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    // ---------------------------------------------------------------------------// UNDUM game library. This file needs to be supplemented with a game// file (conventionally called "your-game-name.game.js" which will// define the content of the game.// ---------------------------------------------------------------------------
    (function() {    // -----------------------------------------------------------------------    // Internal Infrastructure Implementations [NB: These have to be    // at the top, because we use them below, but you can safely    // ignore them and skip down to the next section.]    // -----------------------------------------------------------------------
        /* Crockford's inherit function */    Function.prototype.inherits = function(Parent) {        var d = {}, p = (this.prototype = new Parent());        this.prototype.uber = function(name) {            if (!(name in d)) d[name] = 0;            var f, r, t = d[name], v = Parent.prototype;            if (t) {                while (t) {                    v = v.constructor.prototype;                    t -= 1;                }                f = v[name];            } else {                f = p[name];                if (f == this[name]) {                    f = v[name];                }            }            d[name] += 1;            r = f.apply(this, Array.prototype.slice.apply(arguments, [1]));            d[name] -= 1;            return r;        };        return this;    };
        // Feature detection
        var hasLocalStorage = function() {        var hasStorage = false;        try {            hasStorage = ('localStorage' in window) &&                window.localStorage !== null &&                window.localStorage !== undefined;        }        catch (err) {            // Firefox with the "Always Ask" cookie accept setting            // will throw an error when attempting to access            // localStorage            hasStorage = false;        }        return hasStorage;    };
        var isMobileDevice = function() {        return (navigator.userAgent.toLowerCase().search(            /iphone|ipad|palm|blackberry|android/        ) >= 0 || $("html").width() <= 640);    };
        // Assertion
        var AssertionError = function(message) {        this.message = message;        this.name = AssertionError;    };    AssertionError.inherits(Error);
        var assert = function(expression, message) {        if (!expression) {            throw new AssertionError(message);        }    };
        // -----------------------------------------------------------------------    // Types for Author Use    // -----------------------------------------------------------------------
        /* The game is split into situations, which respond to user     * choices. Situation is the base type. It has three methods:     * enter, act and exit, which you implement to perform any     * processing and output any content. The default implementations     * do nothing.     *     * You can either create your own type of Situation, and add     * enter, act and/or exit functions to the prototype (see     * SimpleSituation in this file for an example of that), or you     * can give those functions in the opts parameter. The opts     * parameter is an object. So you could write:     *     *    var situation = Situation({     *        enter: function(character, system, from) {     *            ... your implementation ...     *        }     *    });     *     * If you pass in enter, act and/or exit through these options,     * then they should have the same function signature as the full     * function definitions, below.     *     * Note that the derived types of Situation (current     * SimpleSituation), call passed in functions AS WELL AS their     * normal action. This is most often what you want: the normal     * behavior plus a little extra custom behavior. If you want to     * override the behavior of a SimpleSituation, you'll have to     * create a derived type and set the enter, act and/or exit     * function on their prototypes. In most cases, however, if you     * want to do something completely different, it is better to     * derive your type from this type: Situation, rather than one of     * its children.     */    var Situation = function(opts) {        if (opts) {            if (opts.enter) this._enter = opts.enter;            if (opts.act) this._act = opts.act;            if (opts.exit) this._exit = opts.exit;        }    };    /* A function that takes action when we enter a situation. The     * last parameter indicates the situation we have just left: it     * may be null if this is the starting situation. Unlike the     * exit() method, this method cannot prevent the transition     * happening: its return value is ignored. */    Situation.prototype.enter = function(character, system, from) {        if (this._enter) this._enter(character, system, from);    };    /* A function that takes action when we carry out some action in a     * situation that isn't intended to lead to a new situation. */    Situation.prototype.act = function(character, system, action) {        if (this._act) this._act(character, system, action);    };    /* A function that takes action when we exit a situation. The last     * parameter indicates the situation we are going to. */    Situation.prototype.exit = function(character, system, to) {        if (this._exit) this._exit(character, system, to);    };
        /* A simple situation has a block of content that it displays when     * the situation is entered. The content must be valid "Display     * Content" (see `System.prototype.write` for a definition). This     * constructor has options that control its behavior:     *     * heading: The optional `heading` will be used as a section title     *     before the content is displayed. The heading can be any     *     HTML string, it doesn't need to be "Display Content". If     *     the heading is not given, no heading will be displayed.     *     * actions: This should be an object mapping action Ids to a     *     response. The response should either be "Display Content"     *     to display if this action is carried out, or it should be a     *     function(character, system, action) that will process the     *     action.     *     * The remaining options in the opts parameter are the same as for     * the base Situation.     */    var SimpleSituation = function(content, opts) {        Situation.call(this, opts);        this.content = content;        this.heading = opts && opts.heading;        this.actions = opts && opts.actions;    };    SimpleSituation.inherits(Situation);    SimpleSituation.prototype.enter = function(character, system, from) {        if (this.heading) {            if ($.isFunction(this.heading)) {                system.writeHeading(this.heading());            } else {                system.writeHeading(this.heading);            }        }        if (this.content) {            if ($.isFunction(this.content)) {                system.write(this.content());            } else {                system.write(this.content);            }        }        if (this._enter) this._enter(character, system, from);    };    SimpleSituation.prototype.act = function(character, system, action) {        var response = this.actions[action];        try {            response(character, system, action);        } catch (err) {            if (response) system.write(response);        }        if (this._act) this._act(character, system, action);    };
