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release/1.
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| 1f36dd5ad6 | |||
| 51368502c2 |
3
.cursorignore
Normal file
@@ -0,0 +1,3 @@
|
||||
*.import
|
||||
*.uid
|
||||
*.translation
|
||||
3
.editorconfig
Normal file
@@ -0,0 +1,3 @@
|
||||
[*.esc]
|
||||
indent_style = tab
|
||||
indent_size = 2
|
||||
47
.gdlintrc
Normal file
@@ -0,0 +1,47 @@
|
||||
class-definitions-order:
|
||||
- tools
|
||||
- classnames
|
||||
- extends
|
||||
- docstrings
|
||||
- signals
|
||||
- enums
|
||||
- consts
|
||||
- staticvars
|
||||
- exports
|
||||
- pubvars
|
||||
- prvvars
|
||||
- onreadypubvars
|
||||
- onreadyprvvars
|
||||
- others
|
||||
class-load-variable-name: (([A-Z][a-z0-9]*)+|_?[a-z][a-z0-9]*(_[a-z0-9]+)*)
|
||||
class-name: ([A-Z][a-z0-9]*)+
|
||||
class-variable-name: _?[a-z][a-z0-9]*(_[a-z0-9]+)*
|
||||
comparison-with-itself: null
|
||||
constant-name: _?[A-Z][A-Z0-9]*(_[A-Z0-9]+)*
|
||||
disable: []
|
||||
duplicated-load: null
|
||||
enum-element-name: '[A-Z][A-Z0-9]*(_[A-Z0-9]+)*'
|
||||
enum-name: ([A-Z][a-z0-9]*)+
|
||||
excluded_directories: !!set
|
||||
.git: null
|
||||
expression-not-assigned: null
|
||||
function-argument-name: _?[a-z][a-z0-9]*(_[a-z0-9]+)*
|
||||
function-arguments-number: 10
|
||||
function-name: (_on_([A-Z][a-z0-9]*)+(_[a-z0-9]+)*|_?[a-z][a-z0-9]*(_[a-z0-9]+)*)
|
||||
function-preload-variable-name: ([A-Z][a-z0-9]*)+
|
||||
function-variable-name: '[a-z][a-z0-9]*(_[a-z0-9]+)*'
|
||||
load-constant-name: (([A-Z][a-z0-9]*)+|_?[A-Z][A-Z0-9]*(_[A-Z0-9]+)*)
|
||||
loop-variable-name: _?[a-z][a-z0-9]*(_[a-z0-9]+)*
|
||||
max-file-lines: 1000
|
||||
max-line-length: 300
|
||||
max-public-methods: 20
|
||||
max-returns: 6
|
||||
mixed-tabs-and-spaces: null
|
||||
no-elif-return: null
|
||||
no-else-return: null
|
||||
signal-name: '[a-z][a-z0-9]*(_[a-z0-9]+)*'
|
||||
sub-class-name: _?([A-Z][a-z0-9]*)+
|
||||
tab-characters: 1
|
||||
trailing-whitespace: null
|
||||
unnecessary-pass: null
|
||||
unused-argument: null
|
||||
9
.gitea/PULL_REQUEST_TEMPLATE.md
Normal file
@@ -0,0 +1,9 @@
|
||||
## Changes
|
||||
|
||||
|
||||
|
||||
## Notes
|
||||
|
||||
|
||||
|
||||
## How to test
|
||||
38
.gitea/workflows/push-release.yml
Normal file
@@ -0,0 +1,38 @@
|
||||
name: Gymkhana exports
|
||||
run-name: ${{ gitea.actor }} is building Gymkhanikas 🚀
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- 'release/*'
|
||||
- '!main'
|
||||
env:
|
||||
GODOT_VERSION: 4.5
|
||||
EXPORT_NAME: LasGymkhanikasDeUli
|
||||
PROJECT_PATH: .
|
||||
APPWRITE_API_KEY: "${{ secrets.APPWRITE_API_KEY }}"
|
||||
|
||||
jobs:
|
||||
all-exports:
|
||||
name: All exports
|
||||
runs-on: ubuntu-latest
|
||||
container:
|
||||
image: oierbravo/godot-ci-with-node:4.5
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v4
|
||||
with:
|
||||
lfs: true
|
||||
- name: Setup
|
||||
run: |
|
||||
git clone https://github.com/godot-escoria/escoria-demo-game $PROJECT_PATH/../escoria-demo-game
|
||||
- name: All builds
|
||||
run: |
|
||||
./apply_patches.sh
|
||||
./build.sh
|
||||
- name: Upload Artifact
|
||||
uses: akkuman/gitea-release-action@v1
|
||||
with:
|
||||
files: |
|
||||
build/**/*.appimage
|
||||
build/**/*.tar.gz
|
||||
build/**/*.zip
|
||||
2
.github/CODEOWNERS
vendored
@@ -1,2 +0,0 @@
|
||||
# Escoria developers own the code
|
||||
* @StraToN @BHSDuncan @balloonpopper
|
||||
56
.github/workflows/apidoc.yml
vendored
@@ -1,56 +0,0 @@
|
||||
name: "Update API docs"
|
||||
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- "develop"
|
||||
|
||||
concurrency: api-${{ github.ref }}
|
||||
|
||||
jobs:
|
||||
apidoc:
|
||||
name: Update API docs
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v2
|
||||
with:
|
||||
token: ${{ secrets.ESCORIA_DEPLOYMENT_TOKEN }}
|
||||
repository: godot-escoria/escoria-demo-game
|
||||
ref: "develop"
|
||||
path: game
|
||||
- name: "Checkout docs repo"
|
||||
uses: actions/checkout@v2
|
||||
with:
|
||||
token: ${{ secrets.ESCORIA_DEPLOYMENT_TOKEN }}
|
||||
repository: godot-escoria/escoria-docs
|
||||
ref: "devel"
|
||||
fetch-depth: 0
|
||||
path: docs
|
||||
- name: Remove existing docs
|
||||
run: |
|
||||
mv docs/api/index.rst .
|
||||
rm -rf docs/api/*
|
||||
mv index.rst docs/api
|
||||
- name: "Update docs"
|
||||
uses: docker://gdquest/gdscript-docs-maker:1
|
||||
with:
|
||||
entrypoint: "bash"
|
||||
args: "-c \"BASEDIR=$(pwd) && cd /app && ./generate_reference $BASEDIR/game -o $BASEDIR/docs/api -d addons/escoria-core\""
|
||||
- name: "Update ESC reference"
|
||||
run: |
|
||||
apt update && apt install -y python3 python3-pip
|
||||
pip3 install m2r2
|
||||
cd docs
|
||||
python3 extractesc.py
|
||||
git status
|
||||
- name: "Commit"
|
||||
uses: EndBug/add-and-commit@v7.2.1
|
||||
with:
|
||||
add: '["api", "scripting/z_esc_reference.rst"]'
|
||||
message: 'docs: Automatic update of API docs'
|
||||
push: true
|
||||
cwd: "docs"
|
||||
branch: "devel"
|
||||
|
||||
|
||||
20
.github/workflows/assetlib.yml
vendored
@@ -1,20 +0,0 @@
|
||||
on:
|
||||
release:
|
||||
types:
|
||||
- published
|
||||
name: "Push to assetlib"
|
||||
|
||||
jobs:
|
||||
publish:
|
||||
runs-on: ubuntu-latest
|
||||
name: "Publish new version to asset lib"
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v2
|
||||
- name: Godot Asset Lib
|
||||
uses: deep-entertainment/godot-asset-lib-action@main
|
||||
with:
|
||||
username: escoria
|
||||
password: ${{ secrets.ASSET_STORE_PASSWORD }}
|
||||
assetId: 1080
|
||||
approveDirectly: "true"
|
||||
71
.github/workflows/fanout.yml
vendored
@@ -1,71 +0,0 @@
|
||||
name: "Fan out changes to distinct repositories"
|
||||
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- "main"
|
||||
- "develop"
|
||||
|
||||
concurrency: fanout-${{ github.ref }}
|
||||
|
||||
jobs:
|
||||
fanout:
|
||||
strategy:
|
||||
matrix:
|
||||
parts:
|
||||
- dir: "addons/escoria-core"
|
||||
repo: "godot-escoria/escoria-core"
|
||||
- dir: "addons/escoria-ui-simplemouse"
|
||||
repo: "godot-escoria/escoria-ui-simplemouse"
|
||||
- dir: "addons/escoria-ui-9verbs"
|
||||
repo: "godot-escoria/escoria-ui-9verbs"
|
||||
- dir: "addons/escoria-core"
|
||||
repo: "godot-escoria/escoria-game-template"
|
||||
- dir: "addons/escoria-dialog-simple"
|
||||
repo: "godot-escoria/escoria-dialog-simple"
|
||||
name: "Fanout ${{ matrix.parts.dir }} to ${{ matrix.parts.repo }}"
|
||||
runs-on: "ubuntu-20.04"
|
||||
env:
|
||||
DIR: "${{matrix.parts.dir}}"
|
||||
REPO: "${{matrix.parts.repo}}"
|
||||
steps:
|
||||
- name: "Configure git"
|
||||
run: |
|
||||
if ! git --version | grep 2.33 >/dev/null
|
||||
then
|
||||
sudo add-apt-repository ppa:git-core/ppa -y
|
||||
sudo apt-get update
|
||||
sudo apt-get install git -y
|
||||
fi
|
||||
- name: "Checkout"
|
||||
uses: "actions/checkout@v3"
|
||||
with:
|
||||
repository: "godot-escoria/escoria-demo-game"
|
||||
ref: "develop"
|
||||
path: "demo-game"
|
||||
token: "${{ secrets.ESCORIA_DEPLOYMENT_TOKEN }}"
|
||||
fetch-depth: 0
|
||||
- name: "Filtering out ${{ env.DIR }}"
|
||||
run: |
|
||||
curl -s https://raw.githubusercontent.com/newren/git-filter-repo/main/git-filter-repo -o git-filter-repo
|
||||
chmod +x git-filter-repo
|
||||
cd demo-game
|
||||
git remote -v
|
||||
../git-filter-repo --path $DIR --prune-empty auto --force
|
||||
git clean -fd
|
||||
git status
|
||||
- name: "Checkout"
|
||||
uses: "actions/checkout@v3"
|
||||
with:
|
||||
repository: "${{ env.REPO }}"
|
||||
ref: "develop"
|
||||
path: "target"
|
||||
token: "${{ secrets.ESCORIA_DEPLOYMENT_TOKEN }}"
|
||||
fetch-depth: 0
|
||||
- name: "Apply changes"
|
||||
run: |
|
||||
cd target
|
||||
git config --global user.email "contact@escoria-framework.org"
|
||||
git config --global user.name "Escoria merge bot"
|
||||
git pull ../demo-game develop --rebase
|
||||
git push --force
|
||||
79
.github/workflows/prerelease.yml
vendored
@@ -1,79 +0,0 @@
|
||||
name: "Release new prerelease version"
|
||||
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- develop
|
||||
|
||||
jobs:
|
||||
prerelease:
|
||||
if: "github.event.head_commit.message != 'chore: storing version and changelog'"
|
||||
name: Preparing release
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
with:
|
||||
fetch-depth: 0
|
||||
token: ${{ secrets.ESCORIA_DEPLOYMENT_TOKEN }}
|
||||
- name: Remove trailing whitespace
|
||||
run: |
|
||||
OUTPUT=$(find . -name "*.gd" -type f | xargs sed -i 's/[[:space:]]$//')
|
||||
RC=$?
|
||||
if [[ $RC -ne 0 ]] && [[ $RC -ne 128 ]]
|
||||
then
|
||||
echo $OUTPUT
|
||||
exit $RC
|
||||
fi
|
||||
exit 0
|
||||
- name: Calculate version
|
||||
id: calculate_version
|
||||
uses: mathieudutour/github-tag-action@v5.6
|
||||
with:
|
||||
github_token: ${{ secrets.ESCORIA_DEPLOYMENT_TOKEN }}
|
||||
dry_run: true
|
||||
pre_release_branches: "develop"
|
||||
append_to_pre_release_tag: "alpha"
|
||||
default_bump: "release"
|
||||
custom_release_rules: "fix:prerelease,feat:prerelease"
|
||||
- name: "Write changelog"
|
||||
if: "steps.calculate_version.outputs.changelog != ''"
|
||||
run: |
|
||||
CHANGELOG=""
|
||||
if [ -e CHANGELOG.md ]
|
||||
then
|
||||
CHANGELOG=$(cat CHANGELOG.md)
|
||||
fi
|
||||
echo -e "${{steps.calculate_version.outputs.changelog}}\n\n${CHANGELOG}" > CHANGELOG.md
|
||||
- name: "Commit"
|
||||
if: "steps.calculate_version.outputs.changelog != ''"
|
||||
uses: EndBug/add-and-commit@v7.2.1
|
||||
with:
|
||||
message: "chore: storing version and changelog"
|
||||
push: true
|
||||
release:
|
||||
if: "github.event.head_commit.message == 'chore: storing version and changelog'"
|
||||
name: Release
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
with:
|
||||
fetch-depth: 0
|
||||
token: ${{ secrets.ESCORIA_DEPLOYMENT_TOKEN }}
|
||||
- name: Create version
|
||||
id: create_version
|
||||
uses: mathieudutour/github-tag-action@v5.6
|
||||
with:
|
||||
github_token: ${{ secrets.ESCORIA_DEPLOYMENT_TOKEN }}
|
||||
dry_run: true
|
||||
pre_release_branches: "develop"
|
||||
append_to_pre_release_tag: "alpha"
|
||||
default_bump: "release"
|
||||
custom_release_rules: "fix:prerelease,feat:prerelease"
|
||||
- name: Create a GitHub release
|
||||
uses: actions/create-release@v1
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.ESCORIA_DEPLOYMENT_TOKEN }}
|
||||
with:
|
||||
tag_name: ${{ steps.create_version.outputs.new_tag }}
|
||||
release_name: ${{ steps.create_version.outputs.new_tag }}
|
||||
body: ${{ steps.create_version.outputs.changelog }}
|
||||
12
.gitignore
vendored
@@ -3,7 +3,6 @@ bin
|
||||
.import
|
||||
*.translation
|
||||
.godot
|
||||
saves/
|
||||
|
||||
# Local overrides to project.godot go in override.cfg.
|
||||
/override.cfg
|
||||
@@ -11,3 +10,14 @@ saves/
|
||||
# Disable accidental changes to the default bus layout. If a change to this
|
||||
# file is required, use git add --force
|
||||
addons/escoria-core/default_bus_layout.tres
|
||||
|
||||
.idea/
|
||||
|
||||
# Optional Addons per environment.
|
||||
addons/godot-plugin-refresher/
|
||||
addons/script-ide/
|
||||
build/
|
||||
.env
|
||||
|
||||
# API credentials
|
||||
secret/
|
||||
|
||||
9
.tmp
@@ -1,9 +0,0 @@
|
||||
:look
|
||||
say player "It's a bottle."
|
||||
stop
|
||||
|
||||
:pickup
|
||||
inventory_add r9_bottle true
|
||||
set_active r9_bottle_left false
|
||||
set_active r9_bottle_middle false
|
||||
set_active r9_bottle_right false
|
||||
5
.vscode/settings.json
vendored
Normal file
@@ -0,0 +1,5 @@
|
||||
{
|
||||
"editor.tabSize": 4,
|
||||
"editor.insertSpaces": false,
|
||||
"editor.detectIndentation": false
|
||||
}
|
||||
9
AUTHORS.md
Normal file
@@ -0,0 +1,9 @@
|
||||
## Development
|
||||
- Oier
|
||||
- Eneko
|
||||
|
||||
## Collaborations
|
||||
- Pico
|
||||
- Miette
|
||||
- Niko
|
||||
- Urtzi
|
||||
674
COPYING
Normal file
@@ -0,0 +1,674 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
16
GYMKHANA.md
Normal file
@@ -0,0 +1,16 @@
|
||||
# Gymkhana
|
||||
> Las gymkhanikas de Uli
|
||||
|
||||
## ESC Commands
|
||||
- `item_count_add item_id value`
|
||||
- `play_lib_snd filename namespace`
|
||||
- `play_video "res://file"`
|
||||
- `set_tooltip object action text`
|
||||
- `say_random player list_id lenght`
|
||||
- Generates a global variable `{list_id}_count`
|
||||
- `say_sequence player list_id lenght [loop]`
|
||||
- Generates a global variable `{list_id}_current_index`
|
||||
- Generates a global variable `{list_id}_count`
|
||||
|
||||
## Sounds
|
||||
- ZOOM0046-1239-24s-loop.ogg -> music_loop
|
||||
83
Itch_io_publishing.patch
Normal file
@@ -0,0 +1,83 @@
|
||||
Subject: [PATCH] feat(deploy): Itch.io publishing. #203
|
||||
---
|
||||
Index: .gitea/workflows/push-release.yml
|
||||
IDEA additional info:
|
||||
Subsystem: com.intellij.openapi.diff.impl.patch.CharsetEP
|
||||
<+>UTF-8
|
||||
===================================================================
|
||||
diff --git a/.gitea/workflows/push-release.yml b/.gitea/workflows/push-release.yml
|
||||
--- a/.gitea/workflows/push-release.yml (revision 1c1f32e2aa839ccf963326d88f5f21bb3085ba1d)
|
||||
+++ b/.gitea/workflows/push-release.yml (revision 8d2907c071001995b91dc6234ec511729fd49137)
|
||||
@@ -34,16 +34,6 @@
|
||||
files: |
|
||||
build/**/*.appimage
|
||||
build/**/*.tar.gz
|
||||
- - name: Publish AMD to itch.io
|
||||
- uses: yeslayla/butler-publish-itchio-action@master
|
||||
- env:
|
||||
- BUTLER_CREDENTIALS: ${{ secrets.BUTLER_API_KEY }}
|
||||
- CHANNEL: linux
|
||||
- PACKAGE: build/debug/amd64/*.appimage
|
||||
- - name: Publish ARM to itch.io
|
||||
- uses: yeslayla/butler-publish-itchio-action@master
|
||||
- env:
|
||||
- BUTLER_CREDENTIALS: ${{ secrets.BUTLER_API_KEY }}
|
||||
- CHANNEL: linux
|
||||
- PACKAGE: build/debug/arm64/*.appimage
|
||||
- VERSION_FILE: build/version.txt
|
||||
\ No newline at end of file
|
||||
+ - name: Publishing
|
||||
+ run: |
|
||||
+ ./publish.sh
|
||||
\ No newline at end of file
|
||||
Index: bash_colors.sh
|
||||
===================================================================
|
||||
diff --git a/bash_colors.sh b/bash_colors.sh
|
||||
new file mode 100644
|
||||
--- /dev/null (revision 8d2907c071001995b91dc6234ec511729fd49137)
|
||||
+++ b/bash_colors.sh (revision 8d2907c071001995b91dc6234ec511729fd49137)
|
||||
@@ -0,0 +1,6 @@
|
||||
+NOCOLOR='\033[0m' # No Color
|
||||
+BLUE='\e[34m' # BrightBlue
|
||||
+BOLD_BLUE='\033[1;94m' # BrightBlue
|
||||
+GREEN='\e[49;32m' # Green
|
||||
+ORANGE='\033[1;33m'
|
||||
+RED='\033[1;31m'
|
||||
\ No newline at end of file
|
||||
Index: publish.sh
|
||||
===================================================================
|
||||
diff --git a/publish.sh b/publish.sh
|
||||
new file mode 100644
|
||||
--- /dev/null (revision 8d2907c071001995b91dc6234ec511729fd49137)
|
||||
+++ b/publish.sh (revision 8d2907c071001995b91dc6234ec511729fd49137)
|
||||
@@ -0,0 +1,29 @@
|
||||
+#!/bin/bash
|
||||
+source bash_colors.sh
|
||||
+
|
||||
+ITCHIO_ENABLED=true
|
||||
+
|
||||
+VERSION=`cat build/version.txt`
|
||||
+echo -e "Publishing ${GREEN}v${VERSION}${NOCOLOR}"
|
||||
+
|
||||
+# Publish to Itch.io
|
||||
+if [ "$ITCHIO_ENABLED" = true ] ; then
|
||||
+ echo -e "${BLUE}Publishing to Itch.io${NOCOLOR}"
|
||||
+ if ! command -v butler >/dev/null 2>&1
|
||||
+ then
|
||||
+ echo -e "${RED}butler could not be found. Aborting!${NOCOLOR}"
|
||||
+ exit 1
|
||||
+ fi
|
||||
+
|
||||
+
|
||||
+
|
||||
+ echo -e "${ORANGE}Publishing AMD64${NOCOLOR}"
|
||||
+ butler push build/debug/amd64/LasGymkhanikasDeUli--debug.x86_64.appimage uliwood/las-gymkhanikas-de-uli-turno-cocina:linux-amd64 --userversion $VERSION
|
||||
+
|
||||
+ echo -e "${ORANGE}Publishing ARM64${NOCOLOR}"
|
||||
+ butler push build/debug/arm64/LasGymkhanikasDeUli--debug.arm_64.appimage uliwood/las-gymkhanikas-de-uli-turno-cocina:linux-arm64 --userversion $VERSION
|
||||
+
|
||||
+
|
||||
+ else
|
||||
+ echo -e "${ORANGE}Itch.io not enabled.{NOCOLOR}"
|
||||
+fi
|
||||
\ No newline at end of file
|
||||
40
LICENSE
@@ -1,7 +1,39 @@
|
||||
Copyright (c) 2012-2020 Juan Linietsky, Ariel Manzur.
