles to Jupiter's ring ✨😍✨ best visible from Farview Station
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- Add sparkles to Jupiter's ring ✨😍✨ best visible from Farview Station
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- Add setting to change pointer
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- Add setting to change pointer
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11
src/game.rs
11
src/game.rs
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@ -105,6 +105,7 @@ pub enum Turn {
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On,
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On,
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Off,
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Off,
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Toggle,
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Toggle,
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Unchanged,
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}
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}
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impl Turn {
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impl Turn {
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@ -113,6 +114,7 @@ impl Turn {
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Turn::On => true,
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Turn::On => true,
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Turn::Off => false,
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Turn::Off => false,
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Turn::Toggle => !current_state,
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Turn::Toggle => !current_state,
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Turn::Unchanged => current_state,
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}
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}
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}
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}
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}
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}
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@ -122,6 +124,7 @@ pub enum Cycle {
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Last,
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Last,
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Next,
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Next,
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Previous,
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Previous,
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Unchanged,
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}
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}
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impl Cycle {
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impl Cycle {
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@ -147,6 +150,9 @@ impl Cycle {
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Some(current_index - 1)
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Some(current_index - 1)
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}
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}
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}
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}
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Cycle::Unchanged => {
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Some(current_index)
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}
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}
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}
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}
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}
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}
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}
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@ -170,7 +176,7 @@ pub fn handle_game_event(
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mut ew_togglemusic: EventWriter<audio::ToggleMusicEvent>,
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mut ew_togglemusic: EventWriter<audio::ToggleMusicEvent>,
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mut q_window: Query<&mut Window, With<PrimaryWindow>>,
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mut q_window: Query<&mut Window, With<PrimaryWindow>>,
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mut q_light: Query<&mut DirectionalLight>,
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mut q_light: Query<&mut DirectionalLight>,
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mut q_flashlight: Query<&mut SpotLight, With<actor::PlayersFlashLight>>,
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mut q_flashlight: Query<(&mut Visibility, &mut SpotLight), With<actor::PlayersFlashLight>>,
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mut mapcam: ResMut<camera::MapCam>,
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mut mapcam: ResMut<camera::MapCam>,
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mut log: ResMut<hud::Log>,
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mut log: ResMut<hud::Log>,
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opt: Res<var::CommandLineOptions>,
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opt: Res<var::CommandLineOptions>,
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@ -268,8 +274,9 @@ pub fn handle_game_event(
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);
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);
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}
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}
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GameEvent::UpdateFlashlight => {
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GameEvent::UpdateFlashlight => {
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for mut spotlight in &mut q_flashlight {
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for (mut visibility, mut spotlight) in &mut q_flashlight {
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spotlight.intensity = actor::FLASHLIGHT_INTENSITY[prefs.flashlight_power];
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spotlight.intensity = actor::FLASHLIGHT_INTENSITY[prefs.flashlight_power];
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*visibility = bool2vis(settings.flashlight_active);
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}
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}
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}
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}
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GameEvent::PhoneCall => {
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GameEvent::PhoneCall => {
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17
src/menu.rs
17
src/menu.rs
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@ -79,6 +79,7 @@ pub const MENUDEF: &[(&str, MenuAction)] = &[
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("", MenuAction::ToggleCamera),
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("", MenuAction::ToggleCamera),
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("", MenuAction::ToggleShadows),
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("", MenuAction::ToggleShadows),
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("Fullscreen [F11]", MenuAction::ToggleFullscreen),
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("Fullscreen [F11]", MenuAction::ToggleFullscreen),
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("FACTORY RESET", MenuAction::ResetSettings),
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("Take Off Helmet", MenuAction::Restart),
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("Take Off Helmet", MenuAction::Restart),
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("Quit", MenuAction::Quit),
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("Quit", MenuAction::Quit),
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];
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];
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@ -99,6 +100,7 @@ pub enum MenuAction {
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ToggleCamera,
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ToggleCamera,
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ToggleFullscreen,
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ToggleFullscreen,
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ToggleShadows,
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ToggleShadows,
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ResetSettings,
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Restart,
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Restart,
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Quit,
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Quit,
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}
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}
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@ -780,6 +782,21 @@ pub fn handle_input(
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ew_game.send(GameEvent::SetMenu(Turn::Off));
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ew_game.send(GameEvent::SetMenu(Turn::Off));
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ew_updatemenu.send(UpdateMenuEvent);
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ew_updatemenu.send(UpdateMenuEvent);
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}
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}
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MenuAction::ResetSettings => {
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ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::PowerDown));
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*settings = Settings::default();
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*prefs = Preferences::default();
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prefs.save();
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ew_game.send(GameEvent::SetShadows(Turn::Unchanged));
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ew_game.send(GameEvent::SetFullscreen(Turn::Unchanged));
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ew_game.send(GameEvent::SetSound(game::Cycle::Unchanged));
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ew_game.send(GameEvent::SetMusic(game::Cycle::Unchanged));
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ew_game.send(GameEvent::SetAR(Turn::Unchanged));
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ew_game.send(GameEvent::UpdateFlashlight);
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ew_updatepointer.send(hud::UpdatePointerEvent);
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ew_updateavatar.send(hud::UpdateAvatarEvent);
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ew_updatemenu.send(UpdateMenuEvent);
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}
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MenuAction::Restart => {
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MenuAction::Restart => {
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settings.god_mode = false;
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settings.god_mode = false;
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ew_playerdies.send(game::PlayerDiesEvent(actor::DamageType::Depressurization));
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ew_playerdies.send(game::PlayerDiesEvent(actor::DamageType::Depressurization));
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