fix: eliminates the need to run two batches of ESC commands for loading games by introducing an extra ESC command; also corrects situations where transitions that are mixed and matched don't work together; and additional cleanup

This commit is contained in:
Duncan Brown
2022-03-31 21:49:53 -04:00
committed by Julian Murgia
parent 114ef2fc55
commit 503d6134dd
8 changed files with 181 additions and 137 deletions

View File

@@ -0,0 +1,43 @@
# `set_active_if_exists object active`
#
# Changes the "active" state of the object in the current room.
# 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]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not escoria.object_manager.has(arguments[0]):
escoria.logger.report_errors(
"set_active: invalid object",
[
"Object with global id %s not found" % arguments[0]
]
)
return false
return .validate(arguments)
# 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

View File

@@ -56,6 +56,7 @@ func run(command_params: Array) -> int:
if transition_id == ESCTransitionPlayer.TRANSITION_ID_INSTANT:
escoria.logger.debug("Performing instant transition.")
escoria.main.scene_transition.reset_shader_cutoff()
return ESCExecution.RC_OK
escoria.logger.debug("Starting transition #%s [%s, %s]"

View File

@@ -268,140 +268,123 @@ func init_room(room: ESCRoom) -> void:
# #### Parameters
#
# - room: The ESCRoom to be initialized for use.
#
# *Returns* ESCExecution.RC_OK when completed or the function's state in the
# case a coroutine is yielding.
func _perform_script_events(room: ESCRoom) -> int:
# If we're loading from a saved game, we don't want to run :setup or :ready
# as it could potentially alter the loaded save state; however, we still need
# to swap the scene in since it would ordinarily happen between :setup and
# :ready. Fun, huh?
if not escoria.event_manager.is_channel_free(escoria.event_manager.CHANNEL_FRONT) \
and escoria.event_manager.get_running_event(
escoria.event_manager.CHANNEL_FRONT
).name == escoria.event_manager.EVENT_LOAD:
escoria.main.set_scene_finish(room)
else:
# If the room was loaded from change_scene and automatic transitions
# are not disabled, do the transition out now
if room.enabled_automatic_transitions \
and not room.is_run_directly \
and not room.exited_previous_room:
var script_transition_out = escoria.esc_compiler.compile([
"%s%s" % [ESCEvent.PREFIX, escoria.event_manager.EVENT_TRANSITION_OUT],
"%s %s out" %
[
_transition.get_command_name(),
escoria.project_settings_manager.get_setting(
escoria.project_settings_manager.DEFAULT_TRANSITION
)
],
"%s 0.1" % _wait.get_command_name()
])
escoria.event_manager.queue_event(
script_transition_out.events[escoria.event_manager.EVENT_TRANSITION_OUT]
)
# Unpause the game if it was
escoria.set_game_paused(false)
# Wait for transition_out event to be done
var rc = yield(escoria.event_manager, "event_finished")
while rc[1] != escoria.event_manager.EVENT_TRANSITION_OUT:
rc = yield(escoria.event_manager, "event_finished")
if rc[0] != ESCExecution.RC_OK:
return rc[0]
# Hide main and pause menus
escoria.game_scene.hide_main_menu()
escoria.game_scene.unpause_game()
var setup_event_added: bool = false
# Run the setup event, if there is one.
setup_event_added = _run_script_event(escoria.event_manager.EVENT_SETUP, room)
if setup_event_added:
# Wait for setup event to be done
var rc = yield(escoria.event_manager, "event_finished")
while rc[1] != escoria.event_manager.EVENT_SETUP:
rc = yield(escoria.event_manager, "event_finished")
if rc[0] != ESCExecution.RC_OK:
return rc[0]
escoria.main.set_scene_finish()
# 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.global_id,
true
func _perform_script_events(room: ESCRoom) -> void:
if room.enabled_automatic_transitions \
and not room.is_run_directly \
and not room.exited_previous_room:
var script_transition_out = escoria.esc_compiler.compile([
"%s%s" % [ESCEvent.PREFIX, escoria.event_manager.EVENT_TRANSITION_OUT],
"%s %s out" %
[
_transition.get_command_name(),
escoria.project_settings_manager.get_setting(
escoria.project_settings_manager.DEFAULT_TRANSITION
)
],
"%s 0.1" % _wait.get_command_name()
])
escoria.event_manager.queue_event(
script_transition_out.events[escoria.event_manager.EVENT_TRANSITION_OUT]
)