|
||||
SOURCE CODE OF THIS GAME IS LICENSED UNDER GPL VERSION 3 (or later):
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
|
||||
This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
|
||||
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
************************************************************************************
|
||||
|
||||
ALL THE MULTIMEDIA ASSETS (TEXT, IMAGES, AUDIO AND VIDEO) ARE LICENSED UNDER CREATIVE COMMONS ATTRIBUTION-NONCOMMERCIAL-SHAREALIKE 4.0 (except the Leve Palestina song and Morpheus' voice in Spanish version of Matrix):
|
||||
|
||||
Las Gymkhanikas de Uli © 2025 by Uliwood Studios is licensed under CC BY-NC-SA 4.0. To view a copy of this license, visit https://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
|
||||
************************************************************************************
|
||||
|
||||
THIS GAME USES ESCORIA FRAMEWORK AND IS BASED ON ESCORIA DEMO GAME. BOTH HAVE THE FOLLOWING LICENSE:
|
||||
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2021 Escoria framework
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
|
||||
84
README.md
@@ -1,63 +1,39 @@
|
||||
# Escoria Demo Game
|
||||
# Las Gymkhanikas de Uli
|
||||
|
||||

|
||||
Point-and-click adventure game developed using Escoria framework and Godot engine.
|
||||
|
||||
[](https://discord.com/invite/jMxJjuBY5Z)
|
||||
## Building from source
|
||||
### Assumed folder structure
|
||||
```
|
||||
any-folder
|
||||
├── gymkhana -> This project.
|
||||
└── escoria-demo-game -> Folder for escoria core.
|
||||
|
||||
Libre framework for the creation of point-and-click adventure games with the multi-platform game engine [Godot Engine](https://godotengine.org).
|
||||
```
|
||||
### Steps
|
||||
1) Clone `gymkhana` repo
|
||||
2) Clone `escoria-demo-game` repo (main branch)
|
||||
3) Apply patches from the root folder. Run: `./apply_patches.sh`
|
||||
|
||||
Check out the [Escoria documentation](https://docs.escoria-framework.org), especially the Getting Started Guide for further details.
|
||||
## Video export.
|
||||
- 1280 x 720 | 25fps
|
||||
- Export to MP4
|
||||
- Convert to ogv `ffmpeg -i input.mp4 -c:v libtheora -q:v 6 -c:a libvorbis -q:a 4 output.ogv`
|
||||
|
||||
If you want to contribute to the development of Escoria, please read our [Contribution guidelines](https://github.com/godot-escoria/.github/blob/main/CONTRIBUTING.md).
|
||||
## Audio exports
|
||||
- Speech: Quality: 5, 11.000khz, mono
|
||||
- Music: Quality: 9, 44.100khz, stereo
|
||||
|
||||
This is the demo game that acts as a testing ground for future Escoria development and a general showcase of its features.
|
||||
## Export
|
||||
- Web: `godot -v --export "HTML5" ../gymkhana-export-html/index.html`
|
||||
- Linux: `godot -v --export "Linux/X11" ../LasGymkhanikasDeUli-1.0-RC1.appimage`
|
||||
- ~~Windows: godot -v --export "Windows Desktop x64" ../LasGymkhanikasDeUli-1.0-RC1.exe~~
|
||||
|
||||
## Art credits
|
||||
|
||||
### Characters
|
||||
## Sound attributions:
|
||||
- button_clicking.ogg | Button Clicking 1 by Sheyvan -- https://freesound.org/s/475188/ -- License: Creative Commons 0
|
||||
- menu_button.ogg | Videogame Menu BUTTON CLICK by Christopherderp -- https://freesound.org/s/342200/ -- License: Creative Commons 0
|
||||
- birds_ambient_loop.ogg | https://freesound.org/people/Garuda1982/sounds/691629/ -- License: Creative Commons 0
|
||||
|
||||
- Mark spritesheet by Marco Giorgini - marcogiorgini.com
|
||||
Licence : CC0 Licence
|
||||
https://opengameart.org/content/mark-2d-adventure-game-sprite
|
||||
with some additions (talk animations) by Julian Murgia
|
||||
- Worker spritesheet based on Mark spritesheet by Marco Giorgini - marcogiorgini.com
|
||||
Licence: CC0 Licence
|
||||
edited by Julian Murgia
|
||||
|
||||
### Items
|
||||
|
||||
* Generic items by Kenney
|
||||
* Animal pack redux by Kenney
|
||||
Licence: CC0 Licence
|
||||
https://www.kenney.nl/assets/generic-items
|
||||
|
||||
## Sound credits
|
||||
|
||||
* Concrete footstep
|
||||
Licence: CC0 Licence
|
||||
https://www.kenney.nl/
|
||||
* “Game Menu Looping” (Licence CC-BY 4.0)
|
||||
* “Mystical Ocean Puzzle Game” (Licence CC-BY 4.0)
|
||||
by Eric Matyas
|
||||
www.soundimage.org
|
||||
|
||||
## Cursors
|
||||
|
||||
* Pointers part 4 by "yd"
|
||||
Licence: CC0 Licence
|
||||
https://opengameart.org/content/pointers-part-4x
|
||||
edited by Julian Murgia
|
||||
|
||||
## Font
|
||||
|
||||
These fonts are provided as an example. Please mind checking the licence before redistributing with your game.
|
||||
|
||||
- Caslon Antique
|
||||
https://www.1001fonts.com/caslon-antique-font.html#license
|
||||
Licence: Free for personal use - Free for commercial use
|
||||
This is the font used in LucasArt's game Curse of Monkey Island.
|
||||
|
||||
- Onesize
|
||||
https://www.whatfontis.com/Onesize.font
|
||||
Licence: Free for personal use
|
||||
This is the font used in LucasArt's games The Secret of Monkey Island and Monkey Island 2: Lechuck's Revenge.
|
||||
## Icon attributions:
|
||||
- Translate button: Noun Project. Public domain
|
||||
|
||||
@@ -1,2 +1,2 @@
|
||||
:use | TK
|
||||
say current_player "I can't use this!"
|
||||
say($player, "I can't use this!", "action_default_say")
|
||||
|
||||
1
addons/escoria-core
Symbolic link
@@ -0,0 +1 @@
|
||||
../../escoria-demo-game/addons/escoria-core
|
||||
@@ -1,300 +0,0 @@
|
||||
extends Control
|
||||
|
||||
|
||||
func _test_basic() -> bool:
|
||||
var esc = """
|
||||
:test
|
||||
# first group
|
||||
>
|
||||
say player "Test"
|
||||
# Second group
|
||||
> [test]
|
||||
say player "Test2 BLANK"
|
||||
say player "Test3" [test2]
|
||||
# Third group
|
||||
>
|
||||
|
||||
say player "Test4"
|
||||
# Fourth group
|
||||
>
|
||||
say player "Test5"
|
||||
say player "Test 6"
|
||||
say player TEST:"Test 7"
|
||||
"""
|
||||
var script = escoria.esc_compiler.compile(esc.split("\n"))
|
||||
|
||||
var subject = script
|
||||
assert(subject is ESCScript)
|
||||
|
||||
subject = script.events.keys()
|
||||
assert(subject.size() == 1)
|
||||
assert(subject[0] == "test")
|
||||
|
||||
subject = script.events["test"].statements
|
||||
assert(subject.size() == 2)
|
||||
|
||||
subject = script.events["test"].statements[0]
|
||||
assert(subject is ESCGroup)
|
||||
assert(subject.statements.size() == 4)
|
||||
|
||||
subject = script.events["test"].statements[0].statements[0]
|
||||
assert(subject is ESCCommand)
|
||||
assert(subject.name == "say")
|
||||
assert(subject.parameters.size() == 2)
|
||||
assert(subject.parameters[0] == "player")
|
||||
assert(subject.parameters[1] == '"Test"')
|
||||
|
||||
subject = script.events["test"].statements[0].statements[1]
|
||||
assert(subject is ESCGroup)
|
||||
assert(subject.conditions.size() == 1)
|
||||
assert(subject.conditions[0] is ESCCondition)
|
||||
assert(subject.conditions[0].flag == "test")
|
||||
|
||||
subject = script.events["test"].statements[0].statements[1].statements[0]
|
||||
assert(subject is ESCCommand)
|
||||
assert(subject.name == "say")
|
||||
assert(subject.parameters.size() == 2)
|
||||
assert(subject.parameters[0] == "player")
|
||||
assert(subject.parameters[1] == '"Test2 BLANK"')
|
||||
|
||||
subject = script.events["test"].statements[0].statements[2]
|
||||
assert(subject is ESCCommand)
|
||||
assert(subject.name == "say")
|
||||
assert(subject.parameters.size() == 2)
|
||||
assert(subject.parameters[0] == "player")
|
||||
assert(subject.parameters[1] == '"Test3"')
|
||||
assert(subject.conditions.size() == 1)
|
||||
assert(subject.conditions[0].flag == "test2")
|
||||
|
||||
subject = script.events["test"].statements[0].statements[3]
|
||||
assert(subject is ESCGroup)
|
||||
assert(subject.statements.size() == 1)
|
||||
|
||||
subject = script.events["test"].statements[1]
|
||||
assert(subject is ESCGroup)
|
||||
assert(subject.statements.size() == 3)
|
||||
|
||||
subject = script.events["test"].statements[1].statements[1]
|
||||
assert(subject is ESCCommand)
|
||||
assert(subject.name == "say")
|
||||
assert(subject.parameters[1] == '"Test 6"')
|
||||
|
||||
subject = script.events["test"].statements[1].statements[2]
|
||||
assert(subject is ESCCommand)
|
||||
assert(subject.name == "say")
|
||||
assert(subject.parameters[1] == "TEST:\"Test 7\"")
|
||||
|
||||
return true
|
||||
|
||||
|
||||
func _test_conditions() -> bool:
|
||||
var esc = """
|
||||
:test
|
||||
say player "Test" [flag]
|
||||
say player "Test" [flag1,flag2]
|
||||
say player "Test" [!flag]
|
||||
say player "Test" [i/flag]
|
||||
say player "Test" [i/flag,flag]
|
||||
say player "Test" [i/flag,flag,!flag2]
|
||||
say player "Test" [eq flag 3]
|
||||
say player "Test" [eq flag 3,gt flag 5]
|
||||
say player "Test" [!eq flag 3]
|
||||
"""
|
||||
var script = escoria.esc_compiler.compile(esc.split("\n"))
|
||||
|
||||
var subject = script.events["test"].statements[0]
|
||||
assert(subject is ESCCommand)
|
||||
assert(subject.conditions.size() == 1)
|
||||
|
||||
subject = script.events["test"].statements[0].conditions[0]
|
||||
assert(subject.flag == "flag")
|
||||
assert(not subject.negated)
|
||||
assert(not subject.inventory)
|
||||
assert(subject.comparison == ESCCondition.COMPARISON_NONE)
|
||||
|
||||
subject = script.events["test"].statements[1].conditions
|
||||
assert(subject.size() == 2)
|
||||
assert(subject[0].flag == "flag1")
|
||||
assert(subject[1].flag == "flag2")
|
||||
|
||||
subject = script.events["test"].statements[2].conditions
|
||||
assert(subject.size() == 1)
|
||||
assert(subject[0].flag == "flag")
|
||||
assert(subject[0].negated)
|
||||
|
||||
subject = script.events["test"].statements[3].conditions
|
||||
assert(subject.size() == 1)
|
||||
assert(subject[0].flag == "flag")
|
||||
assert(subject[0].inventory)
|
||||
|
||||
subject = script.events["test"].statements[4].conditions
|
||||
assert(subject.size() == 2)
|
||||
assert(subject[0].flag == "flag")
|
||||
assert(subject[0].inventory)
|
||||
assert(subject[1].flag == "flag")
|
||||
assert(not subject[1].inventory)
|
||||
|
||||
subject = script.events["test"].statements[5].conditions
|
||||
assert(subject.size() == 3)
|
||||
assert(subject[0].flag == "flag")
|
||||
assert(subject[0].inventory)
|
||||
assert(subject[1].flag == "flag")
|
||||
assert(not subject[1].inventory)
|
||||
assert(subject[2].flag == "flag2")
|
||||
assert(not subject[2].inventory)
|
||||
assert(subject[2].negated)
|
||||
|
||||
subject = script.events["test"].statements[6].conditions
|
||||
assert(subject.size() == 1)
|
||||
assert(subject[0].flag == "flag")
|
||||
assert(subject[0].comparison == ESCCondition.COMPARISON_EQ)
|
||||
assert(subject[0].comparison_value == 3)
|
||||
|
||||
subject = script.events["test"].statements[7].conditions
|
||||
assert(subject.size() == 2)
|
||||
assert(subject[0].flag == "flag")
|
||||
assert(subject[0].comparison == ESCCondition.COMPARISON_EQ)
|
||||
assert(subject[0].comparison_value == 3)
|
||||
assert(subject[1].flag == "flag")
|
||||
assert(subject[1].comparison == ESCCondition.COMPARISON_GT)
|
||||
assert(subject[1].comparison_value == 5)
|
||||
|
||||
subject = script.events["test"].statements[8].conditions
|
||||
assert(subject.size() == 1)
|
||||
assert(subject[0].flag == "flag")
|
||||
assert(subject[0].comparison == ESCCondition.COMPARISON_EQ)
|
||||
assert(subject[0].comparison_value == 3)
|
||||
assert(subject[0].negated)
|
||||
|
||||
return true
|
||||
|
||||
|
||||
func _test_event_flags() -> bool:
|
||||
var esc = """
|
||||
:test | TK
|
||||
:test2 | TK NO_TT
|
||||
:test3 | TK NO_TT NO_UI
|
||||
"""
|
||||
var script = escoria.esc_compiler.compile(esc.split("\n"))
|
||||
|
||||
var subject = script.events
|
||||
assert(subject.keys().size() == 3)
|
||||
assert("test" in subject.keys())
|
||||
assert("test2" in subject.keys())
|
||||
assert("test3" in subject.keys())
|
||||
|
||||
subject = script.events["test"]
|
||||
assert(subject.name == "test")
|
||||
assert(subject.flags & ESCEvent.FLAG_TK != 0)
|
||||
assert(subject.flags & ESCEvent.FLAG_NO_TT == 0)
|
||||
|
||||
subject = script.events["test2"]
|
||||
assert(subject.name == "test2")
|
||||
assert(subject.flags & ESCEvent.FLAG_TK != 0)
|
||||
assert(subject.flags & ESCEvent.FLAG_NO_TT != 0)
|
||||
|
||||
subject = script.events["test3"]
|
||||
assert(subject.name == "test3")
|
||||
assert(subject.flags & ESCEvent.FLAG_TK != 0)
|
||||
assert(subject.flags & ESCEvent.FLAG_NO_TT != 0)
|
||||
assert(subject.flags & ESCEvent.FLAG_NO_UI != 0)
|
||||
|
||||
return true
|
||||
|
||||
|
||||
func _test_dialog() -> bool:
|
||||
var esc = """
|
||||
:test
|
||||
?
|
||||
- "Option 1"
|
||||
say player "test"
|
||||
say player "testb"
|
||||
say player "testb?"
|
||||
- "Option 2" [flag]
|
||||
say player "test2"
|
||||
?
|
||||
- "Suboption 1"
|
||||
say player "test21"
|
||||
- "Suboption 2"
|
||||
say player "test22"
|
||||
!
|
||||
- "Option 3"
|
||||
>
|
||||
say player "test3"
|
||||
- TEST:"Option 4"
|
||||
say player "test4"
|
||||
!