        /* Instances of this class define the qualities that characters     * may possess. The title should be a string, and can contain     * HTML. Options are passed in in the opts parameter. The     * following options are available.     *     * priority - A string used to sort qualities within their     *     groups. When the system displays a list of qualities they     *     will be sorted by this string. If you don't give a     *     priority, then the title will be used, so you'll get     *     alphabetic order. Normally you either don't give a     *     priority, or else use a priority string containing 0-padded     *     numbers (e.g. "00001").     *     * group - The Id of a group in which to display this     *     parameter. The corresponding group must be defined in     *     your `undum.game.qualityGroups` property.     *     * extraClasses - These classes will be attached to the <div> tag     *     that surrounds the quality when it is displayed. A common     *     use for this is to add icons representing the quality. In     *     your CSS define a class for each icon, then pass those     *     classes into the appropriate quality definitions.     *     * One key purpose of QualityDefinition is to format the quality     * value for display. Quality values are always stored as numeric     * values, but may be displayed in words or symbols. A number of     * sub-types of QualityDefinition are given that format their     * values in different ways.     */    var QualityDefinition = function(title, opts) {        var myOpts = $.extend({            priority: title,            group: null,            extraClasses: null        }, opts);        this.title = title;        this.priority = myOpts.priority;        this.group = myOpts.group;        this.extraClasses = myOpts.extraClasses;    };    /* Formats the value (which is always numeric) into the value to     * be displayed. The result should be HTML (but no tags are     * needed). If null is returned, then the quality definition will     * not be displayed, so if you want an empty value return an empty     * string. */    QualityDefinition.prototype.format = function(character, value) {        return value.toString();    };
        /* A quality that is always displayed as the nearest integer of     * the current value, rounded down. Options (in the opts     * parameter) are the same as for QualityDefinition. */    var IntegerQuality = function(title, opts) {        QualityDefinition.call(this, title, opts);    };    IntegerQuality.inherits(QualityDefinition);    IntegerQuality.prototype.format = function(character, value) {        return Math.floor(value).toString();    };
        /* A quality that displays as an IntegerQuality, unless it is     * zero, when it is omitted. Options (in the opts * parameter) are     * the same as for QualityDefinition. */    var NonZeroIntegerQuality = function(title, opts) {        IntegerQuality.call(this, title, opts);    };    NonZeroIntegerQuality.inherits(IntegerQuality);    NonZeroIntegerQuality.prototype.format = function(character, value) {        if (value == 0) {            return null;        } else {            return IntegerQuality.prototype.format.call(                this, character, value            );        }    };
        /* A quality that displays its full numeric value, including     * decimal component. This is actually a trivial wrapper around     * the QualityDefinition class, which formats in the same     * way. Options (in the opts parameter) are the same as for     * QualityDefinition. */    var NumericQuality = function(title, opts) {        QualityDefinition.call(this, title, opts);    };    NumericQuality.inherits(QualityDefinition);
        /* A quality that displays its values as one of a set of     * words. The quality value is first rounded down to the nearest     * integer, then this value is used to select a word to     * display. The offset parameter (optionally passed in as part of     * the opts object) controls what number maps to what word.     *     * The following options (in the opts parameter) are available:     *     * offset - With offset=0 (the default), the quantity value of 0     *     will map to the first word, and so on. If offset is     *     non-zero then the value given will correspond to the first     *     word in the list. So if offset=4, then the first word in     *     the list will be used for value=4.     *     * useBonuses - If this is true (the default), then values outside     *     the range of words will be construced from the word and a     *     numeric bonus. So with offset=0 and five words, the last of     *     which is 'amazing', a score of six would give 'amazing+1'.     *     if this is false, then the bonus would be omitted, so     *     anything beyond 'amazing' is still 'amazing'.     *     * Other options are the same as for QualityDefinition.     */    var WordScaleQuality = function(title, values, opts) {        var myOpts = $.extend({            offset: null,            useBonuses: true        }, opts);        QualityDefinition.call(this, title, opts);        this.values = values;        this.offset = myOpts.offset;        this.useBonuses = myOpts.useBonuses;    };    WordScaleQuality.inherits(QualityDefinition);    WordScaleQuality.prototype.format = function(character, value) {        var val = Math.floor(value - this.offset);        var mod = "";        if (val < 0) {            mod = val.toString();            val = 0;        } else if (val >= this.values.length) {            mod = "+" + (val - this.values.length + 1).toString();            val = this.values.length - 1;        }        if (!this.useBonuses) mod = "";        return this.values[val] + mod;    };
        /* A specialization of WordScaleQuality that uses the FUDGE RPG's     * adjective scale (from 'terrible' at -3 to 'superb' at +3). The     * options are as for WordScaleQuality. In particular you can use     * the offset option to control where the scale starts. So you     * could model a quality that everyone starts off as 'terrible'     * (such as Nuclear Physics) with an offset of 0, while another that     * is more common (such as Health) could have an offset of -5 so     * everyone starts with 'great'.     */    var FudgeAdjectivesQuality = function(title, opts) {        WordScaleQuality.call(this, title, [            "terrible".l(), "poor".l(), "mediocre".l(),            "fair".l(), "good".l(), "great".l(), "superb".l()        ], opts);        if (!('offset' in opts)) this.offset = -3;    };    FudgeAdjectivesQuality.inherits(WordScaleQuality);
        /* An boolean quality that removes itself from the quality list if     * it has a zero value. If it has a non-zero value, its value     * field is usually left empty, but you can specify your own     * string to display as the `onDisplay` parameter of the opts     * object. Other options (in the opts parameter) are the same as     * for QualityDefinition. */    var OnOffQuality = function(title, opts) {        var myOpts = $.extend({            onDisplay: ""        }, opts);        QualityDefinition.call(this, title, opts);        this.onDisplay = myOpts.onDisplay;    };    OnOffQuality.inherits(QualityDefinition);    OnOffQuality.prototype.format = function(character, value) {        if (value) return this.onDisplay;        else return null;    };
        /* A boolean quality that has different output text for zero or     * non-zero quality values. Unlike OnOffQuality, this definition     * doesn't remove itself from the list when it is 0. The options     * are as for QualityDefinition, with the addition of options     * 'yesDisplay' and 'noDisplay', which contain the HTML fragments     * used to display true and false values. If not given, these     * default to 'yes' and 'no'.     */    var YesNoQuality = function(title, opts) {        var myOpts = $.extend({            yesDisplay: "yes".l(),            noDisplay: "no".l()        }, opts);        QualityDefinition.call(this, title, opts);        this.yesDisplay = myOpts.yesDisplay;        this.noDisplay = myOpts.noDisplay;    };    YesNoQuality.inherits(QualityDefinition);    YesNoQuality.prototype.format = function(character, value) {        if (value) return this.yesDisplay;        else return this.noDisplay;    };
