feat: add esc_current_scene reserved global (#474)

Co-authored-by: Duncan Brown <duncan@bhs-consultants.com>
This commit is contained in:
Duncan Brown
2021-12-03 02:45:02 -05:00
committed by GitHub
parent 57f538be98
commit 391bf08f21
14 changed files with 272 additions and 33 deletions

View File

@@ -66,13 +66,14 @@ func run(command_params: Array) -> int:
# exit_scene event. Also room selector actions require the transition.
if command_params[1] \
and (
not escoria.globals_manager.get_global("ESC_LAST_SCENE").empty()
not escoria.globals_manager.get_global( \
escoria.room_manager.GLOBAL_LAST_SCENE).empty()
or (
escoria.event_manager.get_running_event("_front") != null \
and escoria.event_manager.get_running_event("_front").name \
in ["newgame", "exit_scene", "room_selector"]
and escoria.globals_manager.get_global(
"ESC_LAST_SCENE"
escoria.room_manager.GLOBAL_LAST_SCENE
).empty()
)
):
@@ -91,16 +92,18 @@ func run(command_params: Array) -> int:
escoria.game_scene.unpause_game()
# If FORCE_LAST_SCENE_NULL is true, force ESC_LAST_SCENE to empty
if escoria.globals_manager.get_global("FORCE_LAST_SCENE_NULL"):
if escoria.globals_manager.get_global( \
escoria.room_manager.GLOBAL_FORCE_LAST_SCENE_NULL):
escoria.globals_manager.set_global(
"ESC_LAST_SCENE",
escoria.room_manager.GLOBAL_LAST_SCENE,
null,
true
)
elif escoria.main.current_scene:
# If FORCE_LAST_SCENE_NULL is false, set ESC_LAST_SCENE = current roomid
escoria.globals_manager.set_global(
"ESC_LAST_SCENE",
escoria.room_manager.GLOBAL_LAST_SCENE,
escoria.main.current_scene.global_id,
true
)
@@ -150,6 +153,14 @@ func run(command_params: Array) -> int:
room_scene.game = escoria.game_scene
escoria.main.set_scene(room_scene)
# We know the scene has been loaded. Make its global ID available for
# use by ESC script.
escoria.globals_manager.set_global(
escoria.room_manager.GLOBAL_CURRENT_SCENE,
room_scene.global_id,
true
)
# Clear queued resources
escoria.resource_cache.clear()

View File

@@ -5,30 +5,16 @@ extends Resource
class_name ESCGlobalsManager
const GLOBAL_ANIMATION_RESOURCES = "ANIMATION_RESOURCES"
# Emitted when a global is changed
signal global_changed(global, old_value, new_value)
# A list of reserved globals which can not be overridden
const RESERVED_GLOBALS = [
"ESC_LAST_SCENE", # Contains the global_id of previous room
"FORCE_LAST_SCENE_NULL", # If true, ESC_LAST_SCENE is not considered for
# automatic transitions
"ANIMATION_RESOURCES"
]
# The globals registry
export(Dictionary) var _globals = {}
func _init():
set_global("ESC_LAST_SCENE", "", true)
set_global("FORCE_LAST_SCENE_NULL", false, true)
# Registry of globals that are to be reserved for internal use only.
var _reserved_globals: Dictionary = {}
# Check if a global was registered
@@ -41,6 +27,27 @@ func has(key: String) -> bool:
return _globals.has(key)
# Registers a global as being reserved and initializes it.
#
# #### Parameters
#
# - key: The key of the global to register
# - value: The initial value (optional)
func register_reserved_global(key: String, value = null) -> void:
if key in _reserved_globals:
escoria.logger.report_errors(
"ESCGlobalsManager.register_reserved_global: Can not override reserved global",
[
"Global key %s is already registered as reserved" % key
]
)
_reserved_globals[key] = value
_globals[key] = value
if value != null:
emit_signal("global_changed", key, _globals[key], value)
# Get the current value of a global
#
# #### Parameters
@@ -77,7 +84,7 @@ func filter(pattern: String) -> Dictionary:
# - key: The key of the global to modify
# - value: The new value
func set_global(key: String, value, ignore_reserved: bool = false) -> void:
if key in RESERVED_GLOBALS and not ignore_reserved:
if key in _reserved_globals and not ignore_reserved:
escoria.logger.report_errors(
"ESCGlobalsManager.set_global: Can not override reserved global",
[

View File

@@ -0,0 +1,32 @@
extends Object
class_name ESCRoomManager
# Reserved globals which can not be overridden; prefixed with "GLOBAL_"
#
# Contains the global_id of previous room
const GLOBAL_LAST_SCENE = "ESC_LAST_SCENE"
# If true, ESC_LAST_SCENE is not considered for automatic transitions
const GLOBAL_FORCE_LAST_SCENE_NULL = "FORCE_LAST_SCENE_NULL"
const GLOBAL_ANIMATION_RESOURCES = "ANIMATION_RESOURCES"
# Contains the global_id of the current room
const GLOBAL_CURRENT_SCENE = "ESC_CURRENT_SCENE"
# Dict of the reserved globals to register and their initial values.
const RESERVED_GLOBALS = {
GLOBAL_LAST_SCENE: "",
GLOBAL_FORCE_LAST_SCENE_NULL: false,
GLOBAL_ANIMATION_RESOURCES: [],
GLOBAL_CURRENT_SCENE: ""
}
# Registers all reserved global flags for use.
func register_reserved_globals() -> void:
for key in RESERVED_GLOBALS:
escoria.globals_manager.register_reserved_global( \
key,
RESERVED_GLOBALS[key])

View File

@@ -96,10 +96,10 @@ func _ready():
true
)
if escoria.globals_manager.has(
escoria.globals_manager.GLOBAL_ANIMATION_RESOURCES
escoria.room_manager.GLOBAL_ANIMATION_RESOURCES
):
var animations = escoria.globals_manager.get_global(
escoria.globals_manager.GLOBAL_ANIMATION_RESOURCES
escoria.room_manager.GLOBAL_ANIMATION_RESOURCES
)
if player.global_id in animations and \
@@ -168,7 +168,8 @@ func perform_script_events():
if enabled_automatic_transitions \
or (
not enabled_automatic_transitions \
and escoria.globals_manager.get_global("FORCE_LAST_SCENE_NULL")
and escoria.globals_manager.get_global( \
escoria.room_manager.GLOBAL_FORCE_LAST_SCENE_NULL)
):
var script_transition_in = escoria.esc_compiler.compile([
":transition_in",
@@ -195,18 +196,28 @@ func perform_script_events():
# Now that :ready is finished, if FORCE_LAST_SCENE_NULL was true, reset it
# to false
if escoria.globals_manager.get_global("FORCE_LAST_SCENE_NULL"):
if escoria.globals_manager.get_global( \
escoria.room_manager.GLOBAL_FORCE_LAST_SCENE_NULL):
escoria.globals_manager.set_global(
"FORCE_LAST_SCENE_NULL",
escoria.room_manager.GLOBAL_FORCE_LAST_SCENE_NULL,
false,
true
)
escoria.globals_manager.set_global(
"ESC_LAST_SCENE",
escoria.room_manager.GLOBAL_LAST_SCENE,
escoria.main.current_scene.global_id \
if escoria.main.current_scene != null else "",
true
)
# Make the room's global ID available for use in ESC script.
escoria.globals_manager.set_global(
escoria.room_manager.GLOBAL_CURRENT_SCENE,
escoria.main.current_scene.global_id \
if escoria.main.current_scene != null else "",
true
)
# Runs the script event from the script attached, if any.