|
||||
"""
|
||||
var script = escoria.esc_compiler.compile(esc.split("\n"))
|
||||
|
||||
var subject = script.events["test"].statements
|
||||
assert(subject.size() == 1)
|
||||
|
||||
assert(subject[0] is ESCDialog)
|
||||
assert(subject[0].options.size() == 4)
|
||||
|
||||
subject = script.events["test"].statements[0].options[0]
|
||||
assert(subject is ESCDialogOption)
|
||||
assert(subject.option == "Option 1")
|
||||
|
||||
subject = script.events["test"].statements[0].options[0].statements
|
||||
assert(subject.size() == 3)
|
||||
assert(subject[0] is ESCCommand)
|
||||
assert(subject[0].name == "say")
|
||||
assert(subject[0].parameters.size() == 2)
|
||||
assert(subject[1] is ESCCommand)
|
||||
assert(subject[1].name == "say")
|
||||
assert(subject[1].parameters.size() == 2)
|
||||
assert(subject[1].parameters[1] == '"testb"')
|
||||
assert(subject[2] is ESCCommand)
|
||||
assert(subject[2].name == "say")
|
||||
assert(subject[2].parameters.size() == 2)
|
||||
assert(subject[2].parameters[1] == '"testb?"')
|
||||
|
||||
subject = script.events["test"].statements[0].options[1]
|
||||
assert(subject is ESCDialogOption)
|
||||
assert(subject.option == "Option 2")
|
||||
assert(subject.conditions.size() == 1)
|
||||
assert(subject.conditions[0].flag == "flag")
|
||||
|
||||
subject = script.events["test"].statements[0].options[1].statements
|
||||
assert(subject.size() == 2)
|
||||
assert(subject[0] is ESCCommand)
|
||||
assert(subject[0].name == "say")
|
||||
assert(subject[0].parameters.size() == 2)
|
||||
|
||||
assert(subject[1] is ESCDialog)
|
||||
assert(subject[1].options.size() == 2)
|
||||
|
||||
subject = script.events["test"].statements[0].options[2]
|
||||
assert(subject is ESCDialogOption)
|
||||
assert(subject.option == "Option 3")
|
||||
|
||||
subject = script.events["test"].statements[0].options[2].statements
|
||||
assert(subject.size() == 1)
|
||||
assert(subject[0] is ESCGroup)
|
||||
assert(subject[0].statements.size() == 1)
|
||||
assert(subject[0].statements[0] is ESCCommand)
|
||||
assert(subject[0].statements[0].parameters.size() == 2)
|
||||
|
||||
subject = script.events["test"].statements[0].options[3]
|
||||
assert(subject is ESCDialogOption)
|
||||
assert(subject.option == "TEST")
|
||||
|
||||
return true
|
||||
|
||||
|
||||
func _on_BasicFunctionality_pressed():
|
||||
$VBoxContainer/VBoxContainer/BasicFunctionality.pressed = self._test_basic()
|
||||
|
||||
|
||||
func _on_Conditions_pressed():
|
||||
$VBoxContainer/VBoxContainer/Conditions.pressed = self._test_conditions()
|
||||
|
||||
|
||||
func _on_EventFlags_pressed():
|
||||
$VBoxContainer/VBoxContainer/EventFlags.pressed = self._test_event_flags()
|
||||
|
||||
|
||||
func _on_Dialog_pressed():
|
||||
$VBoxContainer/VBoxContainer/Dialog.pressed = self._test_dialog()
|
||||
@@ -1,58 +0,0 @@
|
||||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://addons/escoria-core/_test/test_esc_compiler.gd" type="Script" id=1]
|
||||
|
||||
[node name="Testsuite" type="Control"]
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
script = ExtResource( 1 )
|
||||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="."]
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
margin_right = 1.0
|
||||
margin_bottom = 1.0
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="VBoxContainer"]
|
||||
margin_right = 1281.0
|
||||
margin_bottom = 172.0
|
||||
|
||||
[node name="BasicFunctionality" type="CheckButton" parent="VBoxContainer/VBoxContainer"]
|
||||
margin_right = 1281.0
|
||||
margin_bottom = 40.0
|
||||
text = "Basic Functionality"
|
||||
align = 1
|
||||
|
||||
[node name="Conditions" type="CheckButton" parent="VBoxContainer/VBoxContainer"]
|
||||
margin_top = 44.0
|
||||
margin_right = 1281.0
|
||||
margin_bottom = 84.0
|
||||
text = "Check conditions"
|
||||
align = 1
|
||||
|
||||
[node name="EventFlags" type="CheckButton" parent="VBoxContainer/VBoxContainer"]
|
||||
margin_top = 88.0
|
||||
margin_right = 1281.0
|
||||
margin_bottom = 128.0
|
||||
text = "Check event flags"
|
||||
align = 1
|
||||
|
||||
[node name="Dialog" type="CheckButton" parent="VBoxContainer/VBoxContainer"]
|
||||
margin_top = 132.0
|
||||
margin_right = 1281.0
|
||||
margin_bottom = 172.0
|
||||
text = "Check dialogs"
|
||||
align = 1
|
||||
|
||||
[connection signal="pressed" from="VBoxContainer/VBoxContainer/BasicFunctionality" to="." method="_on_BasicFunctionality_pressed"]
|
||||
[connection signal="pressed" from="VBoxContainer/VBoxContainer/Conditions" to="." method="_on_Conditions_pressed"]
|
||||
[connection signal="pressed" from="VBoxContainer/VBoxContainer/EventFlags" to="." method="_on_EventFlags_pressed"]
|
||||
[connection signal="pressed" from="VBoxContainer/VBoxContainer/Dialog" to="." method="_on_Dialog_pressed"]
|
||||
@@ -1,20 +0,0 @@
|
||||
extends Control
|
||||
|
||||
|
||||
|
||||
func _on_CheckESCMigrationManager_pressed() -> bool:
|
||||
var savegame: ESCSaveGame = ESCSaveGame.new()
|
||||
|
||||
savegame.globals["test"] = "testa"
|
||||
|
||||
var migration_manager: ESCMigrationManager = ESCMigrationManager.new()
|
||||
savegame = migration_manager.migrate(
|
||||
savegame,
|
||||
"1.0.0",
|
||||
"2.0.0",
|
||||
"res://addons/escoria-core/_test/testversions"
|
||||
)
|
||||
|
||||
assert(savegame.globals["test"] == "testc")
|
||||
|
||||
return true
|
||||
@@ -1,25 +0,0 @@
|
||||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://addons/escoria-core/_test/test_migrations.gd" type="Script" id=1]
|
||||
|
||||
[node name="Control" type="Control"]
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
script = ExtResource( 1 )
|
||||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="."]
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="CheckESCMigrationManager" type="CheckButton" parent="VBoxContainer"]
|
||||
margin_right = 1280.0
|
||||
margin_bottom = 40.0
|
||||
text = "Check ESCMigrationManager"
|
||||
|
||||
[connection signal="pressed" from="VBoxContainer/CheckESCMigrationManager" to="." method="_on_CheckESCMigrationManager_pressed"]
|
||||
@@ -1,5 +0,0 @@
|
||||
extends ESCMigration
|
||||
|
||||
func migrate():
|
||||
self._savegame.globals["test"] = "testb"
|
||||
|
||||
@@ -1,5 +0,0 @@
|
||||
extends ESCMigration
|
||||
|
||||
func migrate():
|
||||
self._savegame.globals["test"] = "testc"
|
||||
|
||||
@@ -1,21 +0,0 @@
|
||||
[gd_resource type="AudioBusLayout" format=2]
|
||||
|
||||
[resource]
|
||||
bus/1/name = "SFX"
|
||||
bus/1/solo = false
|
||||
bus/1/mute = false
|
||||
bus/1/bypass_fx = false
|
||||
bus/1/volume_db = 0.0
|
||||
bus/1/send = "Master"
|
||||
bus/2/name = "Music"
|
||||
bus/2/solo = false
|
||||
bus/2/mute = false
|
||||
bus/2/bypass_fx = false
|
||||
bus/2/volume_db = 0.0
|
||||
bus/2/send = "Master"
|
||||
bus/3/name = "Speech"
|
||||
bus/3/solo = false
|
||||
bus/3/mute = false
|
||||
bus/3/bypass_fx = false
|
||||
bus/3/volume_db = 0.0
|
||||
bus/3/send = "Master"
|
||||
@@ -1,17 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<svg width="16px" height="16px" viewBox="0 0 16 16" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
|
||||
<title>esc_background</title>
|
||||
<defs>
|
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<linearGradient x1="0%" y1="78.125%" x2="100%" y2="21.875%" id="linearGradient-1">
|
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<stop stop-color="#D4FF2A" offset="0%"></stop>
|
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<stop stop-color="#81D135" offset="100%"></stop>
|
||||
</linearGradient>
|
||||
</defs>
|
||||
<g id="esc_background" stroke="none" stroke-width="1" fill="none" fill-rule="evenodd">
|
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<rect id="Rectangle" stroke="#1B2F0D" fill="url(#linearGradient-1)" transform="translate(7.500000, 4.835358) scale(1, -1) translate(-7.500000, -4.835358) " x="3.5" y="1.83535782" width="8" height="6" rx="1"></rect>
|
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<line x1="3.5" y1="8.5" x2="11.5" y2="8.5" id="Line-3" stroke="#1B2F0D" stroke-linecap="round" stroke-linejoin="round"></line>
|
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<line x1="7.5" y1="8.5" x2="7.5" y2="14.5" id="Line-2" stroke="#1B2F0D" stroke-linecap="round"></line>
|
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<line x1="6.5" y1="8.5" x2="3.5" y2="14.5" id="Line" stroke="#1B2F0D" stroke-linecap="round" stroke-linejoin="bevel"></line>
|
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<line x1="12.1583333" y1="8.5" x2="9.15833333" y2="14.5" id="Line-Copy" stroke="#1B2F0D" stroke-linecap="round" stroke-linejoin="bevel" transform="translate(10.329167, 11.500000) scale(-1, 1) translate(-10.329167, -11.500000) "></line>
|
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</g>
|
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</svg>
|
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|
Before Width: | Height: | Size: 1.4 KiB |
@@ -1,24 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
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<svg width="16px" height="16px" viewBox="0 0 16 16" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
|
||||
<title>esc_exit</title>
|
||||
<defs>
|
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<linearGradient x1="32%" y1="0%" x2="68%" y2="100%" id="linearGradient-1">
|
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<stop stop-color="#D4FF2A" offset="0%"></stop>
|
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<stop stop-color="#81D135" offset="100%"></stop>
|
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</linearGradient>
|
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<linearGradient x1="36.7305357%" y1="0%" x2="63.2694643%" y2="100%" id="linearGradient-2">
|
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<stop stop-color="#D4FF2A" offset="0%"></stop>
|
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<stop stop-color="#81D135" offset="100%"></stop>
|
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</linearGradient>
|
||||
</defs>
|
||||
<g id="esc_exit" stroke="none" stroke-width="1" fill="none" fill-rule="evenodd">
|
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<g id="Group" transform="translate(4.000000, 2.000000)" fill-rule="nonzero">
|
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<polygon id="Rectangle-Copy" fill="url(#linearGradient-1)" points="6 10 0 10 0 0 6 0"></polygon>
|
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<path d="M7,0 L7,10 L0,10 L0,0 L7,0 Z M6,1 L1,1 L1,9 L6,9 L6,1 Z" id="Rectangle" fill="#1B2F0D"></path>
|
||||
</g>
|
||||
<g id="Group-Copy" transform="translate(4.000000, 2.000000)" fill-rule="nonzero">
|
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<polygon id="Rectangle-Copy" fill="url(#linearGradient-2)" points="6 11.6468788 0 10 0 0 6 1.64687882"></polygon>
|
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<path d="M7,1.92135862 L7,11.9213586 L0,10 L0,0 L7,1.92135862 Z M6,2.64687882 L1,1.2744798 L1,9.2744798 L6,10.6468788 L6,2.64687882 Z" id="Rectangle" fill="#1B2F0D"></path>
|
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</g>
|
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</g>
|
||||
</svg>
|
||||
|
Before Width: | Height: | Size: 1.5 KiB |
@@ -1,14 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
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<svg width="16px" height="16px" viewBox="0 0 16 16" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
|
||||
<title>esc_item</title>
|
||||
<defs>
|
||||
<linearGradient x1="0%" y1="0%" x2="100%" y2="100%" id="linearGradient-1">
|
||||
<stop stop-color="#D4FF2A" offset="0%"></stop>
|
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<stop stop-color="#81D135" offset="100%"></stop>
|
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</linearGradient>
|
||||
</defs>
|
||||
<g id="esc_item" stroke="none" stroke-width="1" fill="none" fill-rule="evenodd">
|
||||
<path d="M13,3 L13,13 L3,13 L3,3 L13,3 Z" id="Rectangle-Copy" fill="url(#linearGradient-1)" fill-rule="nonzero"></path>
|
||||
<path d="M13,3 L13,13 L3,13 L3,3 L13,3 Z M12,4 L4,4 L4,12 L12,12 L12,4 Z" id="Rectangle" fill="#1B2F0D" fill-rule="nonzero"></path>
|
||||
</g>
|
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</svg>
|
||||
|
Before Width: | Height: | Size: 832 B |
@@ -1,15 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<svg width="16px" height="16px" viewBox="0 0 16 16" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
|
||||
<title>esc_location</title>
|
||||
<defs>
|
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<linearGradient x1="30.5473974%" y1="11.0848793%" x2="65.1733111%" y2="67.1344559%" id="linearGradient-1">
|
||||
<stop stop-color="#D4FF2A" offset="0%"></stop>
|
||||
<stop stop-color="#81D135" offset="100%"></stop>
|
||||
</linearGradient>
|
||||
</defs>
|
||||
<g id="esc_location" stroke="none" stroke-width="1" fill="none" fill-rule="evenodd">
|
||||
<path d="M8,1 C10.7614237,1 13,3.23857625 13,6 C13,7.03229916 12.6871639,7.99153151 12.1511242,8.78806444 L12,9 L8,15 L4,9 C3.37230087,8.16533354 3,7.12614453 3,6 C3,3.3112453 5.12230671,1.11818189 7.78311038,1.00461951 L8,1 Z M8,2 C5.790861,2 4,3.790861 4,6 C4,6.79127405 4.22941289,7.54564844 4.67538853,8.22257987 L4.83205029,8.4452998 L8,13.196 L11.1857974,8.41941917 L11.3214939,8.22975135 C11.7616659,7.57567374 12,6.80688718 12,6 C12,3.790861 10.209139,2 8,2 Z" id="Oval-2" fill="#1B2F0D" fill-rule="nonzero"></path>
|
||||
<path d="M8,2 C10.209139,2 12,3.790861 12,6 C12,6.80688718 11.7616659,7.57567374 11.3214939,8.22975135 L11.3214939,8.22975135 L11.1857974,8.41941917 L8,13.196 L4.83205029,8.4452998 L4.67538853,8.22257987 C4.22941289,7.54564844 4,6.79127405 4,6 C4,3.790861 5.790861,2 8,2 Z M8,5 C7.44771525,5 7,5.44771525 7,6 C7,6.55228475 7.44771525,7 8,7 C8.55228475,7 9,6.55228475 9,6 C9,5.44771525 8.55228475,5 8,5 Z" id="Path-2" fill="url(#linearGradient-1)" fill-rule="nonzero"></path>
|
||||
<path d="M8,4 C9.1045695,4 10,4.8954305 10,6 C10,7.1045695 9.1045695,8 8,8 C6.8954305,8 6,7.1045695 6,6 C6,4.8954305 6.8954305,4 8,4 Z M8,5 C7.44771525,5 7,5.44771525 7,6 C7,6.55228475 7.44771525,7 8,7 C8.55228475,7 9,6.55228475 9,6 C9,5.44771525 8.55228475,5 8,5 Z" id="Oval" fill="#1B2F0D" fill-rule="nonzero"></path>
|
||||
</g>
|
||||
</svg>
|
||||
|
Before Width: | Height: | Size: 1.9 KiB |
@@ -1,14 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
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<svg width="16px" height="16px" viewBox="0 0 16 16" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
|
||||
<title>esc_player</title>
|
||||
<defs>
|
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<linearGradient x1="0%" y1="9.5%" x2="100%" y2="90.5%" id="linearGradient-1">
|
||||
<stop stop-color="#D4FF2A" offset="0%"></stop>
|
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<stop stop-color="#81D135" offset="100%"></stop>
|
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</linearGradient>
|
||||
</defs>
|
||||
<g id="esc_player" stroke="none" stroke-width="1" fill="none" fill-rule="evenodd">
|
||||
<path d="M8.48310297,6.50090902 C9.93623249,6.52397585 10.9918184,6.58559799 11.6732841,7.31692964 C12.2190722,7.90265542 12.5,8.89312953 12.5000018,10.4986497 C12.4997458,10.5934498 12.499603,10.6858861 12.4995224,10.7760225 L12.4990955,11.5268775 C12.4959135,12.9882048 12.4598451,13.6884582 12.0405176,14.0658529 C11.531509,14.5239607 10.5323938,14.4945664 8.73719674,14.4993779 C8.52323835,14.4990469 8.31890122,14.4989282 8.12369826,14.4988553 L7.30529662,14.498275 C5.19409137,14.4944003 4.39593747,14.4586625 3.95948237,14.0658529 C3.4625018,13.6185704 3.50584875,12.7218979 3.50069164,11.1622589 L3.50069164,11.1622589 L3.5,10.5 C3.5,8.89312953 3.78092784,7.90265542 4.32671587,7.31692964 C5.0007391,6.59358511 6.0388866,6.52417866 7.1903288,6.50449816 L7.1903288,6.50449816 Z" id="Oval-Copy" stroke="#1B2F0D" fill="url(#linearGradient-1)"></path>
|
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<ellipse id="Oval" stroke="#1B2F0D" fill="url(#linearGradient-1)" cx="8" cy="5.5" rx="4.5" ry="4"></ellipse>
|
||||
</g>
|
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</svg>
|
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|
Before Width: | Height: | Size: 1.5 KiB |
@@ -1,18 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<svg width="16px" height="16px" viewBox="0 0 16 16" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
|
||||
<title>esc_room</title>
|
||||
<defs>
|
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<linearGradient x1="0%" y1="14.2011834%" x2="100%" y2="85.7988166%" id="linearGradient-1">
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<stop stop-color="#81D135" offset="100%"></stop>
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</linearGradient>
|
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</defs>
|
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<g id="esc_room" stroke="none" stroke-width="1" fill="none" fill-rule="evenodd">
|
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|
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|
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</svg>
|
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|
Before Width: | Height: | Size: 1.6 KiB |
@@ -1,14 +0,0 @@
|
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|
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<title>esc_terrain</title>
|
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</linearGradient>
|
||||
</defs>
|
||||
<g id="esc_terrain" stroke="none" stroke-width="1" fill="none" fill-rule="evenodd">
|
||||
<path d="M10.5986658,2.5 L15,12.5 L1,12.5 L5.77792486,5.1574418 L7.54781394,7.5 L10.5986658,2.5 Z" id="Rectangle-Copy" fill="url(#linearGradient-1)" fill-rule="nonzero"></path>
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</g>
|
||||
</svg>
|
||||
|
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|
Before Width: | Height: | Size: 32 KiB |
|
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Before Width: | Height: | Size: 174 B |