        /* Defines a group of qualities that should be displayed together,     * under the given optional title. These should be defined in the     * `undum.game.qualityGroups` parameter. */    var QualityGroup = function(title, opts) {        var myOpts = $.extend({            priority: title,            extraClasses: null        }, opts);        this.title = title;        this.priority = myOpts.priority;        this.extraClasses = myOpts.extraClasses;    };

        // -----------------------------------------------------------------------    // Types Passed to Situations    // -----------------------------------------------------------------------
        /* A system object is passed into the enter, act and exit     * functions of each situation. It is used to interact with the     * UI.     */    var System = function() {        this.rnd = null;        this.time = 0;    };
        /* Outputs regular content to the page. The content supplied must     * be valid "Display Content".     *     * "Display Content" is any HTML string that begins with a HTML     * start tag, ends with either an end or a closed tag, and is a     * valid and self-contained snippet of HTML. Note that the string     * doesn't have to consist of only one HTML tag. You could have     * several paragraphs, for example, as long as the content starts     * with the <p> of the first paragraph, and ends with the </p> of     * the last. So "<p>Foo</p><img src='bar'>" is valid, but "foo<img     * src='bar'>" is not.     *     * The content goes to the end of the page, unless you supply the     * optional selector argument. If you do, the content appears     * after the element that matches that selector.     */    System.prototype.write = function(content, elementSelector) {        doWrite(content, elementSelector, 'append', 'after');    };
        /* Outputs regular content to the page. The content supplied must     * be valid "Display Content".     *     * The content goes to the beginning of the page, unless you     * supply the optional selector argument. If you do, the content     * appears after the element that matches that selector.     */    System.prototype.writeBefore = function(content, elementSelector) {        doWrite(content, elementSelector, 'prepend', 'before');    };
        /* Carries out the given situation change or action, as if it were     * in a link that has been clicked. This allows you to do     * procedural transitions. You might have an action that builds up     * the character's strength, and depletes their magic. When the     * magic is all gone, you can force a situation change by calling     * this method. */    System.prototype.doLink = function(code) {        processLink(code);    };
        /* Turns any links that target the given href into plain     * text. This can be used to remove action options when an action     * is no longer available. It is used automatically when you give     * a link the 'once' class. */    System.prototype.clearLinks = function(code) {        $("a[href='" + code + "']").each(function(index, element) {            var a = $(element);            a.replaceWith($("<span>").addClass("ex_link").html(a.html()));        });    };
        /* Call this to change the character text: the text in the right     * toolbar before the qualities list. This text is designed to be     * a short description of the current state of your character. The     * content you give should be "Display Content" (see     * `System.prototype.write` for the definition).     */    System.prototype.setCharacterText = function(content) {        var block = $("#character_text_content");        var oldContent = block.html();        var newContent = augmentLinks(content);        if (interactive && block.is(':visible')) {            block.fadeOut(250, function() {                block.html(newContent);                block.fadeIn(750);            });            showHighlight($("#character_text"));        } else {            block.html(newContent);        }    };
        /* Call this to change the value of a character quality. Don't     * directly change quality values, because that will not update     * the UI. (You can change any data in the character's sandbox     * directly, however, since that isn't displayed). */    System.prototype.setQuality = function(quality, newValue) {        var oldValue = character.qualities[quality];        character.qualities[quality] = newValue;        if (!interactive) return;
            // Work out how to display the values.        var newDisplay = newValue.toString();        var qualityDefinition = game.qualities[quality];        if (qualityDefinition) {            newDisplay = qualityDefinition.format(character, newValue);        }
            // Add the data block, if we need it.        var qualityBlock = $("#q_"+quality);        if (qualityBlock.size() <= 0) {            if (newDisplay === null) return;            qualityBlock = addQualityBlock(quality).hide().fadeIn(500);        } else {            // Do nothing if there's nothing to do.            if (oldValue == newValue) return;
                // Change the value.            if (newDisplay === null) {                // Remove the block, and possibly the whole group, if                // it is the last quality in the group.                var toRemove = null;                var groupBlock = qualityBlock.parents('.quality_group');                if (groupBlock.find('.quality').size() <= 1) {                    toRemove = groupBlock;                } else {                    toRemove = qualityBlock;                }
                    toRemove.fadeOut(1000, function() {                    toRemove.remove();                });            } else {                var valBlock = qualityBlock.find("[data-attr='value']");                valBlock.fadeOut(250, function() {                    valBlock.html(newDisplay);                    valBlock.fadeIn(750);                });            }        }        showHighlight(qualityBlock);    };
        /* Changes a quality to a new value, but also shows a progress bar     * animation of the change. This probably only makes sense for     * qualities that are numeric, especially ones that the player is     * grinding to increase. The quality and newValue parameters are     * as for setQuality. The progress bar is controlled by the     * following options in the opts parameter:     *     * from - The proportion along the progress bar where the     *     animation starts. Defaults to 0, valid range is 0-1.     *     * to - The proportion along the progress bar where the     *     animation ends. Defaults to 1, valid range is 0-1.     *     * showValue - If true (the default) then the new value of the     *     quality is displayed above the progress bar.     *     * displayValue - If this is given, and showValue is true, then     *     the displayValue is used above the progress bar. If this     *     isn't given, and showValue is true, then the display value     *     will be calculated from the QualityDefinition, as     *     normal. This option is useful for qualities that don't have     *     a definition, because they don't normally appear in the UI.     *     * title - The title of the progress bar. If this is not given,     *     then the title of the quality is used. As for displayValue     *     this is primarily used when the progress bar doesn't have a     *     QualityDefinition, and therefore doesn't have a title.     *     * leftLabel, rightLabel - Underneath the progress bar you can     *     place two labels at the left and right extent of the     *     track. These can help to give scale to the bar. So if the     *     bar signifies going from 10.2 to 10.5, you might label the     *     left and right extents with "10" and "11" respectively. If     *     these are not given, then the labels will be omitted.     */    System.prototype.animateQuality = function(quality, newValue, opts) {        var currentValue = character.qualities[quality];        if (!currentValue) currentValue = 0;
