text: class struct_storyQueue{ //This keeps track of the stories a given reporter is working on.
      constructor(context, maxStory){
          this.game = context; //Phaser game reference.
          this.curCap = 0; //How many slots are filled.
          this.maxCap = maxStory; //Maximum number of slots inthis queue/
          this.queue = [] //The actual queue, which is really an array.
      }
      
      addStory(newStory){ //Add a new story to the queue
          if(!this.isQueueFull(newStory)){ //if adding the given story doesn't go over the queue capacity
             this.queue.push(newStory); //Then add it to the array.
              this.curCap = this.curCap + newStory.size;
              console.log("Filled Slots: " + this.curCap + "/" + this.maxCap);
          }else{
              return false; //Otherwise don't.
          }
      }
      
      isQueueFull(newStory){ //Check to see if the queue is full.
          if((newStory.size + this.queue.length) <= this.maxCap){
              return false;
          }else{
              return true;
          }
      }
      
      removeStory(storyID){ //Remove a story from the array.
          var tempArray = []; //Temporary array that will become the new story queue (minus the removed story).
          for(var i = 0; i < this.queue.length; i += 1){ //Go through the queue
              if(this.queue[i].description != storyID){ //If the descriptions do not match
                 tempArray.push(this.queue[i]); //Add it to the new array
              }else{
                  delete this.queue[i] //Otherwise delete that object out of existence.
              }
          }
          delete this.queue; //Delete the current story queue
          this.queue = tempArray; //Replace it with the temp array.
      }
      
      workStories(){ //Basically the update loop for the storyQueue.
          for(var i = 0; i < this.queue.length; i += 1){ //Go through the queue
              if(!this.queue[i].progress.isFinished){ //If the current story ain't done.
                  this.queue[i].progress.iterateProgress(10); //Then make some progress.
              }else{ //Otherwise...
                  this.queue[i].progress.despawn(); //Make the progress bar despawn
                  this.curCap = this.curCap - this.queue[i].size;
                  if(this.queue[i].linkStoryID != null){
                      this.game.gameMaster.storyCollection.makeAvailable(this.queue[i].linkStoryID);
                  }
                  this.removeStory(this.queue[i].description); //Remove the story from the queue.
                  
                  //Just a test to change some variables.;
                  console.log("Filled Slots: " + this.curCap + "/" + this.maxCap);
              }
          }
      }
  }