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|
||||
# Node that performs the moving (walk, teleport, terrain scaling...) actions on
|
||||
# its parent node.
|
||||
extends Node
|
||||
class_name ESCMovable
|
||||
|
||||
|
||||
# Tasks carried out by this walkable node
|
||||
# NONE - The node is inactive
|
||||
# WALK - The node walks the parent somewhere
|
||||
# SLIDE - The node slides the parent somewhere
|
||||
enum MovableTask {
|
||||
NONE,
|
||||
WALK,
|
||||
SLIDE
|
||||
}
|
||||
|
||||
|
||||
# Character path through the scene as calculated by the Pathfinder
|
||||
var walk_path: Array = []
|
||||
|
||||
# Current active walk path entry
|
||||
var path_ofs: int
|
||||
|
||||
# The destination where the character should be moving to
|
||||
var walk_destination: Vector2
|
||||
|
||||
# The walk context currently carried out by this movable node
|
||||
var walk_context: ESCWalkContext = null
|
||||
|
||||
# Whether the character was moved at all
|
||||
var moved: bool
|
||||
|
||||
# Player Direction used to reflect the movement to the new position
|
||||
var last_dir: int
|
||||
|
||||
# The last scaling applied to the parent
|
||||
var last_scale: Vector2
|
||||
|
||||
# Whether the current direction animation is flipped
|
||||
var is_mirrored: bool
|
||||
|
||||
|
||||
var _orig_speed: float = 0.0
|
||||
|
||||
|
||||
# Shortcut variable that references the node's parent
|
||||
onready var parent = get_parent()
|
||||
|
||||
|
||||
# Currenly running task
|
||||
onready var task = MovableTask.NONE
|
||||
|
||||
|
||||
# Add the signal "arrived" to the parent node, which is emitted when
|
||||
# the destination position was reached
|
||||
func _ready() -> void:
|
||||
if not parent.has_user_signal("arrived"):
|
||||
parent.add_user_signal("arrived")
|
||||
|
||||
|
||||
# Main processing loop
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - delta: Time that has passed since the last call to this function
|
||||
func _process(delta: float) -> void:
|
||||
if Engine.is_editor_hint():
|
||||
return
|
||||
|
||||
if task == MovableTask.WALK or task == MovableTask.SLIDE:
|
||||
var old_pos = parent.get_position()
|
||||
var new_pos = _calculate_movement(delta)
|
||||
if new_pos == null:
|
||||
return
|
||||
|
||||
if task == MovableTask.WALK:
|
||||
# Get the angle of the object to face the position to reach.
|
||||
var angle: float = (old_pos.angle_to_point(new_pos))
|
||||
_perform_walk_orientation(angle)
|
||||
|
||||
update_terrain()
|
||||
else:
|
||||
moved = false
|
||||
set_process(false)
|
||||
|
||||
|
||||
# Calculates the next position of the object.
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - delta: the time elapsed from last frame
|
||||
#
|
||||
# *Returns*
|
||||
# The new Vector2 position of the object, or null if stop walking.
|
||||
func _calculate_movement(delta: float):
|
||||
# Initialize the current pos and previous pos variables
|
||||
var pos: Vector2 = parent.get_position()
|
||||
var old_pos: Vector2 = pos
|
||||
|
||||
# Get next waypoint from the walkpath array.
|
||||
var next: Vector2
|
||||
if walk_path.size() > 1:
|
||||
next = walk_path[path_ofs + 1]
|
||||
else:
|
||||
next = walk_path[path_ofs]
|
||||
|
||||
# Movement speed calculation
|
||||
var movement_speed: float = parent.speed * delta * pow(last_scale.x, 2) * \
|
||||
parent.terrain.player_speed_multiplier
|
||||
if walk_context.fast:
|
||||
movement_speed *= parent.terrain.player_doubleclick_speed_multiplier
|
||||
|
||||
# Calculate the direction vector from current position and next waypoint
|
||||
var dir: Vector2 = (next - pos).normalized()
|
||||
|
||||
# If we're close to the next waypoint (ie. distance < necessary movement
|
||||
# speed to get to this waypoint, we consider the waypoint reached
|
||||
# and pass to the next one.
|
||||
# Else, calculate the new position.
|
||||
var new_pos: Vector2
|
||||
if pos.distance_to(next) < movement_speed:
|
||||
new_pos = next
|
||||
path_ofs += 1
|
||||
else:
|
||||
new_pos = pos + dir * movement_speed * parent.v_speed_damp
|
||||
|
||||
# If current waypoint id is >= the number of waypoints, were're at the
|
||||
# end of the walk: stop walking.
|
||||
if path_ofs >= walk_path.size() - 1:
|
||||
walk_stop(walk_destination)
|
||||
return
|
||||
|
||||
# Update current position variable
|
||||
pos = new_pos
|
||||
parent.set_position(pos)
|
||||
return pos
|
||||
|
||||
# Calculates the orientation of the object while walking, to play the right
|
||||
# animation according to this orientation.
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - angle: the angle X axis and object's facing direction.
|
||||
func _perform_walk_orientation(angle: float):
|
||||
last_dir = _get_dir_deg(ESCUtils.get_deg_from_rad(angle),
|
||||
parent.animations)
|
||||
|
||||
var animation_player: ESCAnimationPlayer = \
|
||||
parent.get_animation_player()
|
||||
|
||||
var current_animation = animation_player.get_animation()
|
||||
|
||||
var animation_to_play = \
|
||||
parent.animations.directions[last_dir].animation
|
||||
if current_animation != animation_to_play and \
|
||||
animation_player.has_animation(animation_to_play):
|
||||
animation_player.play(animation_to_play)
|
||||
elif current_animation != animation_to_play and \
|
||||
not animation_player.has_animation(animation_to_play):
|
||||
current_animation = animation_to_play
|
||||
escoria.logger.warn(
|
||||
self,
|
||||
"Character %s has no animation %s\nBypassing the missing animation and movement command."
|
||||
% [parent.global_id, animation_to_play]
|
||||
)
|
||||
|
||||
is_mirrored = parent.animations.directions[last_dir].mirrored
|
||||
|
||||
|
||||
# Teleports this item to the target position.
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - target: Position2d or ESCItem to teleport to
|
||||
func teleport(target: Node) -> void:
|
||||
if target.has_method("get_interact_position"):
|
||||
parent.global_position = target.get_interact_position()
|
||||
escoria.logger.info(
|
||||
self,
|
||||
"Object %s is teleported to position %s."
|
||||
% [target.name, parent.global_position]
|
||||
)
|
||||
elif "position" in target:
|
||||
escoria.logger.info(
|
||||
self,
|
||||
"Object %s teleported to position %s."
|
||||
% [parent.global_id, str(target.global_position)]
|
||||
)
|
||||
parent.global_position = target.global_position
|
||||
else:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"Target %s could not be teleported. Please configure the interact position parameter or create a child ESCLocation node." % target
|
||||
)
|
||||
|
||||
|
||||
# Teleports this item to the target position.
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - target: Vector2 target position to teleport to
|
||||
func teleport_to(target: Vector2) -> void:
|
||||
escoria.logger.info(
|
||||
self,
|
||||
"Object %s teleported to position %s."
|
||||
% [parent.global_id, str(target)]
|
||||
)
|
||||
parent.global_position = target
|
||||
|
||||
|
||||
# Walk to a given position
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - pos: Position to walk to
|
||||
# - p_walk_context: Walk context to use
|
||||
func walk_to(pos: Vector2, p_walk_context: ESCWalkContext = null) -> void:
|
||||
if not parent.terrain:
|
||||
walk_stop(parent.get_position())
|
||||
return
|
||||
|
||||
if task == MovableTask.WALK:
|
||||
if walk_context.target_object == p_walk_context.target_object \
|
||||
or walk_context.target_position \
|
||||
== p_walk_context.target_position:
|
||||
walk_context.fast = p_walk_context.fast
|
||||
|
||||
walk_context = p_walk_context
|
||||
|
||||
if task == MovableTask.NONE:
|
||||
task = MovableTask.WALK
|
||||
|
||||
walk_path = parent.terrain.get_simple_path(parent.get_position(), pos, true)
|
||||
|
||||
if walk_path.size() == 0:
|
||||
task = MovableTask.NONE
|
||||
walk_stop(parent.get_position())
|
||||
set_process(false)
|
||||
return
|
||||
moved = true
|
||||
walk_destination = walk_path[walk_path.size()-1]
|
||||
path_ofs = 0
|
||||
task = MovableTask.WALK
|
||||
set_process(true)
|
||||
|
||||
|
||||
# We have finished walking. Set the idle pose and complete
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - pos: Final target position
|
||||
func walk_stop(pos: Vector2) -> void:
|
||||
parent.global_position = pos
|
||||
# parent.interact_status = parent.INTERACT_STATES.INTERACT_NONE
|
||||
walk_path = []
|
||||
|
||||
if _orig_speed > 0:
|
||||
parent.speed = _orig_speed
|
||||
_orig_speed = 0.0
|
||||
|
||||
task = MovableTask.NONE
|
||||
moved = false
|
||||
set_process(false)
|
||||
|
||||
# If we're heading to an object and reached its interaction position,
|
||||
# orient towards the defined interaction direction set on the object
|
||||
# (if any), can be ESCItem or ESCLocation
|
||||
if walk_context.target_object and \
|
||||
walk_context.target_object.node.player_orients_on_arrival:
|
||||
var orientation = walk_context.target_object.node.interaction_direction
|
||||
last_dir = orientation
|
||||
parent.get_animation_player().play(
|
||||
parent.animations.idles[orientation].animation
|
||||
)
|
||||
is_mirrored = parent.animations.idles[orientation].mirrored
|
||||
else:
|
||||
parent.get_animation_player().play(
|
||||
parent.animations.idles[last_dir].animation
|
||||
)
|
||||
is_mirrored = parent.animations.idles[last_dir].mirrored
|
||||
|
||||
update_terrain()
|
||||
|
||||
if walk_context.target_object:
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"%s arrived at %s." % [
|
||||
parent.global_id,
|
||||
walk_context.target_object.global_id
|
||||
]
|
||||
)
|
||||
else:
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"%s arrived at %s." % [
|
||||
parent.global_id,
|
||||
walk_context.target_position
|
||||
]
|
||||
)
|
||||
parent.emit_signal("arrived", walk_context)
|
||||
|
||||
|
||||
# Update the sprite scale and lighting
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - on_event_finished_name: Used if this function is called from an ESC event
|
||||
func update_terrain(on_event_finished_name = null) -> void:
|
||||
if !parent.terrain or parent.terrain == null \
|
||||
or !is_instance_valid(parent.terrain):
|
||||
return
|
||||
if on_event_finished_name != null \
|
||||
and on_event_finished_name != ESCEventManager.EVENT_SETUP:
|
||||
return
|
||||
if parent.get("is_exit"):
|
||||
return
|
||||
if parent.get("dont_apply_terrain_scaling"):
|
||||
return
|
||||
if not parent.is_inside_tree():
|
||||
return
|
||||
|
||||
var pos = parent.global_position
|
||||
if pos.y <= VisualServer.CANVAS_ITEM_Z_MAX:
|
||||
parent.z_index = pos.y
|
||||
else:
|
||||
parent.z_index = VisualServer.CANVAS_ITEM_Z_MAX
|
||||
|
||||
var factor = parent.terrain.get_terrain(pos)
|
||||
var scal = parent.terrain.get_scale_range(factor)
|
||||
if scal != parent.get_scale():
|
||||
last_scale = scal
|
||||
parent.scale = last_scale
|
||||
|
||||
var color = parent.terrain.get_light(pos)
|
||||
parent.modulate = color
|
||||
|
||||
var sprite: Node = parent.get_sprite()
|
||||
|
||||
# Do not flip the entire character, because that would conflict
|
||||
# with shadows that expect to be siblings of $texture
|
||||
#
|
||||
# - Current sprite scale is >0, meaning it's currently heading to right
|
||||
# - but calculated is_mirrored is <0, meaning it's going to head to left
|
||||
# Or, on the contrary:
|
||||
# - current sprite scale is <0, meaning it's currently heading to left
|
||||
# - but calculated is_mirrored is >0, meaning it's going to head to right
|
||||
# We're operating a 180° turn (from right to left, or from left to right)
|
||||
# So we just inverse the sprite scale.
|
||||
if is_mirrored and sprite.scale.x > 0 \
|
||||
or not is_mirrored and sprite.scale.x < 0:
|
||||
sprite.scale.x *= -1
|
||||
parent.collision.scale.x *= -1
|
||||
|
||||
|
||||
# Get the player direction index based on degrees
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - deg: Degrees
|
||||
# - animations: Player animations script
|
||||
func _get_dir_deg(deg: int, animations: ESCAnimationResource) -> int:
|
||||
# We turn the angle by -90° because angle_to_point gives the angle
|
||||
# against X axis, not Y
|
||||
deg = wrapi(deg - 90, 0, 360)
|
||||
var dir = -1
|
||||
var i = 0
|
||||
|
||||
for direction_angle in animations.dir_angles:
|
||||
if _is_angle_in_interval(deg, direction_angle):
|
||||
dir = i
|
||||
break
|
||||
else:
|
||||
i += 1
|
||||
continue
|
||||
|
||||
# It's an error to have the animations misconfigured
|
||||
if dir == -1:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"No animation has been configured for angle %s." % str(deg)
|
||||
)
|
||||
|
||||
return dir
|
||||
|
||||
|
||||
# Returns true if given angle is inside the interval given by a starting_angle
|
||||
# and the size.
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - angle: Angle to test
|
||||
# - direction_angle: ESCDirectionAngle resource, containing the starting angle,
|
||||
# and the size of interval
|
||||
# eg: angle_start=90, angle_size=40 corresponds to angle between 90° and 130°
|
||||
func _is_angle_in_interval(
|
||||
angle: float,
|
||||
direction_angle: ESCDirectionAngle
|
||||
) -> bool:
|
||||
var start_angle = direction_angle.angle_start
|
||||
var end_angle = direction_angle.angle_start + direction_angle.angle_size
|
||||
|
||||
if end_angle > 360 and angle < start_angle:
|
||||
angle += 360
|
||||
|
||||
return (start_angle <= angle and angle <= end_angle)
|
||||
|
||||
|
||||
# Sets character's angle and plays according animation.
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - deg int angle to set the character
|
||||
# - wait float Wait this amount of seconds until continuing with turning around
|
||||
func set_angle(deg: int, wait: float = 0.0) -> void:
|
||||
if deg < 0 or deg > 360:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"Invalid degree to turn to : %s. Valid angles are between 0 and 360." % str(deg)
|
||||
)
|
||||
moved = true
|
||||
|
||||
var current_dir = last_dir
|
||||
var target_dir = _get_dir_deg(deg, parent.animations)
|
||||
|
||||
var way_to_turn = get_shortest_way_to_dir(current_dir, target_dir)
|
||||
|
||||
var dir = current_dir
|
||||
while dir != target_dir:
|
||||
dir += way_to_turn
|
||||
if dir >= parent.animations.dir_angles.size():
|
||||
dir = 0
|
||||
if dir < 0:
|
||||
dir = parent.animations.dir_angles.size() - 1
|
||||
|
||||
parent.get_animation_player().play(
|
||||
parent.animations.idles[dir].animation
|
||||
)
|
||||
if wait > 0.0:
|
||||
yield(get_tree().create_timer(wait), "timeout")
|
||||
is_mirrored = parent.animations.idles[dir].mirrored
|
||||
|
||||
last_dir = _get_dir_deg(deg, parent.animations)
|
||||
|
||||
# The character may have a state animation from before, which would be
|
||||
# resumed, so we immediately force the correct idle animation
|
||||
if parent.get_animation_player().get_animation() != \
|
||||
parent.animations.idles[last_dir].animation:
|
||||
parent.get_animation_player().play(
|
||||
parent.animations.idles[last_dir].animation
|
||||
)
|
||||
update_terrain()
|
||||
|
||||
|
||||
# Turns the character to face another item or character.
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - item_id id of the object to face.