            // Change the base UI.        this.setQuality(quality, newValue);        if (!interactive) return;
            // Overload default options.        var myOpts = {            from: 0,            to: 1,            title: null,            showValue: true,            displayValue: null,            leftLabel: null,            rightLabel: null        };        if (newValue < currentValue) {            myOpts.from = 1;            myOpts.to = 0;        }        $.extend(myOpts, opts);
            // Run through the quality definition.        var qualityDefinition = game.qualities[quality];        if (qualityDefinition) {            // Work out how to display the value            if (myOpts.displayValue === null) {                myOpts.displayValue = qualityDefinition.format(                    character, newValue                );            }
                // Use the title.            if (myOpts.title === null) {                myOpts.title = qualityDefinition.title;            }        }
            // Create the animated bar.        var totalWidth = 496;        var bar = $("#ui_library #progress_bar").clone();        bar.removeAttr("id");        var widthElement = bar.find("[data-attr='width']");        widthElement.css('width', myOpts.from*totalWidth);
            // Configure its labels        var titleLabel = bar.find("[data-attr='name']");        var valueLabel = bar.find("[data-attr='value']");        var leftLabel = bar.find("[data-attr='left_label']");        var rightLabel = bar.find("[data-attr='right_label']");        if (myOpts.title) {            titleLabel.html(myOpts.title);        } else {            titleLabel.remove();        }        if (myOpts.showValue && myOpts.displayValue !== null) {            valueLabel.html(myOpts.displayValue);        } else {            valueLabel.remove();        }        if (myOpts.leftLabel) {            leftLabel.html(myOpts.leftLabel);        } else {            leftLabel.remove();        }        if (myOpts.rightLabel) {            rightLabel.html(myOpts.rightLabel);        } else {            rightLabel.remove();        }        $('#content').append(bar);
            // Start the animation        setTimeout(function() {            widthElement.animate(                {'width': myOpts.to*totalWidth}, 1000,                function() {                    // After a moment to allow the bar to be read, we can                    // remove it.                    setTimeout(function() {                        if (mobile) {                            bar.fadeOut(1500, function() {$(this).remove();});                        } else {                            bar.animate({opacity: 0}, 1500).                                slideUp(500, function() {                                    $(this).remove();                                });                        }                    }, 2000);                }            );        }, 500);    };
        /* The character that is passed into each situation is of this     * form.     *     * The `qualities` data member maps the Ids of each quality to its     * current value. When implementing enter, act or exit functions,     * you should consider this to be read-only. Make all     * modifications through `System.prototype.setQuality`, or     * `System.prototype.animateQuality`. In your `init` function, you     * can set these values directly.     *     * The `sandbox` data member is designed to allow your code to     * track any data it needs to. The only proviso is that the data     * structure should be serializable into JSON (this means it must     * only consist of primitive types [objects, arrays, numbers,     * booleans, strings], and it must not contain circular series of     * references). The data in the sandbox is not displayed in the     * UI, although you are free to use it to create suitable output     * for the player..     */    var Character = function() {        this.qualities = {};        this.sandbox = {};    };
        /* The data structure holding the content for the game. By default     * this holds nothing. It is this data structure that is populated     * in the `.game.js` file. Each element in the structure is     * commented, below.     *     * This should be static data that never changes through the     * course of the game. It is never saved, so anything that might     * change should be stored in the character.     */    var game = {
            // Situations
            /* An object mapping from the unique id of each situation, to         * the situation object itself. This is the heart of the game         * specification. */        situations: {},
            /* The unique id of the situation to enter at the start of a         * new game. */        start: "start",
            // Quality display definitions
            /* An object mapping the unique id of each quality to its         * QualityDefinition. You don't need definitions for every         * quality, but only qualities in this mapping will be         * displayed in the character box of the UI. */        qualities: {},
            /* Qualities can have an optional group Id. This maps those         * Ids to the group definitions that says how to format its         * qualities.         */        qualityGroups: {},

            // Hooks
            /* This function is called at the start of the game. It is         * normally overridden to provide initial character creation         * (setting initial quality values, setting the         * character-text. This is optional, however, as set-up         * processing could also be done by the first situation's         * enter function. If this function is given it should have         * the signature function(character, system).         */        init: null,
            /* This function is called before entering any new         * situation. It is called before the corresponding situation         * has its `enter` method called. It can be used to implement         * timed triggers, but is totally optional. If this function         * is given it should have the signature:         *         * function(character, system, oldSituationId, newSituationId);         */        enter: null,
            /* Hook for when the situation has already been carried out and printed.         * The signature is         *         * function( character, system, oldSituationId, newSituationId );         */        afterEnter: null,
            /* This function is called before carrying out any action in         * any situation. It is called before the corresponding         * situation has its `act` method called. If this optional         * function is given it should have the signature:         *         * function(character, system, situationId, actionId);         *         * If the function returns true, then it is indicating that it         * has consumed the action, and the action will not be passed         * on to the situation. Note that this is the only one of         * these global handlers that can consume the event.         */        beforeAction: null,
            /* This function is called after carrying out any action in         * any situation. It is called after the corresponding         * situation has its `act` method called. If this optional         * function is given it should have the signature:         *         * function(character, system, situationId, actionId);         */        afterAction: null,
            /* This function is called after leaving any situation. It is         * called after the corresponding situation has its `exit`         * method called. If this optional function is given it should         * have the signature:         *         * function(character, system, oldSituationId, newSituationId);         */        exit: null    };
        // =======================================================================
        // Code below doesn't form part of the public API for UNDUM, so    // you shouldn't find you need to use it.