# Clear queued resources
escoria.resource_cache.clear()
# Unpause the game if it was
escoria.set_game_paused(false)
escoria.inputs_manager.hotspot_focused = ""
# Wait for transition_out event to be done
var rc = yield(escoria.event_manager, "event_finished")
while rc[1] != escoria.event_manager.EVENT_TRANSITION_OUT:
rc = yield(escoria.event_manager, "event_finished")
if rc[0] != ESCExecution.RC_OK:
return rc[0]
if room.enabled_automatic_transitions \
or (
not room.enabled_automatic_transitions \
and escoria.globals_manager.get_global( \
escoria.room_manager.GLOBAL_FORCE_LAST_SCENE_NULL)
):
var script_transition_in = escoria.esc_compiler.compile([
"%s%s" % [ESCEvent.PREFIX, escoria.event_manager.EVENT_TRANSITION_IN],
"%s %s in" %
[
_transition.get_command_name(),
escoria.project_settings_manager.get_setting(
escoria.project_settings_manager.DEFAULT_TRANSITION
)
],
"%s 0.1" % _wait.get_command_name()
])
escoria.event_manager.queue_event(
script_transition_in.events[escoria.event_manager.EVENT_TRANSITION_IN]
)
# Hide main and pause menus
escoria.game_scene.hide_main_menu()
escoria.game_scene.unpause_game()
var setup_event_added: bool = false
# Run the setup event, if there is one.
setup_event_added = _run_script_event(escoria.event_manager.EVENT_SETUP, room)
if setup_event_added:
# Wait for setup event to be done
var rc = yield(escoria.event_manager, "event_finished")
while rc[1] != escoria.event_manager.EVENT_SETUP:
rc = yield(escoria.event_manager, "event_finished")
if rc[0] != ESCExecution.RC_OK:
return rc[0]
var ready_event_added: bool = false
# Run the ready event, if there is one.
ready_event_added = _run_script_event(escoria.event_manager.EVENT_READY, room)
escoria.main.set_scene_finish()
if ready_event_added:
# Wait for ready event to be done
var rc = yield(escoria.event_manager, "event_finished")
while rc[1] != escoria.event_manager.EVENT_READY:
rc = yield(escoria.event_manager, "event_finished")
if rc[0] != ESCExecution.RC_OK:
return rc[0]
# 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.global_id,
true
)
# Now that :ready is finished, if FORCE_LAST_SCENE_NULL was true, reset it
# to false
if escoria.globals_manager.get_global( \
escoria.room_manager.GLOBAL_FORCE_LAST_SCENE_NULL):
# Clear queued resources
escoria.resource_cache.clear()
escoria.globals_manager.set_global(
escoria.room_manager.GLOBAL_FORCE_LAST_SCENE_NULL,
false,
true
)
escoria.globals_manager.set_global(
escoria.room_manager.GLOBAL_LAST_SCENE,
escoria.main.current_scene.global_id \
if escoria.main.current_scene != null else "",
true
)
escoria.inputs_manager.hotspot_focused = ""
if room.enabled_automatic_transitions \
or (
not room.enabled_automatic_transitions \
and escoria.globals_manager.get_global( \
escoria.room_manager.GLOBAL_FORCE_LAST_SCENE_NULL)
):
var script_transition_in = escoria.esc_compiler.compile([
"%s%s" % [ESCEvent.PREFIX, escoria.event_manager.EVENT_TRANSITION_IN],
"%s %s in" %
[
_transition.get_command_name(),
escoria.project_settings_manager.get_setting(
escoria.project_settings_manager.DEFAULT_TRANSITION
)
],
"%s 0.1" % _wait.get_command_name()
])
escoria.event_manager.queue_event(
script_transition_in.events[escoria.event_manager.EVENT_TRANSITION_IN]
)
var ready_event_added: bool = false
# Run the ready event, if there is one.
ready_event_added = _run_script_event(escoria.event_manager.EVENT_READY, room)
if ready_event_added:
# Wait for ready event to be done
var rc = yield(escoria.event_manager, "event_finished")
while rc[1] != escoria.event_manager.EVENT_READY:
rc = yield(escoria.event_manager, "event_finished")
if rc[0] != ESCExecution.RC_OK:
return rc[0]
# Now that :ready is finished, if FORCE_LAST_SCENE_NULL was true, reset it
# to false
if escoria.globals_manager.get_global( \
escoria.room_manager.GLOBAL_FORCE_LAST_SCENE_NULL):
# Make the room's global ID available for use in ESC script.
escoria.globals_manager.set_global(
escoria.room_manager.GLOBAL_CURRENT_SCENE,
escoria.room_manager.GLOBAL_FORCE_LAST_SCENE_NULL,
false,
true
)
escoria.globals_manager.set_global(
escoria.room_manager.GLOBAL_LAST_SCENE,
escoria.main.current_scene.global_id \
if escoria.main.current_scene != null else "",
true
)
return ESCExecution.RC_OK
# 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.