|
||||
# - float Wait this amount of seconds until continuing with turning around
|
||||
func turn_to(item: Node, wait: float = 0.0) -> void:
|
||||
set_angle(
|
||||
wrapi(
|
||||
rad2deg(parent.get_position().angle_to_point(item.get_position())),
|
||||
0,
|
||||
360
|
||||
),
|
||||
wait
|
||||
)
|
||||
|
||||
|
||||
# Returns the angle that corresponds to the current direction of the object.
|
||||
func _get_angle() -> int:
|
||||
return parent.animations.dir_angles[last_dir].angle_start
|
||||
|
||||
|
||||
# Return the shortest way to turn from a direction to another. Returned way is
|
||||
# either:
|
||||
# -1 (shortest way is to turn anti-clockwise)
|
||||
# 0 (already at the right direction)
|
||||
# 1 (clockwise).
|
||||
#
|
||||
# ####Parameters
|
||||
# - current_dir: integer corresponding to the starting direction as defined in
|
||||
# the attached ESCAnimationResource.directions.
|
||||
# - target_dir: integer corresponding to the target direction as defined in
|
||||
# the attached ESCAnimationResource.directions.
|
||||
#
|
||||
# *Returns*
|
||||
# Integer: -1 (anti-clockwise), 1 (clockwise) or 0 (no movement needed).
|
||||
func get_shortest_way_to_dir(current_dir: int, target_dir: int) -> int:
|
||||
if current_dir < 0 or current_dir > parent.animations.dir_angles.size() - 1:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"Invalid direction (current_dir) %s" % str(current_dir)
|
||||
)
|
||||
|
||||
if target_dir < 0 or target_dir > parent.animations.dir_angles.size() - 1:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"Invalid direction (target_dir) %s " % str(target_dir)
|
||||
)
|
||||
|
||||
if current_dir == target_dir:
|
||||
return 0
|
||||
|
||||
var internal = false
|
||||
if max(current_dir, target_dir) - min(current_dir, target_dir) \
|
||||
< parent.animations.dir_angles.size() / 2:
|
||||
internal = true
|
||||
else:
|
||||
internal = false
|
||||
|
||||
if internal and current_dir < target_dir or \
|
||||
(not internal and current_dir > target_dir):
|
||||
return 1
|
||||
else:
|
||||
return -1
|
||||
@@ -1,74 +0,0 @@
|
||||
# `accept_input [type]`
|
||||
#
|
||||
# Sets how much input the game is to accept. This allows for cut scenes
|
||||
# in which dialogue can be skipped (if [type] is set to SKIP), and ones where
|
||||
# it can't (if [type] is set to NONE).
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *type*: Type of inputs to accept (ALL)
|
||||
# `ALL`: Accept all types of user input
|
||||
# `SKIP`: Accept skipping dialogues but nothing else
|
||||
# `NONE`: Deny all inputs (including opening menus)
|
||||
#
|
||||
# **Warning**: `SKIP` and `NONE` also disable autosaves.
|
||||
#
|
||||
# **Warning**: The type of user input accepted will persist even after the
|
||||
# current event has ended. Remember to reset the input type at the end of
|
||||
# cut-scenes!
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name AcceptInputCommand
|
||||
|
||||
|
||||
# The list of supported input types
|
||||
const SUPPORTED_INPUT_TYPES = ["ALL", "NONE", "SKIP"]
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_STRING],
|
||||
["ALL"]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not arguments[0] in SUPPORTED_INPUT_TYPES:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid parameter. %s is not a valid parameter value." +
|
||||
"Should be one of %s"
|
||||
% [
|
||||
get_command_name(),
|
||||
arguments[0],
|
||||
str(SUPPORTED_INPUT_TYPES)
|
||||
]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
var mode = escoria.inputs_manager.INPUT_ALL
|
||||
match command_params[0]:
|
||||
"NONE":
|
||||
mode = escoria.inputs_manager.INPUT_NONE
|
||||
"SKIP":
|
||||
mode = escoria.inputs_manager.INPUT_SKIP
|
||||
|
||||
escoria.inputs_manager.input_mode = mode
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,61 +0,0 @@
|
||||
# `anim object name [reverse]`
|
||||
#
|
||||
# Executes the animation specified in "name" on "object" without blocking.
|
||||
# The next command in the event will be executed immediately after the
|
||||
# animation is started.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# * *object*: Global ID of the object with the animation
|
||||
# * *name*: Name of the animation to play
|
||||
# * *reverse*: Plays the animation in reverse when true
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name AnimCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_STRING, TYPE_BOOL],
|
||||
[null, null, false]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object. Object with global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
var obj = escoria.object_manager.get_object(command_params[0])
|
||||
var anim_id = command_params[1]
|
||||
var reverse = command_params[2]
|
||||
var animator: ESCAnimationPlayer = \
|
||||
(obj.node as ESCItem).get_animation_player()
|
||||
if reverse:
|
||||
animator.play_backwards(anim_id)
|
||||
else:
|
||||
animator.play(anim_id)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,67 +0,0 @@
|
||||
# `anim_block object name [reverse]`
|
||||
#
|
||||
# Executes the animation specified in "name" on "object" while blocking other
|
||||
# events from starting.
|
||||
# The next command in the event will be executed when the animation is
|
||||
# finished playing.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# * *object*: Global ID of the object with the animation
|
||||
# * *name*: Name of the animation to play
|
||||
# * *reverse*: Plays the animation in reverse when true
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name AnimBlockCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_STRING, TYPE_BOOL],
|
||||
[null, null, false]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: Object with global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
var obj = escoria.object_manager.get_object(command_params[0])
|
||||
var anim_id = command_params[1]
|
||||
var reverse = command_params[2]
|
||||
var animator: ESCAnimationPlayer = \
|
||||
(obj.node as ESCItem).get_animation_player()
|
||||
if reverse:
|
||||
animator.play_backwards(anim_id)
|
||||
else:
|
||||
animator.play(anim_id)
|
||||
if animator.get_length(anim_id) < 1.0:
|
||||
return ESCExecution.RC_OK
|
||||
var animation_finished = yield(animator, "animation_finished")
|
||||
while animation_finished != anim_id:
|
||||
animation_finished = yield(animator, "animation_finished")
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,62 +0,0 @@
|
||||
# `block_say`
|
||||
#
|
||||
# `say` commands called subsequent to using the `block_say` command will reuse the
|
||||
# dialog box type of the previous `say` command if both dialog box types between the two `say`
|
||||
# commands match.
|
||||
#
|
||||
# Different dialog box types can be used across multiple `say` commands, with the latest one
|
||||
# used being preserved for reuse by the next `say` command should the dialog box type specified by
|
||||
# both `say` commands match.
|
||||
#
|
||||
# This reuse will continue until a call to `end_block_say` is made.
|
||||
#
|
||||
# Using `block_say` more than once prior to calling `end_block_say` is idempotent and has the
|
||||
# following behaviour:
|
||||
#
|
||||
# - If no `say` command has yet been encountered since the first use of `block_say`,
|
||||
# the result of using this command will be as described above.
|
||||
# - If a `say` command has been encountered since the previous use of `block_say`,
|
||||
# the dialog box used with that `say` command will continue to be reused for subsequent
|
||||
# `say` commands should the dialog box type requested match. Note that the dialog box used with
|
||||
# the next `say` command may be different than the one currently being reused.
|
||||
#
|
||||
# Example:
|
||||
# `block say`
|
||||
# `say player "Picture's looking good."`
|
||||
# `say player "And so am I."`
|
||||
# `end_block_say`
|
||||
#
|
||||
# This example will reuse the same dialog box type since they are the same between both `say` calls.
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name BlockSayCommand
|
||||
|
||||
|
||||
# Constructor
|
||||
func _init() -> void:
|
||||
pass
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(0)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.dialog_player.enable_preserve_dialog_box()
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,112 +0,0 @@
|
||||
# `camera_push target [time] [type]`
|
||||
#
|
||||
# Pushes (moves) the camera so it points at a specific `target`. If the camera
|
||||
# was following a target (like the player) previously, it will no longer follow
|
||||
# this target.
|
||||
#
|
||||
# Make sure the target is reachable if camera limits have been configured.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *target*: Global ID of the `ESCItem` to push the camera to. `ESCItem`s have
|
||||
# a "camera_node" property that can be set to point to a node (usually an
|
||||
# `ESCLocation` node). If the "camera_node" property is empty, `camera_push`
|
||||
# will point the camera at the `ESCItem`s location. If however, the `ESCItem`
|
||||
# has its "camera_node" property set, the command will instead point the
|
||||
# camera at the node referenced by the `ESCItem`s "camera_node" property.
|
||||
# - *time*: Number of seconds the transition should take (default: `1`)
|
||||
# - *type*: Transition type to use (default: `QUAD`)
|
||||
#
|
||||
# Supported transitions include the names of the values used
|
||||
# in the "TransitionType" enum of the "Tween" type (without the "TRANS_" prefix):
|
||||
#
|
||||
# See https://docs.godotengine.org/en/stable/classes/class_tween.html?highlight=tween#enumerations
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCCameraBaseCommand
|
||||
class_name CameraPushCommand
|
||||
|
||||
# The list of supported transitions as per the link mentioned above
|
||||
const SUPPORTED_TRANSITIONS = ["LINEAR","SINE","QUINT","QUART","QUAD" ,"EXPO","ELASTIC","CUBIC",
|
||||
"CIRC","BOUNCE","BACK"]
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_STRING, [TYPE_REAL, TYPE_INT], TYPE_STRING],
|
||||
[null, 1, "QUAD"]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object. Object global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
|
||||
var target_pos = _get_target_pos(arguments[0])
|
||||
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
|
||||
|
||||
if not camera.check_point_is_inside_viewport_limits(target_pos):
|
||||
generate_viewport_warning(target_pos, camera)
|
||||
return false
|
||||
|
||||
if not arguments[2] in SUPPORTED_TRANSITIONS:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
(
|
||||
"[{command_name}]: invalid transition type. Transition type {t_type} " +
|
||||
"is not one of the accepted types : {allowed_types}"
|
||||
).format(
|
||||
{
|
||||
"command_name":get_command_name(),
|
||||
"t_type":arguments[2],
|
||||
"allowed_types":SUPPORTED_TRANSITIONS
|
||||
}
|
||||
)
|
||||
)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
|
||||
.push(
|
||||
escoria.object_manager.get_object(command_params[0]).node,
|
||||
command_params[1],
|
||||
ClassDB.class_get_integer_constant("Tween", "TRANS_%s" % command_params[2])
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
|
||||
|
||||
# Gets the appropriate target position from the `ESCItem`, as used by the camera.
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - target_global_id: The `global_id` of the `ESCItem` to check.
|
||||
#
|
||||
# **Returns** the item's position based on its camera node.
|
||||
func _get_target_pos(target_global_id: String) -> Vector2:
|
||||
var target = escoria.object_manager.get_object(target_global_id).node as ESCItem
|
||||
return target.get_camera_node().global_position
|
||||
@@ -1,127 +0,0 @@
|
||||
# `camera_push_block target [time] [type]`
|
||||
#
|
||||
# Pushes (moves) the camera so it points at a specific `target`. If the camera
|
||||
# was following a target (like the player) previously, it will no longer follow
|
||||
# this target. Blocks until the command completes.
|
||||
#
|
||||
# Make sure the target is reachable if camera limits have been configured.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *target*: Global ID of the `ESCItem` to push the camera to. `ESCItem`s have
|
||||
# a "camera_node" property that can be set to point to a node (usually an
|
||||
# `ESCLocation` node). If the "camera_node" property is empty, `camera_push_block`
|
||||
# will point the camera at the `ESCItem`s location. If however, the `ESCItem`
|
||||
# has its "camera_node" property set, the command will instead point the
|
||||
# camera at the node referenced by the `ESCItem`s "camera_node" property.
|
||||
# - *time*: Number of seconds the transition should take (default: `1`)
|
||||
# - *type*: Transition type to use (default: `QUAD`)
|
||||
#
|
||||
# Supported transitions include the names of the values used
|
||||
# in the "TransitionType" enum of the "Tween" type (without the "TRANS_" prefix).
|
||||
#
|
||||
# See https://docs.godotengine.org/en/stable/classes/class_tween.html?highlight=tween#enumerations
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCCameraBaseCommand
|
||||
class_name CameraPushBlockCommand
|
||||
|
||||
|
||||
# The list of supported transitions as per the link mentioned above
|
||||
const SUPPORTED_TRANSITIONS = ["LINEAR","SINE","QUINT","QUART","QUAD" ,"EXPO","ELASTIC","CUBIC",
|
||||
"CIRC","BOUNCE","BACK"]
|
||||
|
||||
|
||||
# Tween for blocking
|
||||
var _camera_tween: Tween
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_STRING, [TYPE_REAL, TYPE_INT], TYPE_STRING],
|
||||
[null, 1, "QUAD"]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object. Object global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
|
||||
var target_pos = _get_target_pos(arguments[0])
|
||||
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
|
||||
|
||||
if not camera.check_point_is_inside_viewport_limits(target_pos):
|
||||
generate_viewport_warning(target_pos, camera)
|
||||
return false
|
||||
|
||||
if not arguments[2] in SUPPORTED_TRANSITIONS:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
(
|
||||
"[{command_name}]: invalid transition type. Transition type {t_type} " +
|
||||
"is not one of the accepted types : {allowed_types}"
|
||||
).format(
|
||||
{
|
||||
"command_name":get_command_name(),
|
||||
"t_type":arguments[2],
|
||||
"allowed_types":SUPPORTED_TRANSITIONS
|
||||
}
|
||||
)
|
||||
)
|
||||
return false
|
||||
|
||||
_camera_tween = camera.get_tween()
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
|
||||
.push(
|
||||
escoria.object_manager.get_object(command_params[0]).node,
|
||||
command_params[1],
|
||||
ClassDB.class_get_integer_constant("Tween", "TRANS_%s" % command_params[2])
|
||||
)
|
||||
|
||||
if command_params[1] > 0.0:
|
||||
yield(_camera_tween, "tween_completed")
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"camera_push_block tween complete."
|
||||
)
|
||||
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
|
||||
|
||||
# Gets the appropriate target position from the `ESCItem`, as used by the camera.
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - target_global_id: The `global_id` of the `ESCItem` to check.
|
||||
#
|
||||
# **Returns** the ESCitem's position based on its camera node.
|
||||
func _get_target_pos(target_global_id: String) -> Vector2:
|
||||
var target = escoria.object_manager.get_object(target_global_id).node as ESCItem
|
||||
return target.get_camera_node().global_position
|
||||
@@ -1,64 +0,0 @@
|
||||
# `camera_set_limits camlimits_id`
|
||||
#
|
||||
# Limits the current camera's movement to a limit defined in the `ESCRoom`'s
|
||||
# definition. A limit is defined as an upper-left (x, y) coordinate, a width
|
||||
# and a height that the camera must stay within. Multiple limits can be
|
||||
# defined for a room, allowing for new areas to be seen once they have
|
||||
# been 'unlocked'.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *camlimits_id*: Index of the camera limit defined in the `camera limits`
|
||||
# list of the current `ESCRoom`
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCCameraBaseCommand
|
||||
class_name CameraSetLimitsCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_INT],
|
||||
[null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if escoria.main.current_scene.camera_limits.size() < arguments[0]:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid limits id. Camera limit id (%d) is larger than the number of limits defined in this scene (%d)."
|
||||
% [
|
||||
get_command_name(),
|
||||
arguments[0],
|
||||
escoria.main.current_scene.camera_limits.size()
|
||||
]
|
||||
)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
|
||||
camera.clamp_to_viewport_limits()
|
||||
escoria.main.set_camera_limits(command_params[0])
|
||||
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,57 +0,0 @@
|
||||
# `camera_set_pos time x y`
|
||||
#
|
||||
# Moves the camera to the given absolute position over a time period.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *time*: Number of seconds the transition should take
|
||||
# - *x*: Target X coordinate
|
||||
# - "y*: Target Y coordinate
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCCameraBaseCommand
|
||||
class_name CameraSetPosCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
3,
|
||||
[[TYPE_REAL, TYPE_INT], TYPE_INT, TYPE_INT],
|
||||
[null, null, null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
var new_pos: Vector2 = Vector2(arguments[1], arguments[2])
|
||||
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
|
||||
|
||||
if not camera.check_point_is_inside_viewport_limits(new_pos):
|
||||
generate_viewport_warning(new_pos, camera)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
|
||||
.set_target(
|
||||
Vector2(command_params[1], command_params[2]),
|
||||
command_params[0]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,73 +0,0 @@
|
||||
# `camera_set_pos_block time x y`
|
||||
#
|
||||
# Moves the camera to the given absolute position over a time period. Blocks
|
||||
# until the command completes.
|
||||
#
|
||||
# Make sure the coordinates are reachable if camera limits have been configured.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *time*: Number of seconds the transition should take
|
||||
# - *x*: Target X coordinate
|
||||
# - "y*: Target Y coordinate
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCCameraBaseCommand
|
||||
class_name CameraSetPosBlockCommand
|
||||
|
||||
|
||||
# Tween for blocking
|
||||
var _camera_tween: Tween
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
3,
|
||||
[[TYPE_REAL, TYPE_INT], TYPE_INT, TYPE_INT],
|
||||
[null, null, null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
var new_pos: Vector2 = Vector2(arguments[1], arguments[2])
|
||||
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
|
||||
|
||||
if not camera.check_point_is_inside_viewport_limits(new_pos):
|
||||
generate_viewport_warning(new_pos, camera)
|
||||
return false
|
||||
|
||||
_camera_tween = camera.get_tween()
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
|
||||
.set_target(
|
||||
Vector2(command_params[1], command_params[2]),
|
||||
command_params[0]
|
||||
)
|
||||
|
||||
if command_params[0] > 0.0:
|
||||
yield(_camera_tween, "tween_completed")
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"camera_set_pos_block tween complete."
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,60 +0,0 @@
|
||||
# `camera_set_target time object`
|
||||
#
|
||||
# Configures the camera to follow the specified target `object` as it moves
|
||||
# around the current room. The transition to focus on the `object` will happen
|
||||
# over a time period.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *time*: Number of seconds the transition should take to move the camera
|
||||
# to follow `object`
|
||||
# - *object*: Global ID of the target object
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCCameraBaseCommand
|
||||
class_name CameraSetTargetCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[[TYPE_REAL, TYPE_INT], TYPE_STRING],
|
||||
[null, null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[1]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: Invalid object: Object with global id %s not found."
|
||||
% [get_command_name(), arguments[1]]
|
||||
)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
|
||||
.set_target(
|
||||
escoria.object_manager.get_object(command_params[1]).node,
|
||||
command_params[0]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,77 +0,0 @@
|
||||
# `camera_set_target_block time object`
|
||||
#
|
||||
# Configures the camera to follow the specified target `object` (ESCItem) as it moves
|
||||
# around the current room. The transition to focus on the `object` will happen
|
||||
# over a time period. Blocks until the command completes.
|
||||
#
|
||||
# The camera will move as close as it can if camera limits have been configured
|
||||
# and the `object` is at coordinates that are not reachable.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *time*: Number of seconds the transition should take to move the camera
|
||||
# to follow `object`
|
||||
# - *object*: Global ID of the target object
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCCameraBaseCommand
|
||||
class_name CameraSetTargetBlockCommand
|
||||
|
||||
|
||||
# Tween for blocking
|
||||
var _camera_tween: Tween
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[[TYPE_REAL, TYPE_INT], TYPE_STRING],
|
||||
[null, null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[1]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: Invalid object: Object with global id %s not found."
|
||||
% [get_command_name(), arguments[1]]
|
||||
)
|
||||
return false
|
||||
|
||||
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
|
||||
_camera_tween = camera.get_tween()
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
|
||||
.set_target(
|
||||
escoria.object_manager.get_object(command_params[1]).node,
|
||||
command_params[0]
|
||||
)
|
||||
|
||||
if command_params[0] > 0.0:
|
||||
yield(_camera_tween, "tween_completed")
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"camera_set_target_block tween complete."