        // -----------------------------------------------------------------------    // Internal Data    // -----------------------------------------------------------------------
        /* The global system object. */    var system = new System();
        /* This is the data on the player's progress that gets saved. */    var progress = {        // The name of this save, if we have one.        name: "",        // A random seed string, used internally to make random        // sequences predictable.        seed: null,        // Keeps track of the links clicked, and when.        sequence: [],        // The time when the progress was saved.        saveTime: null    };
        /* This is a list of all the saved progress sets, with the current     * progress as the first. */    var savedData = [    ];
        /* The Id of the current situation the player is in. */    var current = null;
        /* This is the current character. It should be reconstructable     * from the above progress data. */    var character = null;
        /* Tracks whether we're in interactive mode or batch mode. */    var interactive = true;
        /* Tracks whether we're mobile or not. */    var mobile = isMobileDevice();
        /* The system time when the game was initialized. */    var startTime;
        /* The stack of links, resulting from the last action, still be to     * resolved. */    var linkStack = null
        // -----------------------------------------------------------------------    // Utility Functions    // -----------------------------------------------------------------------
        var getCurrentSituation = function() {        if (current) {            return game.situations[current];        } else {            return null;        }    };
        /* Outputs regular content to the page. Used by write and     * writeBefore, the last two arguments control what jQuery methods     * are used to add the content.     */    var doWrite = function(content, selector, addMethod, appendMethod) {        continueOutputTransaction();        var output = augmentLinks(content);        var element;        if (selector) element = $(selector);        if (!element) {            $('#content')[addMethod](output);        }        else {            element[appendMethod](output);        }        /* We want to scroll this new element to the bottom of the screen.         * while still being visible. The easiest way is to find the         * top edge of the *following* element and move that exactly         * to the bottom (while still ensuring that this element is fully         * visible.) */        var nextel = output.last().next();        var scrollPoint;        if (!nextel.length)            scrollPoint = $("#content").height() + $("#title").height() + 60;        else            scrollPoint = nextel.offset().top - $(window).height();        if (scrollPoint > output.offset().top)            scrollPoint = output.offset().top;        scrollStack[scrollStack.length-1] = scrollPoint;    };
        /* Gets the unique id used to identify saved games. */    var getSaveId = function() {        return 'undum_'+game.id+"_"+game.version;    }
        /* Adds the quality blocks to the character tools. */    var showQualities = function() {        $("#qualities").empty();        for (var qualityId in character.qualities) {            addQualityBlock(qualityId);        }    };
        /* Fades in and out a highlight on the given element. */    var showHighlight = function(domElement) {        var highlight = domElement.find(".highlight");        if (highlight.size() <= 0) {            highlight = $('<div>').addClass('highlight');            domElement.append(highlight);        }        highlight.fadeIn(250);        setTimeout(function() {            highlight.fadeOut(1000);        }, 2000);    };
        /* Finds the correct location and inserts a particular DOM element     * fits into an existing list of DOM elements. This is done by     * priority order, so all elements (existing and new) must have     * their data-priority attribute set. */    var insertAtCorrectPosition = function(parent, newItem) {        var newPriority = newItem.attr('data-priority');        var children = parent.children();        for (var i = 0; i < children.size(); i++) {            var child = children.eq(i);            if (newPriority < child.attr('data-priority')) {                child.before(newItem);                return;            }        }        parent.append(newItem);    };
        /* Adds a new group to the correct location in the quality list. */    var addGroupBlock = function(groupId) {        var groupDefinition = game.qualityGroups[groupId];
            // Build the group div with appropriate heading.        var groupBlock = $("#ui_library #quality_group").clone();        groupBlock.attr("id", "g_"+groupId);        groupBlock.attr("data-priority", groupDefinition.priority);
            var titleElement = groupBlock.find("[data-attr='title']");        if (groupDefinition.title) {            titleElement.html(groupDefinition.title);        } else {            titleElement.remove();        }
            if (groupDefinition.extraClasses) {            for (var i = 0; i < groupDefinition.extraClasses.length; i++) {                groupBlock.addClass(groupDefinition.extraClasses[i]);            }        }
            // Add the block to the correct place.        var qualities = $("#qualities");        insertAtCorrectPosition(qualities, groupBlock);        return groupBlock;    };
        /* Adds a new quality to the correct location in the quality list. */    var addQualityBlock = function(qualityId) {        // Make sure we want to display this quality.        var qualityDefinition = game.qualities[qualityId];        if (!qualityDefinition) return null;
            // Work out how the value should be displayed.        var name = qualityDefinition.title;        var val = qualityDefinition.format(            character, character.qualities[qualityId]        );        if (val === null) return;
            // Create the quality output.        var qualityBlock = $("#ui_library #quality").clone();        qualityBlock.attr("id", "q_"+qualityId);        qualityBlock.attr("data-priority", qualityDefinition.priority);        qualityBlock.find("[data-attr='name']").html(name);        qualityBlock.find("[data-attr='value']").html(val);        if (qualityDefinition.extraClasses) {            for (var i = 0; i < qualityDefinition.extraClasses.length; i++) {                qualityBlock.addClass(qualityDefinition.extraClasses[i]);            }        }
            // Find or create the group block.        var groupBlock;        var groupId = qualityDefinition.group;        if (groupId) {            var group = game.qualityGroups[groupId];            assert(group, "no_group_definition".l({id: groupId}));            groupBlock = $("#g_"+groupId);            if (groupBlock.size() <= 0) {                groupBlock = addGroupBlock(groupId);            }        }
            // Position it correctly.        var groupQualityList = groupBlock.find(".qualities_in_group");        insertAtCorrectPosition(groupQualityList, qualityBlock);        return qualityBlock;    };
        /* Output events are tracked, so we can make sure we scroll     * correctly. We do this in a stack because one click might cause     * a chain reaction. Of output events, only when we return to the     * top level will we do the scroll.     *     * However, that leaves the question of where to scroll *to*.     * (Remember that elements could be inserted anywhere in the     * document.) Whenever we do a write(), we'll have to update the     * top (last) stack element to that position.     */    var scrollStack = [];    var pendingFirstWrite = false;    var startOutputTransaction = function() {        if (scrollStack.length == 0) {            pendingFirstWrite = true;        }        // The default is "all the way down".        scrollStack.push(            $("#content").height() + $("#title").height() + 60        );    };    var continueOutputTransaction = function() {        if (pendingFirstWrite) {            pendingFirstWrite = false;            var separator = $("#ui_library #turn_separator").clone();            separator.removeAttr("id");            $("#content").append(separator);        }    };    var endOutputTransaction = function() {        var scrollPoint = scrollStack.pop();        if (scrollStack.length == 0 && scrollPoint != null) {            if (interactive && !mobile) {                $("body, html").animate({scrollTop: scrollPoint}, 500);            }            scrollPoint = null;        }    };
        /* This gets called when a link needs to be followed, regardless     * of whether it was user action that initiated it. */    var linkRe = /^([-a-z0-9]+|\.)(\/([-0-9a-z]+))?$/;    var processLink = function(code) {        // Check if we should do this now, or if processing is already        // underway.        if (linkStack !== null) {            linkStack.push(code);            return;        }
            // Track where we're about to add new content.        startOutputTransaction();
            // We're processing, so make the stack available.        linkStack = [];
            // Handle each link in turn.        processOneLink(code);        while (linkStack.length > 0) {            code = linkStack.shift();            processOneLink(code);        }
            // We're done, so remove the stack to prevent future pushes.        linkStack = null;
            // Scroll to the top of the new content.        endOutputTransaction();
            // Save the game        if (hasLocalStorage()) saveGame();    };
        /* This gets called to actually do the work of processing a code.     * When one doLink is called (or a link is clicked), this may set call     * code that further calls doLink, and so on. This method processes     * each one, and processLink manages this.     */    var processOneLink = function(code) {        var match = code.match(linkRe);        assert(match, "link_not_valid".l({link:code}));
            var situation = match[1];        var action = match[3];
            // Change the situation        if (situation !== '.') {            if (situation !== current) {                doTransitionTo(situation);            }        } else {            // We should have an action if we have no situation change.            assert(                action, "link_no_action".l()            );        }
            // Carry out the action        if (action) {            situation = getCurrentSituation();            if (situation) {                if (game.beforeAction) {                    // Try the global act handler, and see if we need                    // to notify the situation.                    var consumed = game.beforeAction(                        character, system, current, action                    );                    if (consumed !== true) {                        situation.act(character, system, action);                    }                } else {                    // We have no global act handler, always notify                    // the situation.                    situation.act(character, system, action);                }                if (game.afterAction) {                    game.afterAction(character, system, current, action);                }            }        }    };
        /* This gets called when the user clicks a link to carry out an     * action. */    var processClick = function(code) {        var now = (new Date()).getTime() * 0.001;        system.time = now - startTime;        progress.sequence.push({link:code, when:system.time});        processLink(code);    };
        /* Transitions between situations. */    var doTransitionTo = function(newSituationId) {        var oldSituationId = current;        var oldSituation = getCurrentSituation();        var newSituation = game.situations[newSituationId];
            assert(newSituation, "unknown_situation".l({id:newSituationId}));
            // We might not have an old situation if this is the start of        // the game.        if (oldSituation) {            // Notify the exiting situation.            oldSituation.exit(character, system, newSituationId);            if (game.exit) {                game.exit(character, system, oldSituationId, newSituationId);            }
                //  Remove links and transient sections.            $('#content a').each(function(index, element) {                var a = $(element);                if (a.hasClass('sticky')) return;                a.replaceWith($("<span>").addClass("ex_link").html(a.html()));            });            if (interactive) {                if (mobile) {                    $('#content .transient, #content ul.options').                        fadeOut(2000);                } else {                    $('#content .transient, #content ul.options').                        animate({opacity: 0}, 1500).                        slideUp(500, function() {                            $(this).remove();                        });                }            } else {                $('#content .transient, #content ul.options').remove();            }        }
            // Move the character.        current = newSituationId;
            // Notify the incoming situation.        if (game.enter) {            game.enter(character, system, oldSituationId, newSituationId);        }        newSituation.enter(character, system, oldSituationId);
            // additional hook for when the situation text has already been printed        if( game.afterEnter ) {            game.afterEnter(character, system, oldSituationId, newSituationId);        }    };
        /* Returns HTML from the given content with the non-raw links     * wired up. */    var augmentLinks = function(content) {        var output = $(content);
            // Wire up the links for regular <a> tags.        output.find("a").each(function(index, element) {            var a = $(element);            if (!a.hasClass("raw")) {                var href = a.attr('href');                if (href.match(linkRe)) {                    a.click(function(event) {                        event.preventDefault();
                            // If we're a once-click, remove all matching                        // links.                        if (a.hasClass("once")) {                            system.clearLinks(href);                        }
                            processClick(href);                        return false;                    });                } else {                    a.addClass("raw");                }            }        });
            return output;    };
        /* Set up the screen from scratch to reflect the current game     * state. */    var initGameDisplay = function() {        // Transition into the first situation,        $("#content").empty();
            var situation = getCurrentSituation();        assert(            situation, "no_current_situation".l()        );
            showQualities();    };
        /* Clear the current game output and start again. */    var startNewGame = function(name) {        progress = {            name: name,            seed: new Date().toString(),            saveTime: null        };        character = new Character();        system.rnd = new Random(progress.seed);        progress.sequence = [{link:game.start, when:0}];
            // Empty the display        $("#content").empty();
            // Store this as the current save.        savedData.unshift(progress);
            // Start the game        startTime = new Date().getTime() * 0.001;        system.time = 0;        if (game.init) game.init(character, system);        showQualities();
            // Do the first state.        doTransitionTo(game.start);    };
        /* Saves the character to local storage. */    var saveGame = function() {        // Store when we're saving the game, to avoid exploits where a        // player loads their file to gain extra time.        var now = (new Date()).getTime() * 0.001;        progress.saveTime = now - startTime;
            // Save the game.        var saveString = JSON.stringify(savedData);        localStorage[getSaveId()] = saveString;    };
        /* Loads the game from the given index in the savedData array */    var loadGame = function(i) {        // Get the progress and move it to the start.        progress = savedData[i];        if (i > 0) {            savedData.splice(i, 1);            savedData.unshift(progress);        }
            character = new Character();        system.rnd = new Random(progress.seed);
            // Empty the display        $("#content").empty();        showQualities();
            // Now play through the actions so far:        if (game.init) game.init(character, system);
            // Run through all the player's history.        interactive = false;        for (var i = 0; i < progress.sequence.length; i++) {            var step = progress.sequence[i];            // The action must be done at the recorded time.            system.time = step.when;            processLink(step.link);        }        interactive = true;
            // Reverse engineer the start time.        var now = new Date().getTime() * 0.001;        startTime = now - progress.saveTime;
            // Because we did the run through non-interactively, now we        // need to update the UI.        showQualities();    };
        // -----------------------------------------------------------------------    // Setup    // -----------------------------------------------------------------------
        /* Export our API. */    window.undum = {        Situation: Situation,        SimpleSituation: SimpleSituation,