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,46 +0,0 @@
|
||||
# `camera_set_zoom magnitude [time]`
|
||||
#
|
||||
# Zooms the camera in/out to the desired `magnitude`. Values larger than '1' zoom
|
||||
# the camera out while smaller values zoom in. These values are relative to the
|
||||
# default zoom value of '1', not the current value. As such, while using a value
|
||||
# of '0.5' would double the size of the graphics, running the same command again
|
||||
# would result in no change. The zoom will happen over the given time period.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *magnitude*: Magnitude of zoom
|
||||
# - *time*: Number of seconds the transition should take, with a value of `0`
|
||||
# meaning the zoom should happen instantly (default: `0`)
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCCameraBaseCommand
|
||||
class_name CameraSetZoomCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[[TYPE_REAL, TYPE_INT], [TYPE_REAL, TYPE_INT]],
|
||||
[null, 0.0]
|
||||
)
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
|
||||
.set_camera_zoom(
|
||||
command_params[0],
|
||||
command_params[1]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,73 +0,0 @@
|
||||
# `camera_set_zoom_block magnitude [time]`
|
||||
#
|
||||
# Zooms the camera in/out to the desired `magnitude`. Values larger than '1' zoom
|
||||
# the camera out while smaller values zoom in. These values are relative to the
|
||||
# default zoom value of '1', not the current value. As such, while using a value
|
||||
# of '0.5' would double the size of the graphics, running the same command again
|
||||
# would result in no change. The zoom will happen over the given time period.
|
||||
# Blocks until the command completes.
|
||||
#
|
||||
# Zoom operations might not be as smooth as desired if the requested zoom
|
||||
# level results in an edge of the camera meeting any defined camera limits.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *magnitude*: Magnitude of zoom
|
||||
# - *time*: Number of seconds the transition should take, with a value of `0`
|
||||
# meaning the zoom should happen instantly (default: `0`)
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCCameraBaseCommand
|
||||
class_name CameraSetZoomBlockCommand
|
||||
|
||||
|
||||
var _camera_tween: Tween
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[[TYPE_REAL, TYPE_INT], [TYPE_REAL, TYPE_INT]],
|
||||
[null, 0.0]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
|
||||
_camera_tween = camera.get_tween()
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
|
||||
|
||||
camera\
|
||||
.set_camera_zoom(
|
||||
command_params[0],
|
||||
command_params[1]
|
||||
)
|
||||
|
||||
if command_params[1] > 0.0:
|
||||
yield(_camera_tween, "tween_completed")
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"camera_set_zoom_block tween complete."
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,58 +0,0 @@
|
||||
# `camera_set_zoom_height pixels [time]`
|
||||
#
|
||||
# Zooms the camera in/out so it occupies the given height in pixels.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *pixels*: Target height in pixels
|
||||
# - *time*: Number of seconds the transition should take, with a value of `0`
|
||||
# meaning the zoom should happen instantly (default: `0`)
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name CameraSetZoomHeightCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_INT, [TYPE_INT, TYPE_REAL]],
|
||||
[null, 0.0]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if arguments[0] < 0:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid height. Can't zoom to a negative height (%d)."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
|
||||
.set_camera_zoom(
|
||||
command_params[0] / escoria.game_size.y,
|
||||
command_params[1]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,73 +0,0 @@
|
||||
# `camera_set_zoom_height_block pixels [time]`
|
||||
#
|
||||
# Zooms the camera in/out so it occupies the given height in pixels.
|
||||
# Blocks until the command completes.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *pixels*: Target height in pixels (integer values only)
|
||||
# - *time*: Number of seconds the transition should take, with a value of `0`
|
||||
# meaning the zoom should happen instantly (default: `0`)
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name CameraSetZoomHeightBlockCommand
|
||||
|
||||
|
||||
# Tween for blocking
|
||||
var _camera_tween: Tween
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_INT, [TYPE_INT, TYPE_REAL]],
|
||||
[null, 0.0]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if arguments[0] <= 0:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid height. Can't zoom to a negative height (%d)."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
|
||||
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
|
||||
_camera_tween = camera.get_tween()
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
|
||||
.set_camera_zoom(
|
||||
command_params[0] / escoria.game_size.y,
|
||||
command_params[1]
|
||||
)
|
||||
|
||||
if command_params[1] > 0.0:
|
||||
yield(_camera_tween, "tween_completed")
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"camera_set_zoom_height_block tween complete."
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,94 +0,0 @@
|
||||
# `camera_shift x y [time] [type]`
|
||||
#
|
||||
# Shifts the camera by the given horizontal and vertical amounts relative to the
|
||||
# current location.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *x*: Shift by x pixels along the x-axis
|
||||
# - *y*: Shift by y pixels along the y-axis
|
||||
# - *time*: Number of seconds the transition should take, with a value of `0`
|
||||
# meaning the zoom should happen instantly (default: `1`)
|
||||
# - *type*: Transition type to use (default: `QUAD`)
|
||||
#
|
||||
# Supported transitions include the names of the values used
|
||||
# in the "TransitionType" enum of the "Tween" type (without the "TRANS_" prefix):
|
||||
#
|
||||
# https://docs.godotengine.org/en/stable/classes/class_tween.html?highlight=tween#enumerations
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCCameraBaseCommand
|
||||
class_name CameraShiftCommand
|
||||
|
||||
# The list of supported transitions as per the link mentioned above
|
||||
const SUPPORTED_TRANSITIONS = ["LINEAR","SINE","QUINT","QUART","QUAD" ,"EXPO","ELASTIC","CUBIC",
|
||||
"CIRC","BOUNCE","BACK"]
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[
|
||||
[TYPE_INT, TYPE_REAL],
|
||||
[TYPE_INT, TYPE_REAL],
|
||||
[TYPE_INT, TYPE_REAL],
|
||||
TYPE_STRING
|
||||
],
|
||||
[null, null, 1, "QUAD"]
|
||||
)
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
|
||||
.shift(
|
||||
Vector2(
|
||||
command_params[0],
|
||||
command_params[1]
|
||||
),
|
||||
command_params[2],
|
||||
ClassDB.class_get_integer_constant("Tween", "TRANS_%s" % command_params[3])
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not arguments[3] in SUPPORTED_TRANSITIONS:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
(
|
||||
"[{command_name}]: invalid transition type" +
|
||||
"Transition type {t_type} is not one of the accepted types : {allowed_types}"
|
||||
).format(
|
||||
{
|
||||
"command_name": get_command_name(),
|
||||
"t_type":arguments[3],
|
||||
"allowed_types":SUPPORTED_TRANSITIONS
|
||||
}
|
||||
)
|
||||
)
|
||||
return false
|
||||
|
||||
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
|
||||
var shift_by: Vector2 = Vector2(arguments[0], arguments[1])
|
||||
var new_pos: Vector2 = Vector2(camera.position.x + shift_by.x, camera.position.y + shift_by.y)
|
||||
|
||||
if not camera.check_point_is_inside_viewport_limits(new_pos):
|
||||
generate_viewport_warning(new_pos, camera)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,112 +0,0 @@
|
||||
# `camera_shift_block x y [time] [type]`
|
||||
#
|
||||
# Shifts the camera by the given horizontal and vertical amounts relative to the
|
||||
# current location. Blocks until the command completes.
|
||||
#
|
||||
# Make sure the destination coordinates are reachable if
|
||||
# camera limits have been configured.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *x*: Shift by x pixels along the x-axis
|
||||
# - *y*: Shift by y pixels along the y-axis
|
||||
# - *time*: Number of seconds the transition should take, with a value of `0`
|
||||
# meaning the zoom should happen instantly (default: `1`)
|
||||
# - *type*: Transition type to use (default: `QUAD`)
|
||||
#
|
||||
# Supported transitions include the names of the values used
|
||||
# in the "TransitionType" enum of the "Tween" type (without the "TRANS_" prefix).
|
||||
#
|
||||
# See https://docs.godotengine.org/en/stable/classes/class_tween.html?highlight=tween#enumerations
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCCameraBaseCommand
|
||||
class_name CameraShiftBlockCommand
|
||||
|
||||
|
||||
# The list of supported transitions as per the link mentioned above
|
||||
const SUPPORTED_TRANSITIONS = ["LINEAR","SINE","QUINT","QUART","QUAD" ,"EXPO","ELASTIC","CUBIC",
|
||||
"CIRC","BOUNCE","BACK"]
|
||||
|
||||
|
||||
# Tween for blocking
|
||||
var _camera_tween: Tween
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[
|
||||
[TYPE_INT, TYPE_REAL],
|
||||
[TYPE_INT, TYPE_REAL],
|
||||
[TYPE_INT, TYPE_REAL],
|
||||
TYPE_STRING
|
||||
],
|
||||
[null, null, 1, "QUAD"]
|
||||
)
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
|
||||
.shift(
|
||||
Vector2(
|
||||
command_params[0],
|
||||
command_params[1]
|
||||
),
|
||||
command_params[2],
|
||||
ClassDB.class_get_integer_constant("Tween", "TRANS_%s" % command_params[3])
|
||||
)
|
||||
|
||||
if command_params[2] > 0.0:
|
||||
yield(_camera_tween, "tween_completed")
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"camera_shift_block tween complete."
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not arguments[3] in SUPPORTED_TRANSITIONS:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
(
|
||||
"[{command_name}]: invalid transition type" +
|
||||
"Transition type {t_type} is not one of the accepted types : {allowed_types}"
|
||||
).format(
|
||||
{
|
||||
"command_name": get_command_name(),
|
||||
"t_type":arguments[3],
|
||||
"allowed_types":SUPPORTED_TRANSITIONS
|
||||
}
|
||||
)
|
||||
)
|
||||
return false
|
||||
|
||||
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
|
||||
var shift_by: Vector2 = Vector2(arguments[0], arguments[1])
|
||||
var new_pos: Vector2 = Vector2(camera.position.x + shift_by.x, camera.position.y + shift_by.y)
|
||||
|
||||
if not camera.check_point_is_inside_viewport_limits(new_pos):
|
||||
generate_viewport_warning(new_pos, camera)
|
||||
return false
|
||||
|
||||
_camera_tween = camera.get_tween()
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,80 +0,0 @@
|
||||
# `change_scene path [enable_automatic_transition] [run_events]`
|
||||
#
|
||||
# Switches the game from the current scene to another scene. Use this to move
|
||||
# the player to a new room when they walk through an unlocked door, for
|
||||
# example.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *path*: Path of the new scene
|
||||
# - *enable_automatic_transition*: Automatically transition to the new scene
|
||||
# (default: `true`)
|
||||
# - *run_events*: Run the standard ESC events of the new scene (default: `true`)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name ChangeSceneCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_STRING, TYPE_BOOL, TYPE_BOOL],
|
||||
[null, true, true]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array) -> bool:
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not ResourceLoader.exists(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: Invalid scene. Scene %s was not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
if not ResourceLoader.exists(
|
||||
ESCProjectSettingsManager.get_setting(ESCProjectSettingsManager.GAME_SCENE)
|
||||
):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: Game scene not found. The path set in 'ui/game_scene' was not found: %s."
|
||||
% [
|
||||
get_command_name(),
|
||||
ESCProjectSettingsManager.get_setting(
|
||||
ESCProjectSettingsManager.GAME_SCENE
|
||||
)
|
||||
]
|
||||
)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.logger.info(
|
||||
self,
|
||||
"[%s] Changing scene to %s (enable_automatic_transition = %s)."
|
||||
% [
|
||||
get_command_name(),
|
||||
command_params[0], # scene file
|
||||
command_params[1] # enable_automatic_transition
|
||||
]
|
||||
)
|
||||
|
||||
escoria.room_manager.change_scene(command_params[0], command_params[1])
|
||||
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,100 +0,0 @@
|
||||
# `custom object node func_name [params...]`
|
||||
#
|
||||
#
|
||||
# Executes the specified Godot function. This function must be in a script
|
||||
# attached to a child node of a registered `ESCItem`.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object*: Global ID of the target `ESCItem`
|
||||
# - *node*: Name of the child node of the target `ESCItem`
|
||||
# - *func_name*: Name of the function to be called
|
||||
# - params: Any arguments to be passed to the function (array and object parameters are not supported).
|
||||
# Multiple parameters can be passed by simply passing them in as additional arguments separated by
|
||||
# spaces, e.g. `custom the_object the_node the_function arg1 arg2 arg3`
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name CustomCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
3,
|
||||
[TYPE_STRING, TYPE_STRING, TYPE_STRING, TYPE_ARRAY],
|
||||
[null, null, null, []],
|
||||
[true],
|
||||
true
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object. Object with global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
elif not escoria.object_manager.get_object(arguments[0]).node.has_node(
|
||||
arguments[1]
|
||||
):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid node. Object with global id %s has no child node called %s."
|
||||
% [
|
||||
get_command_name(),
|
||||
arguments[0],
|
||||
arguments[1],
|
||||
]
|
||||
)
|
||||
return false
|
||||
elif not escoria.object_manager.get_object(arguments[0]).node\
|
||||
.get_node(
|
||||
arguments[1]
|
||||
)\
|
||||
.has_method(
|
||||
arguments[2]
|
||||
):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid function. Object with global id %s and node %s has no function called %s."
|
||||
% [
|
||||
get_command_name(),
|
||||
arguments[0],
|
||||
arguments[1],
|
||||
arguments[2],
|
||||
]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
var object = escoria.object_manager.get_object(
|
||||
command_params[0]
|
||||
)
|
||||
# Global variables can be substituted into the command arguments by wrapping the global
|
||||
# name in braces.
|
||||
for loop in command_params[3].size():
|
||||
command_params[3][loop] = escoria.globals_manager.replace_globals(command_params[3][loop])
|
||||
|
||||
object.node.get_node(command_params[1]).call(
|
||||
command_params[2],
|
||||
command_params[3]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,52 +0,0 @@
|
||||
# `dec_global name value`
|
||||
#
|
||||
# Subtract the given value from the specified global.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *name*: Name of the global to be changed
|
||||
# - *value*: Value to be subtracted (default: 1)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name DecGlobalCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_STRING, TYPE_INT],
|
||||
[null, 1]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.globals_manager.get_global(arguments[0]) is int:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid global. Global %s isn't an integer value."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.globals_manager.set_global(
|
||||
command_params[0],
|
||||
escoria.globals_manager.get_global(command_params[0]) - \
|
||||
command_params[1]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,50 +0,0 @@
|
||||
# `enable_terrain node_name`
|
||||
#
|
||||
# Enables the `ESCTerrain`'s `NavigationPolygonInstance` specified by the given
|
||||
# node name. It will also disable the previously-activated
|
||||
# `NavigationPolygonInstance`.
|
||||
# Use this to change where the player can walk, allowing them to walk into the
|
||||
# next room once a door has been opened, for example.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *node_name*: Name of the `NavigationPolygonInstance` node to activate
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name EnableTerrainCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_STRING],
|
||||
[null]
|
||||
)
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
var name: String = command_params[0]
|
||||
if escoria.room_terrain.has_node(name):
|
||||
var new_active_navigation_instance = \
|
||||
escoria.room_terrain.get_node(name)
|
||||
escoria.room_terrain.current_active_navigation_instance.enabled = false
|
||||
escoria.room_terrain.current_active_navigation_instance = \
|
||||
new_active_navigation_instance
|
||||
escoria.room_terrain.current_active_navigation_instance.enabled = true
|
||||
return ESCExecution.RC_OK
|
||||
else:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: Can not find terrain node. Terrain node %s could not be found."
|
||||
% [get_command_name(), name]
|
||||
)
|
||||
return ESCExecution.RC_ERROR
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,47 +0,0 @@
|
||||
# `end_block_say`
|
||||
#
|
||||
# `say` commands used subsequent to using the `end_block_say` command will no longer
|
||||
# reuse the dialog box type used by the previous `say` command(s) encountered.
|
||||
#
|
||||
# Using `end_block_say` more than once is safe and idempotent.
|
||||
#
|
||||
# Example:
|
||||
# `block say`
|
||||
# `say player "Picture's looking good."`
|
||||
# `say player "And so am I."`
|
||||
# `end_block_say`
|
||||
#
|
||||
# This example will reuse the same dialog box type since they are the same between both `say` calls.
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name EndBlockSayCommand
|
||||
|
||||
|
||||
# Constructor
|
||||
func _init() -> void:
|
||||
pass
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(0)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.dialog_player.disable_preserve_dialog_box()
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,76 +0,0 @@
|
||||
# `hide_menu menu_type`
|
||||
#
|
||||
# Hides either the main menu or the pause menu. Transitions from the menu using
|
||||
# the default transition type (set in the Escoria project settings).
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *menu_type*: Which menu to hide. Can be either `main` or `pause` (default: `main`)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name HideMenuCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
0,
|
||||
[TYPE_STRING],
|
||||
["main"]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not arguments[0] in ["main", "pause"]:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: menu %s is invalid." % [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
var transition_id: int
|
||||
|
||||
# Transition out from menu
|
||||
transition_id = escoria.main.scene_transition.transition(
|
||||
"",
|
||||
ESCTransitionPlayer.TRANSITION_MODE.OUT
|
||||
)
|
||||
|
||||
if transition_id != ESCTransitionPlayer.TRANSITION_ID_INSTANT:
|
||||
while yield(
|
||||
escoria.main.scene_transition,
|
||||
"transition_done"
|
||||
) != transition_id:
|
||||
pass
|
||||
|
||||
if command_params[0] == "main":
|
||||
escoria.game_scene.hide_main_menu()
|
||||
elif command_params[0] == "pause":
|
||||
escoria.game_scene.unpause_game()
|
||||
|
||||
if escoria.main.current_scene != null:
|
||||
transition_id = escoria.main.scene_transition.transition()
|
||||
|
||||
if transition_id != ESCTransitionPlayer.TRANSITION_ID_INSTANT:
|
||||
while yield(
|
||||
escoria.main.scene_transition,
|
||||
"transition_done"
|
||||
) != transition_id:
|
||||
pass
|
||||
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,59 +0,0 @@
|
||||
# `inc_global name value`
|
||||
#
|
||||
# Adds the given value to the specified global.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *name*: Name of the global to be changed
|
||||
# - *value*: Value to be added (default: 1)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name IncGlobalCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_STRING, TYPE_INT],
|
||||
[null, 1]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.globals_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid global. Global %s does not exist."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
if not escoria.globals_manager.get_global(arguments[0]) is int:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid global. Global %s isn't an integer value."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.globals_manager.set_global(
|
||||
command_params[0],
|
||||
escoria.globals_manager.get_global(command_params[0]) +\
|
||||
command_params[1]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,54 +0,0 @@
|
||||
# `inventory_add item`
|
||||
#
|
||||
# Adds an item to the inventory. If the player is picking up an object, you may
|
||||
# want to use this command in conjunction with the `set_active` command so that
|
||||
# the object 'disappears' from the scene as it's added to the inventory.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *item*: Global ID of the `ESCItem` to add to the inventory
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name InventoryAddCommand
|
||||
|
||||
|
||||
const ILLEGAL_STRINGS = ["/"]
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_STRING],
|
||||
[null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
for s in ILLEGAL_STRINGS:
|
||||
if s in arguments[0]:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid item name. Item name %s cannot contain the string '%s'."
|
||||
% [get_command_name(), arguments[0], s]
|
||||
)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.inventory_manager.add_item(command_params[0])
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,54 +0,0 @@
|
||||
# `inventory_remove item`
|
||||
#
|
||||
# Removes an item from the inventory. You may wish to use this command in
|
||||
# conjuction with the `set_active` command to show an item in the scene,
|
||||
# simulating placing the item somewhere, for example.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *item*: Global ID of the `ESCItem` to remove from the inventory
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name InventoryRemoveCommand
|
||||
|
||||
|
||||
const ILLEGAL_STRINGS = ["/"]
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_STRING],
|
||||
[null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
for s in ILLEGAL_STRINGS:
|
||||
if s in arguments[0]:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid item name. Item name %s cannot contain the string '%s'."
|
||||
% [get_command_name(), arguments[0], s]
|
||||
)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.inventory_manager.remove_item(command_params[0])
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,58 +0,0 @@
|
||||
# `play_snd file [player]`
|
||||
#
|
||||
# Plays the specified sound without blocking the currently running event.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *file*: Sound file to play
|
||||
# - *player*: Sound player to use. Can either be `_sound`, which is used to play non-
|
||||
# looping sound effects; `_music`, which plays looping music; or `_speech`, which
|
||||
# plays non-looping voice files (default: `_sound`)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name PlaySndCommand
|
||||
|
||||
|
||||
# The specified sound player
|
||||
var _snd_player: String
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_STRING, TYPE_STRING],
|
||||
[null, "_sound"]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[1]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid sound player. Sound player %s not registered."
|
||||
% [get_command_name(), arguments[1]]
|
||||
)
|
||||
return false
|
||||
if not ResourceLoader.exists(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid parameter. File %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
_snd_player = arguments[1]
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.object_manager.get_object(command_params[1]).node.set_state(
|
||||
command_params[0]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
@@ -1,34 +0,0 @@
|
||||
# `print string`
|
||||
#
|
||||
# Prints a message to the Godot debug window.
|
||||
# Use this for debugging game state.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *string*: The string to log
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name PrintCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_STRING],
|
||||
[""]
|
||||
)
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
# Replace the names of any globals in "{ }" with their value
|
||||
print(escoria.globals_manager.replace_globals(command_params[0]))
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,89 +0,0 @@
|
||||
# `queue_event object event [channel] [block]`
|
||||
#
|
||||
# Queue an event to run.
|
||||
#
|
||||
# If you queue multiple events on a channel and none of them are blocking
|
||||
# events, all events will effectively run at the same time. As the events are
|
||||
# placed on the channel's queue, if one event contains a blocking command, the
|
||||
# next event on that channel's queue won't be processed until the blocking
|
||||
# command finishes.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - object: Object that holds the ESC script with the event
|
||||
# - event: Name of the event to queue
|
||||
# - channel: Channel to run the event on (default: `_front`). Using a
|
||||
# previously unused channel name will create a new channel.
|
||||
# - block: Whether to wait for the queue to finish. This is only possible, if
|
||||
# the queued event is not to be run on the same event as this command
|
||||
# (default: `false`)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name QueueEventCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_STRING, TYPE_STRING, TYPE_BOOL],
|
||||
[null, null, "_front", false]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"Object with global id %s not found." % arguments[0]
|
||||
)
|
||||
return false
|
||||
var node = escoria.object_manager.get_object(
|
||||
arguments[0]
|
||||
).node
|
||||
if not "esc_script" in node or node.esc_script == "":
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"Object with global id %s has no ESC script." % arguments[0]
|
||||
)
|
||||
return false
|
||||
var esc_script = escoria.esc_compiler.load_esc_file(node.esc_script)
|
||||
if not arguments[1] in esc_script.events:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"Event with name %s not found." % arguments[1]
|
||||
)
|
||||
return false
|
||||
if arguments[3] and not escoria.event_manager.is_channel_free(arguments[2]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"The queue %s doesn't accept a new event." % arguments[2]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(arguments: Array) -> int:
|
||||
var node = escoria.object_manager.get_object(
|
||||
arguments[0]
|
||||
).node
|
||||
var esc_script = escoria.esc_compiler.load_esc_file(node.esc_script)
|
||||
|
||||
return escoria.event_manager.queue_event_from_esc(
|
||||
esc_script,
|
||||
arguments[1], # event name
|
||||
arguments[2], # channel name
|
||||
arguments[3] # whether to block
|
||||
)
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,52 +0,0 @@
|
||||
# `queue_resource path [front_of_queue]`
|
||||
#
|
||||
# Queues the loading of the given resource into the resource cache.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *path*: Path of the resource to cache
|
||||
# - *front_of_queue*: Whether to put the resource at the front of the
|
||||
# queue in order to load it as soon as possible (default: `false`)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name QueueResourceCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[],
|
||||
[null, false]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array) -> bool:
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not ResourceLoader.exists(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: Invalid resource. Resource %s was not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.resource_cache.queue_resource(
|
||||
command_params[0],
|
||||
command_params[1]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,40 +0,0 @@
|
||||
# `rand_global name max_value`
|
||||
#
|
||||
# Sets the given global to a random integer between 0 and `max_value`
|
||||
# (inclusive). e.g. Setting `max_value` to 2 could result in '0', '1' or '2'
|
||||
# being returned.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *name*: Name of the global to set
|
||||
# - *max_value*: Maximum possible integer value (inclusive) (default: 1)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name RandGlobalCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_STRING, TYPE_INT],
|
||||
[null, 1]
|
||||
)
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
randomize()
|
||||
var rnd = randi() % (command_params[1] + 1)
|
||||
escoria.globals_manager.set_global(
|
||||
command_params[0],
|
||||
rnd
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,29 +0,0 @@
|
||||
# `repeat`
|
||||
#
|
||||
# Makes the current script loop back to the start. Currently the only way to
|
||||
# exit the loop is via the `stop` command which will stop the script
|
||||
# completely.
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name RepeatCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
0,
|
||||
[],
|
||||
[]
|
||||
)
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
return ESCExecution.RC_CANCEL
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,130 +0,0 @@
|
||||
# `say player text [type]`
|
||||
#
|
||||
# Displays the specified string as dialog spoken by the player. This command
|
||||
# blocks further event execution until the dialog has finished being 'said'
|
||||
# (either as displayed text or as audible speech from a file).
|
||||
#
|
||||
# Global variables can be substituted into the text by wrapping the global
|
||||
# name in braces.
|
||||
# e.g. say player "I have {coin_count} coins remaining".
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *player*: Global ID of the `ESCPlayer` or `ESCItem` object that is active.
|
||||
# You can specify `current_player` in order to refer to the currently active
|
||||
# player, e.g. in cases where multiple players are playable such as in games
|
||||
# like Maniac Mansion or Day of the Tentacle.
|
||||
# - *text*: Text to display.
|
||||
# - *type*: Dialog type to use. One of `floating` or `avatar`.
|
||||
# (default: the value set in the setting "Escoria/UI/Default Dialog Type")
|
||||
#
|
||||
# The text supports translation keys by prepending the key followed by
|
||||
# a colon (`:`) to the text.
|
||||
# For more details see: https://docs.escoria-framework.org/en/devel/getting_started/dialogs.html#translations
|
||||
#
|
||||
# Playing an audio file while the text is being
|
||||
# displayed is also supported by this mechanism.
|
||||
# For more details see: https://docs.escoria-framework.org/en/devel/getting_started/dialogs.html#recorded_speech
|
||||
#
|
||||
# Example: `say player ROOM1_PICTURE:"Picture's looking good."`
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SayCommand
|
||||
|
||||
|
||||
const CURRENT_PLAYER_KEYWORD = "CURRENT_PLAYER"
|
||||
|
||||
|
||||
var globals_regex : RegEx # Regex to match global variables in strings
|
||||
|
||||
|
||||
# Constructor
|
||||
func _init() -> void:
|
||||
globals_regex = RegEx.new()
|
||||
# Use look-ahead/behind to capture the term (i.e. global) in braces
|
||||
globals_regex.compile("(?<=\\{)(.*)(?=\\})")
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_STRING, TYPE_STRING],
|
||||
[
|
||||
null,
|
||||
null,
|
||||
""
|
||||
],
|
||||
[
|
||||
true,
|
||||
false,
|
||||
true
|
||||
]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if arguments[0].to_upper() != CURRENT_PLAYER_KEYWORD \
|
||||
and not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: Invalid object: Object with global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
var dict: Dictionary
|
||||
|
||||
escoria.current_state = escoria.GAME_STATE.DIALOG
|
||||
|
||||
if !escoria.dialog_player:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: No dialog player was registered and the say command was encountered."
|
||||
% get_command_name()
|
||||
)
|
||||
escoria.current_state = escoria.GAME_STATE.DEFAULT
|
||||
return ESCExecution.RC_ERROR
|
||||
|
||||
if not escoria.main.current_scene.player:
|
||||
escoria.logger.warn(
|
||||
self,
|
||||
"[%s]: No player item in the current scene was registered and the say command was encountered."
|
||||
% get_command_name()
|
||||
)
|
||||
escoria.current_state = escoria.GAME_STATE.DEFAULT
|
||||
return ESCExecution.RC_CANCEL
|
||||
|
||||
# Replace the names of any globals in "{ }" with their value
|
||||
command_params[1] = escoria.globals_manager.replace_globals(command_params[1])
|
||||
|
||||
var speaking_character_global_id = escoria.main.current_scene.player.global_id \
|
||||
if command_params[0].to_upper() == CURRENT_PLAYER_KEYWORD \
|
||||
else command_params[0]
|
||||
|
||||
escoria.dialog_player.say(
|
||||
speaking_character_global_id,
|
||||
command_params[2],
|
||||
command_params[1]
|
||||
)
|
||||
yield(escoria.dialog_player, "say_finished")
|
||||
escoria.current_state = escoria.GAME_STATE.DEFAULT
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,69 +0,0 @@
|
||||
# `sched_event time object event`
|
||||
#
|
||||
# Schedules an event to run at a later time.
|
||||
#
|
||||
# If another event is already running when the scheduled
|
||||
# event is supposed to start, execution of the scheduled event
|
||||
# begins when the already-running event ends.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *time*: Time in seconds until the scheduled event starts
|
||||
# - *object*: Global ID of the ESCItem that holds the ESC script
|
||||
# - *event*: Name of the event to schedule
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SchedEventCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
3,
|
||||
[TYPE_INT, TYPE_STRING, TYPE_STRING],
|
||||
[null, null, null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[1]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object. Object with global id %s not found."
|
||||
% [get_command_name(), arguments[1]]
|
||||
)
|
||||
return false
|
||||
elif not escoria.object_manager.get_object(arguments[1]).events\
|
||||
.has(arguments[2]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object event. Object with global id %s has no event %s."
|
||||
% [
|
||||
get_command_name(),
|
||||
arguments[1],
|
||||
arguments[2],
|
||||
]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.event_manager.schedule_event(
|
||||
escoria.object_manager.get_object(command_params[1])\
|
||||
.events[command_params[2]],
|
||||
command_params[0]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,50 +0,0 @@
|
||||
# `set_active object active`
|
||||
#
|
||||
# Changes the "active" state of the object.
|
||||
# Inactive objects are invisible in the room.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object* Global ID of the object
|
||||
# - *active* Whether `object` should be active. `active` can be `true` or `false`.
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SetActiveCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_BOOL],
|
||||
[null, null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object. Object with global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.object_manager.get_object(command_params[0]).active = \
|
||||
command_params[1]
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,41 +0,0 @@
|
||||
# `set_active_if_exists object active`
|
||||
#
|
||||
# *** FOR INTERNAL USE ONLY ***
|
||||
#
|
||||
# Changes the "active" state of the object in the current room if it currently
|
||||
# exists in the object manager. If it doesn't, then, unlike set_active, we don't
|
||||
# fail and we just carry on.
|
||||
#
|
||||
# Inactive objects are invisible in the room.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object* Global ID of the object
|
||||
# - *active* Whether `object` should be active. `active` can be `true` or `false`.
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SetActiveIfExistsCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_BOOL],
|
||||
[null, null]
|
||||
)
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
if escoria.object_manager.has(command_params[0]):
|
||||
escoria.object_manager.get_object(command_params[0]).active = \
|
||||
command_params[1]
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,79 +0,0 @@
|
||||
# `set_angle object target_degrees [wait]`
|
||||
#
|
||||
# Turns a movable `ESCItem` or `ESCPlayer` to face a given target direction.
|
||||
#
|
||||
# Angles 0 and 360 are the same and correspond to UP/NORTH,
|
||||
# 90 is RIGHT/EAST, 180 is DOWN/SOUTH, 270 is LEFT/WEST etc.
|
||||
# The rotation direction will be determined by the shortest path - e.g.
|
||||
# rotating from facing up (0 degrees) to left (270) will be a 90 degree turn
|
||||
# anti-clockwise rather than a 270 degree clockwise turn.
|
||||
#
|
||||
# The final animation used is determined by the directions which have
|
||||
# been configured for the object. If the item has a direction configured which
|
||||
# has been drawn to show it facing to the right, and this direction has been
|
||||
# defined to cover the angle from 45 to 135 degrees, setting the target angle
|
||||
# to 120 degrees will result in the right-facing animation being used.
|
||||
#
|
||||
# The number of intermediate animations shown while turning the
|
||||
# item will depend on the directions specified in the item's definition. A 16
|
||||
# direction character will turn through 8 different directions to turn 180
|
||||
# degrees, a 4 direction character only 2. The wait time will determine how
|
||||
# long the idle animation for each direction is played before using the next
|
||||
# direction's animation. As such, if wait was set to 1 second, a 16 direction
|
||||
# character would take 8 seconds to turn 180 degrees, a 4 direction character
|
||||
# would take 2 seconds.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object*: Global ID of the object to turn
|
||||
# - *target_degrees*: Number of degrees by which `object` is to be turned
|
||||
# - *wait*: Number of seconds to wait for while playing each animation occurring
|
||||
# between the current angle of `object` and the target angle. A value of
|
||||
# `0` will complete the turn immediately (default: `0`)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SetAngleCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, [TYPE_REAL, TYPE_INT], [TYPE_REAL, TYPE_INT]],
|
||||
[null, null, 0.0]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object. Object with global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
# HACK Countering the fact that angle_to_point() function gives
|
||||
# angle against X axis not Y, we need to check direction using (angle-90°).
|
||||
# Since the ESC command already gives the right angle, we add 90.
|
||||
escoria.object_manager.get_object(command_params[0]).node\
|
||||
.set_angle(
|
||||
wrapi(int(command_params[1]) + 90, 0, 360),
|
||||
command_params[2]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,77 +0,0 @@
|
||||
# `set_animations object animations`
|
||||
#
|
||||
# Sets the animation resource for the given `ESCPlayer` or movable `ESCItem`.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object*: Global ID of the object whose animation resource is to be updated
|
||||
# - *animations*: The path of the animation resource to use
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SetAnimationsCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_STRING],
|
||||
[null, null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object. Object with global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
if not ResourceLoader.exists(arguments[1]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid animation resource. The animation resource %s was not found."
|
||||
% [get_command_name(), arguments[1]]
|
||||
)
|
||||
return false
|
||||
|
||||
(escoria.object_manager.get_object(arguments[0]).node as ESCPlayer).validate_animations(load(arguments[1]))
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(command_params[0]).node as ESCPlayer)\
|
||||
.animations = load(command_params[1])
|
||||
if not escoria.globals_manager.has(
|
||||
escoria.room_manager.GLOBAL_ANIMATION_RESOURCES
|
||||
):
|
||||
escoria.globals_manager.set_global(
|
||||
escoria.room_manager.GLOBAL_ANIMATION_RESOURCES,
|
||||
{},
|
||||
true
|
||||
)
|
||||
var animations = escoria.globals_manager.get_global(
|
||||
escoria.room_manager.GLOBAL_ANIMATION_RESOURCES
|
||||
)
|
||||
animations[command_params[0]] = command_params[1]
|
||||
escoria.globals_manager.set_global(
|
||||
escoria.room_manager.GLOBAL_ANIMATION_RESOURCES,
|
||||
animations,
|
||||
true
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
|
||||
@@ -1,61 +0,0 @@
|
||||
# `set_global name value [force=false]`
|
||||
#
|
||||
# Changes the value of a global.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *name*: Name of the global
|
||||
# - *value*: Value to set the global to (can be of type string, boolean, integer
|
||||
# or float)
|
||||
# - *force*: if false, setting a global whose name is reserved will
|
||||
# trigger an error. Defaults to false. Reserved globals are: ESC_LAST_SCENE,
|
||||
# FORCE_LAST_SCENE_NULL, ANIMATION_RESOURCES, ESC_CURRENT_SCENE
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SetGlobalCommand
|
||||
|
||||
|
||||
const ILLEGAL_STRINGS = ["/"]
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, [TYPE_INT, TYPE_BOOL, TYPE_STRING], TYPE_BOOL],
|
||||
[null, null, false]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
for s in ILLEGAL_STRINGS:
|
||||
if s in arguments[0]:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid global variable. Global variable %s cannot contain the string '%s'."