            QualityDefinition: QualityDefinition,        IntegerQuality: IntegerQuality,        NonZeroIntegerQuality: NonZeroIntegerQuality,        NumericQuality: NumericQuality,        WordScaleQuality: WordScaleQuality,        FudgeAdjectivesQuality: FudgeAdjectivesQuality,        OnOffQuality: OnOffQuality,        YesNoQuality: YesNoQuality,
            QualityGroup: QualityGroup,
            game: game,
            isInteractive: function() { return interactive; },
            // The undum set of translated strings.        language: {}    };
        /* Set up the game when everything is loaded. */    $(function() {        // Handle storage.        if (hasLocalStorage()) {            initSavePanel();        } else {            $("#save_panel").remove();            $(".buttons").html("<p>"+"no_local_storage".l()+"</p>");            startNewGame("");        }
            // Display the "click to begin" message. (We do this in code        // so that, if Javascript is off, it doesn't happen.)        $(".click_message").show();
            // Show the game when we click on the title.        $("#title").one('click', function() {            if (hasLocalStorage()) {                $("#save_panel, #legal").fadeIn(500);            } else {                $("#content_wrapper, #legal").fadeIn(500);                $("#tools_wrapper").fadeIn(2000);                if (mobile) {                    $("#toolbar").slideDown(500);                    $("#menu").show();                }            }            $("#title").css("cursor", "default");            $("#title .click_message").fadeOut(250);        });
            // Any point that an option list appears, its options are its        // first links.        $("ul.options li, #menu li").live('click', function(event) {            // Make option clicks pass through to their first link.            var link = $("a", this);            if (link.length > 0) {                $(link.get(0)).click();            }        });
            // Switch between the two UIs as we resize.        var resize = function() {            // Work out if we're mobile or not.            var wasMobile = mobile;            mobile = isMobileDevice();
                if (wasMobile != mobile) {                var showing = !$(".click_message").is(":visible");                if (mobile) {                    var menu = $("#menu")                    if (showing) {                        $("#toolbar").show();                        menu.show();                    }                    menu.css('top', -menu.height()-52);                    // Go to the story view.                    $("#character_panel, #info_panel").hide();                } else {                    // Use the full width version                    $("#toolbar").hide();                    $("#menu").hide();                    if (showing) {                        // Display the side bars                        $("#tools_wrapper").show();                    }                    $("#character_panel, #info_panel").show();                }                $("#title").show();                if (showing) $("#content_wrapper").show();            }        };        $(window).bind('resize', resize);        resize();
            // Handle display of the menu and resizing: used on mobile        // devices and an small screens.        initMenu();    });
        var initSavePanel = function() {        var panel = $("#save_panel");
            // Load the stored data.        savedData = localStorage[getSaveId()];        if (savedData !== undefined) savedData = JSON.parse(savedData);
            // Populate the panel with previous saves.        if (savedData === undefined || savedData.length === 0) {            // We have no previous saves.            savedData = [];            $("#load_from_save", panel).hide();        } else {            var $ul = $("ul", panel);            for (var i = 0; i < savedData.length; ++i) {                var save = savedData[i];                var $a = $("<a>").html(save.name).attr("href", "#").click(                    (function(i) {                        return function(event) {                            event.preventDefault();                            event.stopPropagation();                            loadGame(i);                            transitionFromSaveToContent();                        }                    })(i)                );                var $li = $("<li>").html($a);                $ul.append($li);            };        }
            // Register to hear about creating a new game.        $("form", panel).submit(createNewSave);    };
        var createNewSave = function(event) {        event.preventDefault();        event.stopPropagation();
            var saveName = $("#new_save input[name=name]").val();        if (!saveName || saveName.length === 0) return;
            startNewGame(saveName);        transitionFromSaveToContent();    };
        var transitionFromSaveToContent = function() {        $("#save_panel").slideUp();        $("#content_wrapper").fadeIn(500);        $("#tools_wrapper").fadeIn(2000);        if (mobile) {            $("#toolbar").slideDown(500);            $("#menu").show();        }    };
        var initMenu = function() {        var menu = $("#menu");
            var menuVisible = false;        var open = function() {            menu.animate({top:48}, 500);            menuVisible = true;        };        var close = function() {            menu.animate({top:-menu.height()-52}, 250);            menuVisible = false;        };        menu.css('top', -menu.height()-52);
            // Slide up and down on clicks from the main button.        $("#menu-button").click(function(event) {            event.preventDefault();            event.stopPropagation();            if (menuVisible) {                close();            } else {                open();            }            return false;        });
            // Register for clicks on the individual menu items: show the        // relevant item.        $("#menu a").click(function(event) {            event.preventDefault();            event.stopPropagation();            var target = $($(this).attr('href'));            if (!target.is(":visible")) {                // Fade out those we don't want.                $("#menu a").each(function() {                    var href = $(this).attr('href');                    if (href != target) {                        $(href).fadeOut(250);                    }                });                // Fade in our target                setTimeout(function() { target.fadeIn(500); }, 250);            }            close();            return false;        });    };
        // -----------------------------------------------------------------------    // Contributed Code    // -----------------------------------------------------------------------
        // Internationalization support based on the code provided by Oreolek.    (function() {        var codesToTry = {};        /* Compiles a list of fallback languages to try if the given code         * doesn't have the message we need. Caches it for future use. */        var getCodesToTry = function(languageCode) {            var codeArray;            if (codeArray = codesToTry[languageCode]) return codeArray;
                codeArray = [];            if (languageCode in undum.language) {                codeArray.push(languageCode);            }            var elements = languageCode.split('-');            for (var i = elements.length-2; i > 0; i--) {                var thisCode = elements.slice(0, i).join('-');                if (thisCode in undum.language) {                    codeArray.push(thisCode);                }            }            codeArray.push("");            codesToTry[languageCode] = codeArray;            return codeArray;        };        var lookup = function(languageCode, message) {            var languageData = undum.language[languageCode];            if (!languageData) return null;            return languageData[message];        };        var localize = function(languageCode, message) {            var localized, thisCode;            var languageCodes = getCodesToTry(languageCode);            for (var i = 0; i < languageCodes.length; i++) {                thisCode = languageCodes[i];                if (localized = lookup(thisCode, message)) return localized;            }            return message;        };
            // API        String.prototype.l = function(args) {            // Get lang attribute from html tag.            var lang = $("html").attr("lang");
                // Find the localized form.            var localized = localize(lang, this);
                // Merge in any replacement content.            if (args) {                for (var name in args) {                    localized = localized.replace(                        new RegExp("\\{"+name+"\\}"), args[name]                    );                }            }            return localized;        };    })();