|
||||
% [get_command_name(), arguments[0], s]
|
||||
)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.globals_manager.set_global(
|
||||
command_params[0],
|
||||
command_params[1],
|
||||
command_params[2]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,38 +0,0 @@
|
||||
# `set_globals pattern value`
|
||||
#
|
||||
# Changes the value of multiple globals using a wildcard pattern, where `*`
|
||||
# matches zero or more arbitrary characters and `?` matches any single
|
||||
# character except a period (".").
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *pattern*: Pattern to use to match the names of the globals to change
|
||||
# - *value*: Value to set (can be of type string, boolean, integer or float)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SetGlobalsCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, [TYPE_BOOL, TYPE_STRING, TYPE_INT]],
|
||||
[null, null]
|
||||
)
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.globals_manager.set_global_wildcard(
|
||||
command_params[0],
|
||||
command_params[1]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,35 +0,0 @@
|
||||
# `set_gui_visible visible`
|
||||
#
|
||||
# Show or hide the GUI.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *visible*: Whether the GUI should be visible (`true` or `false`)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SetGuiVisibleCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_BOOL],
|
||||
[null]
|
||||
)
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
if command_params[0]:
|
||||
escoria.main.current_scene.game.show_ui()
|
||||
else:
|
||||
escoria.main.current_scene.game.hide_ui()
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,49 +0,0 @@
|
||||
# `set_interactive object interactive`
|
||||
#
|
||||
# Sets whether an object is interactive.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object*: Global ID of the object to change
|
||||
# - *interactive*: Whether the object should be interactive
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SetInteractiveCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_BOOL],
|
||||
[null, null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object. Object with global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.object_manager.get_object(command_params[0]).interactive = \
|
||||
command_params[1]
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,47 +0,0 @@
|
||||
# `set_speed object speed`
|
||||
#
|
||||
# Sets the speed of a `ESCPlayer` or movable `ESCItem`.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object*: Global ID of the `ESCPlayer` or movable `ESCItem`
|
||||
# - *speed*: Speed value for `object` in pixels per second.
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SetSpeedCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_INT],
|
||||
[null, null]
|
||||
)
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object. Object with global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(command_params[0]).node as ESCItem).\
|
||||
set_speed(command_params[1])
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,62 +0,0 @@
|
||||
# `set_state object state [immediate]`
|
||||
#
|
||||
# Changes the state of `object` to the one specified.
|
||||
# This command is primarily used to play animations.
|
||||
#
|
||||
# If the specified object's associated animation player has an animation
|
||||
# with the same name, that animation is also played.
|
||||
#
|
||||
# When the "state" of the object is set - for example, a door may be set
|
||||
# to a "closed" state - this plays the matching "close" animation if one exists
|
||||
# (to show the door closing in the game). When you re-enter the room (via a
|
||||
# different entry), or restore a saved game, the state of the door object
|
||||
# will be restored - showing the door as a closed door.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object*: Global ID of the object whose state is to be changed
|
||||
# - *immediate*: If an animation for the state exists, specifies
|
||||
# whether it is to skip to the last frame. Can be `true` or `false`.
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SetStateCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_STRING, TYPE_BOOL],
|
||||
[null, null, false]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object. Object %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(command_params[0]) as ESCObject).set_state(
|
||||
command_params[1],
|
||||
command_params[2]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,77 +0,0 @@
|
||||
# `show_menu menu_type`
|
||||
#
|
||||
# Shows either the main menu or the pause menu. Transitions to the menu using
|
||||
# the default transition type (set in the Escoria project settings).
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *menu_type*: Which menu to show. Can be either `main` or `pause` (default: `main`)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name ShowMenuCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
0,
|
||||
[TYPE_STRING],
|
||||
["main"]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not arguments[0] in ["main", "pause"]:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: menu %s is invalid." % [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
if not escoria.game_scene.is_inside_tree():
|
||||
escoria.add_child(escoria.game_scene)
|
||||
|
||||
# Transition out from current scene
|
||||
var transition_id = escoria.main.scene_transition.transition(
|
||||
"",
|
||||
ESCTransitionPlayer.TRANSITION_MODE.OUT
|
||||
)
|
||||
|
||||
if transition_id != ESCTransitionPlayer.TRANSITION_ID_INSTANT:
|
||||
while yield(
|
||||
escoria.main.scene_transition,
|
||||
"transition_done"
|
||||
) != transition_id:
|
||||
pass
|
||||
|
||||
if command_params[0] == "main":
|
||||
escoria.game_scene.show_main_menu()
|
||||
elif command_params[0] == "pause":
|
||||
escoria.game_scene.pause_game()
|
||||
|
||||
# Transition in to menu
|
||||
transition_id = escoria.main.scene_transition.transition()
|
||||
|
||||
if transition_id != ESCTransitionPlayer.TRANSITION_ID_INSTANT:
|
||||
while yield(
|
||||
escoria.main.scene_transition,
|
||||
"transition_done"
|
||||
) != transition_id:
|
||||
pass
|
||||
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,122 +0,0 @@
|
||||
# `slide object target [speed]`
|
||||
#
|
||||
# Moves `object` towards the position of `target`. This command is
|
||||
# non-blocking.
|
||||
#
|
||||
# - *object*: Global ID of the object to move
|
||||
# - *target*: Global ID of the target object
|
||||
# - *speed*: The speed at which to slide in pixels per second (will default to
|
||||
# the speed configured on the `object`)
|
||||
#
|
||||
# **Warning** This command does not respect the room's navigation polygons, so
|
||||
# `object` can be moved even when outside walkable areas.
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SlideCommand
|
||||
|
||||
|
||||
# A hash of tweens currently active for animated items
|
||||
var _tweens: Dictionary
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_STRING, TYPE_INT],
|
||||
[null, null, -1]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid first object. Object with global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
if not escoria.object_manager.has(arguments[1]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid second object. Object with global id %s not found."
|
||||
% [get_command_name(), arguments[1]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Slide the object by generating a tween
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - *source*: The item to slide
|
||||
# - *destination*: The destination item to slide to
|
||||
# - *speed*: The speed at which to slide in pixels per second (will default to
|
||||
# the speed configured on the `object`)
|
||||
#
|
||||
#
|
||||
# **Returns** The generated (and started) tween
|
||||
func _slide_object(
|
||||
source: ESCObject,
|
||||
destination: ESCObject,
|
||||
speed: int = -1
|
||||
) -> Tween:
|
||||
if speed == -1:
|
||||
speed = source.node.speed
|
||||
|
||||
if _tweens.has(source.global_id):
|
||||
var tween = (_tweens.get(source.global_id) as Tween)
|
||||
tween.stop_all()
|
||||
if (escoria.main as Node).has_node(tween.name):
|
||||
(escoria.main as Node).remove_child(tween)
|
||||
|
||||
var tween = Tween.new()
|
||||
(escoria.main as Node).add_child(tween)
|
||||
|
||||
tween.connect("tween_completed", self, "_on_tween_completed")
|
||||
|
||||
var duration = source.node.position.distance_to(
|
||||
destination.node.position
|
||||
) / speed
|
||||
|
||||
tween.interpolate_property(
|
||||
source.node,
|
||||
"global_position",
|
||||
source.node.global_position,
|
||||
destination.node.global_position,
|
||||
duration
|
||||
)
|
||||
|
||||
tween.start()
|
||||
|
||||
_tweens[source.global_id] = tween
|
||||
|
||||
return tween
|
||||
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
_slide_object(
|
||||
escoria.object_manager.get_object(command_params[0]),
|
||||
escoria.object_manager.get_object(command_params[1]),
|
||||
command_params[2]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
for tween in _tweens:
|
||||
tween.stop_all()
|
||||
|
||||
|
||||
func _on_tween_completed(tween: Tween, _key: NodePath):
|
||||
if tween:
|
||||
tween.queue_free()
|
||||
@@ -1,32 +0,0 @@
|
||||
# `slide_block object target [speed]`
|
||||
#
|
||||
# Moves `object` towards the position of `target`. This command is
|
||||
# blocking.
|
||||
#
|
||||
# - *object*: Global ID of the object to move
|
||||
# - *target*: Global ID of the target object
|
||||
# - *speed*: The speed at which to slide in pixels per second (will default to
|
||||
# the speed configured on the `object`)
|
||||
#
|
||||
# **Warning** This command does not respect the room's navigation polygons, so
|
||||
# `object` can be moved even when outside walkable areas.
|
||||
#
|
||||
# @ESC
|
||||
extends SlideCommand
|
||||
class_name SlideBlockCommand
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
var tween = _slide_object(
|
||||
escoria.object_manager.get_object(command_params[0]),
|
||||
escoria.object_manager.get_object(command_params[1]),
|
||||
command_params[2]
|
||||
)
|
||||
yield(tween, "tween_all_completed")
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
.interrupt()
|
||||
@@ -1,95 +0,0 @@
|
||||
# `spawn identifier path [is_active] [position_target]`
|
||||
#
|
||||
# Programmatically adds a new item to the scene.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *identifier*: Global ID to use for the new object
|
||||
# - *path*: Path to the scene file of the object
|
||||
# - *is_active*: Whether the new object should be set to active (default: `true`)
|
||||
# - *position_target*: Global ID of another object that will be used to
|
||||
# position the new object (when omitted, the new object's position is not specified)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SpawnCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_STRING, TYPE_BOOL, TYPE_STRING],
|
||||
[null, null, true, null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if arguments[0].empty() \
|
||||
or arguments[0] in escoria.object_manager.RESERVED_OBJECTS:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: global_id (%s) is invalid. The global_id was either empty or is reserved."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
if not ResourceLoader.exists(arguments[1]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: Invalid scene path: %s not found."
|
||||
% [get_command_name(), arguments[1]]
|
||||
)
|
||||
return false
|
||||
if arguments[3] and not escoria.object_manager.has(arguments[3]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object: Object with global id %s not found."
|
||||
% [get_command_name(), arguments[3]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
var res_scene = escoria.resource_cache.get_resource(command_params[1])
|
||||
|
||||
# Load room scene
|
||||
var scene = res_scene.instance()
|
||||
if scene:
|
||||
escoria.main.get_node("/root").add_child(scene)
|
||||
if command_params[3]:
|
||||
var obj = escoria.object_manager.get_object(command_params[3])
|
||||
scene.set_position(obj.get_global_position())
|
||||
escoria.inputs_manager.hotspot_focused = ""
|
||||
|
||||
escoria.object_manager.register_object(
|
||||
ESCObject.new(
|
||||
command_params[0],
|
||||
scene
|
||||
),
|
||||
null,
|
||||
true
|
||||
)
|
||||
|
||||
escoria.object_manager.get_object(command_params[0]).active = \
|
||||
command_params[2]
|
||||
|
||||
else:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: Invalid scene. Failed to load scene %s."
|
||||
% [get_command_name(), command_params[1]]
|
||||
)
|
||||
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,29 +0,0 @@
|
||||
# `stop`
|
||||
#
|
||||
# Stops the current event's execution. Note that this will stop the current
|
||||
# script entirely - if you're within a conditional block, the code after the
|
||||
# conditional block will not be executed.
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name StopCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
0,
|
||||
[],
|
||||
[]
|
||||
)
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
return ESCExecution.RC_CANCEL
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,68 +0,0 @@
|
||||
# `stop_snd [audio_bus]`
|
||||
#
|
||||
# Stops the given audio bus's stream.
|
||||
#
|
||||
# By default there are 3 audio buses set up by Escoria : `_sound`, which is
|
||||
# used to play non-looping sound effects; `_music`, which plays looping music;
|
||||
# and `_speech`, which plays non-looping voice files (default: `_music`).
|
||||
#
|
||||
# Each simultaneous sound (e.g. multiple game sound effects) will require its
|
||||
# own bus. To create additional buses, see the Godot sound documentation :
|
||||
# [Audio buses](https://docs.godotengine.org/en/stable/tutorials/audio/audio_buses.html#doc-audio-buses)
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *audio_bus*: Bus to stop ("_sound", "_music", "_speech", or a custom
|
||||
# audio bus you have created.)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name StopSndCommand
|
||||
|
||||
|
||||
# The specified sound player
|
||||
var _snd_player: String
|
||||
|
||||
# The previous sound state, saved for interrupting
|
||||
var previous_snd_state: String
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
0,
|
||||
[TYPE_STRING],
|
||||
["_music"]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid sound player. Sound player %s not registered."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
_snd_player = arguments[0]
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
previous_snd_state = escoria.object_manager.get_object(command_params[0]).node.state
|
||||
escoria.object_manager.get_object(command_params[0]).node.set_state(
|
||||
"off"
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.object_manager.get_object(_snd_player).node.set_state(
|
||||
previous_snd_state
|
||||
)
|
||||
@@ -1,68 +0,0 @@
|
||||
# `teleport object target`
|
||||
#
|
||||
# Instantly moves an object to a new position.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object*: Global ID of the object to move
|
||||
# - *target*: Global ID of the object to use as the destination coordinates
|
||||
# for `object`
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name TeleportCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_STRING],
|
||||
[null, null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid first object. Object to teleport with global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
|
||||
if not (escoria.object_manager.get_object(arguments[0]).node as ESCItem):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid first object. Object to teleport with global id %s must be of or derived from type ESCItem."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[1]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid second object. Destination location to teleport to with global id %s not found."
|
||||
% [get_command_name(), arguments[1]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(command_params[0]).node as ESCItem) \
|
||||
.teleport(
|
||||
escoria.object_manager.get_object(command_params[1]).node
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,62 +0,0 @@
|
||||
# `teleport_pos object x y`
|
||||
#
|
||||
# Instantly moves an object to the specified (absolute) coordinates.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object*: Global ID of the object to move
|
||||
# - *x*: X-coordinate of destination position
|
||||
# - *y*: Y-coordinate of destination position
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name TeleportPosCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
3,
|
||||
[TYPE_STRING, TYPE_INT, TYPE_INT],
|
||||
[null, null, null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid first object. Object to teleport with global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
|
||||
if not (escoria.object_manager.get_object(arguments[0]).node as ESCItem):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid first object. Object to teleport with global id %s must be of or derived from type ESCItem."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(command_params[0]).node as ESCItem) \
|
||||
.teleport_to(
|
||||
Vector2(int(command_params[1]), int(command_params[2])
|
||||
)
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,90 +0,0 @@
|
||||
# `transition transition_name mode [delay]`
|
||||
#
|
||||
# Runs a transition effect - generally used when entering or leaving a room.
|
||||
# Transitions are implemented as Godot shaders. Custom transitions can be made
|
||||
# by creating a shader in the `game/scenes/transitions/shaders/` folder within
|
||||
# the escoria-core plugin folder.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *transition_name*: Name of the transition shader from one of the transition
|
||||
# directories
|
||||
# - *mode*: Set to `in` to transition into or `out` to transition out of the room
|
||||
# - *delay*: Delay in seconds before starting the transition (default: `1.0`)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name TransitionCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_STRING, TYPE_REAL],
|
||||
[null, null, 1.0]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.main.scene_transition.has_transition(arguments[0]) \
|
||||
and not arguments[0].empty():
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: argument invalid. Transition with name '%s' doesn't exist."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
if not arguments[1] in ["in", "out"]:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: argument invalid" +
|
||||
"Transition type 'in' or 'out' expected, but '%s' was provided."
|
||||
% [get_command_name(), arguments[1]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
var transition_id = escoria.main.scene_transition.transition(
|
||||
command_params[0],
|
||||
ESCTransitionPlayer.TRANSITION_MODE.OUT if command_params[1] == "out" \
|
||||
else ESCTransitionPlayer.TRANSITION_MODE.IN,
|
||||
command_params[2]
|
||||
)
|
||||
|
||||
if transition_id == ESCTransitionPlayer.TRANSITION_ID_INSTANT:
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"Performing instant transition."
|
||||
)
|
||||
escoria.main.scene_transition.reset_shader_cutoff()
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"Starting transition #%s [%s, %s]."
|
||||
% [transition_id, command_params[0], command_params[1]]
|
||||
)
|
||||
while yield(
|
||||
escoria.main.scene_transition,
|
||||
"transition_done"
|
||||
) != transition_id:
|
||||
pass
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"Ending transition #%s [%s, %s]."
|
||||
% [transition_id, command_params[0], command_params[1]])
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,79 +0,0 @@
|
||||
# `turn_to object object_to_face [wait]`
|
||||
#
|
||||
# Turns `object` to face another object.
|
||||
#
|
||||
# Unlike movement commands, `turn_to` will not automatically reference an
|
||||
# `ESCLocation` that is a child of an `ESCItem.`
|
||||
# To turn towards an `ESCLocation` that is a child of an `ESCItem`, give the
|
||||
# `ESCLocation` a `Global ID` and use this value as the `object_to_face`
|
||||
# parameter.
|
||||
#
|
||||
# While turning, the number of directions the item faces will depend on
|
||||
# the number of `directions` defined for the object. A 16 direction character
|
||||
# for example will display 8 directions of animation while turning to face an
|
||||
# object that is 180 degrees away, a 4 direction character would only face 2
|
||||
# directions to make the same turn. As the idle animation will be played for
|
||||
# `wait` seconds for each direction the object faces, a 16 direction character
|
||||
# would take 8 seconds to rotate 180 degrees with a 1 second `wait` time,
|
||||
# whereas a 4 direction character would only take 2 seconds to make the same
|
||||
# rotation.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object*: Global ID of the object to be turned
|
||||
# - *object_to_face*: Global ID of the object to turn towards
|
||||
# - *wait*: Length of time to wait in seconds for each intermediate angle.
|
||||
# If set to 0, the turnaround is immediate (default: `0`)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name TurnToCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_STRING, TYPE_REAL],
|
||||
[null, null, 0.0]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: Cannot turn \"%s\". Object not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
if not escoria.object_manager.has(arguments[1]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: Cannot turn \"%s\" towards \"%s\". \"%s\" was not found."
|
||||
% [get_command_name(), arguments[0], arguments[1] , arguments[1]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(command_params[0]).node as ESCItem)\
|
||||
.turn_to(
|
||||
escoria.object_manager.get_object(command_params[1]).node,
|
||||
command_params[2]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,58 +0,0 @@
|
||||
# `wait seconds`
|
||||
#
|
||||
# Blocks execution of the current event.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *seconds*: Number of seconds to block
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name WaitCommand
|
||||
|
||||
# Timer to wait for
|
||||
var timer: Timer
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[[TYPE_INT, TYPE_REAL]],
|
||||
[null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
# We can't wait for 0 or fewer seconds, now, can we?
|
||||
if arguments[0] <= 0.0:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: argument invalid. %s is an invalid amount of time to wait (must be positive)."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
timer = Timer.new()
|
||||
timer.wait_time = float(command_params[0])
|
||||
escoria.add_child(timer)
|
||||
timer.start()
|
||||
yield(timer, "timeout")
|
||||
escoria.remove_child(timer)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
if timer == null:
|
||||
return
|
||||
|
||||
timer.emit_signal("timeout")
|
||||
@@ -1,77 +0,0 @@
|
||||
# `walk object target [walk_fast]`
|
||||
#
|
||||
# Moves the specified `ESCPlayer` or movable `ESCItem` to the `target`
|
||||
# ESCItem's location while playing `object`'s walking animation. This command
|
||||
# is non-blocking.
|
||||
# This command will use the normal walk speed by default.
|
||||
# If the `target` ESCItem has a child ESCLocation node, the walk destination
|
||||
# will be the position of the ESCLocation.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object*: Global ID of the object to move
|
||||
# - *target*: Global ID of the target object
|
||||
# - *walk_fast*: Whether to walk fast (`true`) or normal speed (`false`)
|
||||
# (default: false)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name WalkCommand
|
||||
|
||||
|
||||
# Walking object
|
||||
var walking_object_node: ESCItem
|
||||
|
||||
# Target object
|
||||
var target_object_node: ESCObject
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_STRING, TYPE_BOOL],
|
||||
[null, null, false]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid first object. The object with global id %s to make walk was not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
if not escoria.object_manager.has(arguments[1]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid second object. The object to walk to with global id %s was not found."
|
||||
% [get_command_name(), arguments[1]]
|
||||
)
|
||||
return false
|
||||
|
||||
walking_object_node = (escoria.object_manager.get_object(
|
||||
arguments[0]).node as ESCItem
|
||||
)
|
||||
target_object_node = escoria.object_manager.get_object(arguments[1])
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.action_manager.do(
|
||||
escoria.action_manager.ACTION.BACKGROUND_CLICK,
|
||||
command_params
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
if walking_object_node != null:
|
||||
walking_object_node.stop_walking_now()
|
||||