        // Random Number generation based on seedrandom.js code by David Bau.    // Copyright 2010 David Bau, all rights reserved.    //    // Redistribution and use in source and binary forms, with or    // without modification, are permitted provided that the following    // conditions are met:    //    //   1. Redistributions of source code must retain the above    //      copyright notice, this list of conditions and the    //      following disclaimer.    //    //   2. Redistributions in binary form must reproduce the above    //      copyright notice, this list of conditions and the    //      following disclaimer in the documentation and/or other    //      materials provided with the distribution.    //    //   3. Neither the name of this module nor the names of its    //      contributors may be used to endorse or promote products    //      derived from this software without specific prior written    //      permission.    //    // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND    // CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,    // INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF    // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE    // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR    // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,    // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT    // NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;    // LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)    // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN    // CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR    // OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,    // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.    var Random = (function() {        // Within this closure function the code is basically        // David's. Undum's custom extensions are added to the        // prototype outside of this function.        var width = 256;        var chunks = 6;        var significanceExponent = 52;        var startdenom = Math.pow(width, chunks);        var significance = Math.pow(2, significanceExponent);        var overflow = significance * 2;
            var Random = function(seed) {            this.random = null;            if (!seed) throw {                name: "RandomSeedError",                message: "random_seed_error".l()            };            var key = [];            mixkey(seed, key);            var arc4 = new ARC4(key);            this.random = function() {                var n = arc4.g(chunks);                var d = startdenom;                var x = 0;                while (n < significance) {                    n = (n + x) * width;                    d *= width;                    x = arc4.g(1);                }                while (n >= overflow) {                    n /= 2;                    d /= 2;                    x >>>= 1;                }                return (n + x) / d;            };        };        // Helper type.        var ARC4 = function(key) {            var t, u, me = this, keylen = key.length;            var i = 0, j = me.i = me.j = me.m = 0;            me.S = [];            me.c = [];            if (!keylen) { key = [keylen++]; }            while (i < width) { me.S[i] = i++; }            for (i = 0; i < width; i++) {                t = me.S[i];                j = lowbits(j + t + key[i % keylen]);                u = me.S[j];                me.S[i] = u;                me.S[j] = t;            }            me.g = function getnext(count) {                var s = me.S;                var i = lowbits(me.i + 1); var t = s[i];                var j = lowbits(me.j + t); var u = s[j];                s[i] = u;                s[j] = t;                var r = s[lowbits(t + u)];                while (--count) {                    i = lowbits(i + 1); t = s[i];                    j = lowbits(j + t); u = s[j];                    s[i] = u;                    s[j] = t;                    r = r * width + s[lowbits(t + u)];                }                me.i = i;                me.j = j;                return r;            };            me.g(width);        };        // Helper functions.        var mixkey = function(seed, key) {            seed += '';            var smear = 0;            for (var j = 0; j < seed.length; j++) {                var lb = lowbits(j);                smear ^= key[lb];                key[lb] = lowbits(smear*19 + seed.charCodeAt(j));            }            seed = '';            for (j in key) {                seed += String.fromCharCode(key[j]);            }            return seed;        };        var lowbits = function(n) {            return n & (width - 1);        };
            return Random;    })();    /* Returns a random floating point number between zero and     * one. NB: The prototype implementation below just throws an     * error, it will be overridden in each Random object when the     * seed has been correctly configured. */    Random.prototype.random = function() {        throw new {            name:"RandomError",            message: "random_error".l()        };    };    /* Returns an integer between the given min and max values,     * inclusive. */    Random.prototype.randomInt = function(min, max) {        return min + Math.floor((max-min+1)*this.random());    };    /* Returns the result of rolling n dice with dx sides, and adding     * plus. */    Random.prototype.dice = function(n, dx, plus) {        var result = 0;        for (var i = 0; i < n; i++) {            result += this.randomInt(1, dx);        }        if (plus) result += plus;        return result;    };    /* Returns the result of rolling n averaging dice (i.e. 6 sided dice     * with sides 2,3,3,4,4,5). And adding plus. */    Random.prototype.aveDice = (function() {        var mapping = [2,3,3,4,4,5];        return function(n, plus) {            var result = 0;            for (var i = 0; i < n; i++) {                result += mapping[this.randomInt(0, 5)];            }            if (plus) result += plus;            return result;        };    })();    /* Returns a dice-roll result from the given string dice     * specification. The specification should be of the form xdy+z,     * where the x component and z component are optional. This rolls     * x dice of with y sides, and adds z to the result, the z     * component can also be negative: xdy-z. The y component can be     * either a number of sides, or can be the special values 'F', for     * a fudge die (with 3 sides, +,0,-), '%' for a 100 sided die, or     * 'A' for an averaging die (with sides 2,3,3,4,4,5).     */    Random.prototype.diceString = (function() {        var diceRe = /^([1-9][0-9]*)?d([%FA]|[1-9][0-9]*)([-+][1-9][0-9]*)?$/;        return function(def) {            var match = def.match(diceRe);            if (!match) {                throw new Error(                    "dice_string_error".l({string:def})                );            }
                var num = match[1]?parseInt(match[1], 10):1;            var sides;            var bonus = match[3]?parseInt(match[3], 10):0;
                switch (match[2]) {            case 'A':                return this.aveDice(num, bonus);            case 'F':                sides = 3;                bonus -= num*2;                break;            case '%':                sides = 100;            default:                sides = parseInt(match[2], 10);                break;            }            return this.dice(num, sides, bonus);        };    })();
        // -----------------------------------------------------------------------    // Default Messages    // -----------------------------------------------------------------------    var en = {        terrible: "terrible",        poor: "poor",        mediocre: "mediocre",        fair: "fair",        good: "good",        great: "great",        superb: "superb",        yes: "yes",        no: "no",        no_group_definition: "Couldn't find a group definition for {id}.",        link_not_valid: "The link '{link}' doesn't appear to be valid.",        link_no_action: "A link with a situation of '.', must have an action.",        unknown_situation: "You can't move to an unknown situation: {id}.",        erase_message: "This will permanently delete this character and immediately return you to the start of the game. Are you sure?",        no_current_situation: "I can't display, because we don't have a current situation.",        no_local_storage: "No local storage available.",        random_seed_error: "You must provide a valid random seed.",        random_error: "Initialize the Random with a non-empty seed before use.",        dice_string_error: "Couldn't interpret your dice string: '{string}'."    };    // Set this data as both the default fallback language, and the english    // preferred language.    undum.language[""] = en;    undum.language["en"] = en;})();

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