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@@ -57,6 +57,9 @@ signal mouse_right_clicked_item(global_id)
signal arrived(walk_context)
const GROUP_ITEM_CAN_COLLIDE = "item_can_collide"
# The global ID of this item
export(String) var global_id
@@ -170,6 +173,10 @@ func _ready():
self.pause_mode = Node.PAUSE_MODE_STOP
_detect_children()
# We add ourselves to this group so we can easily get a reference to all
# items in a scene tree.
add_to_group(GROUP_ITEM_CAN_COLLIDE)
if not self.is_connected("mouse_entered", self, "_on_mouse_entered"):
connect("mouse_entered", self, "_on_mouse_entered")

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@@ -29,6 +29,7 @@ var _transition: TransitionCommand
var _hide_menu: HideMenuCommand
var _change_scene: ChangeSceneCommand
var _set_active: SetActiveCommand
var _set_active_if_exists: SetActiveIfExistsCommand
var _set_interactive: SetInteractiveCommand
var _teleport_pos: TeleportPosCommand
var _set_angle: SetAngleCommand
@@ -49,6 +50,7 @@ func _init():
_hide_menu = HideMenuCommand.new()
_change_scene = ChangeSceneCommand.new()
_set_active = SetActiveCommand.new()
_set_active_if_exists = SetActiveIfExistsCommand.new()
_set_interactive = SetInteractiveCommand.new()
_teleport_pos = TeleportPosCommand.new()
_set_angle = SetAngleCommand.new()
@@ -291,20 +293,6 @@ func load_game(id: int):
)
)
load_event.statements = load_statements
escoria.set_game_paused(false)
escoria.event_manager.queue_event(load_event)
# Wait for the scene to be loaded so we have access to objects, etc.
var rc = yield(escoria.event_manager, "event_finished")
while rc[1] != escoria.event_manager.EVENT_LOAD:
rc = yield(escoria.event_manager, "event_finished")
# We then carry on with other "load"-related commands.
escoria.set_game_paused(true)
load_statements = []
## GLOBALS
for k in save_game.globals.keys():
var global_value = save_game.globals[k]
@@ -324,11 +312,10 @@ func load_game(id: int):
## OBJECTS
for object_global_id in save_game.objects.keys():
if escoria.object_manager.has(object_global_id) and \
save_game.objects[object_global_id].has("active"):
if save_game.objects[object_global_id].has("active"):
load_statements.append(ESCCommand.new("%s %s %s" \
% [
_set_active.get_command_name(),
_set_active_if_exists.get_command_name(),
object_global_id,
save_game.objects[object_global_id]["active"]
]

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@@ -42,6 +42,9 @@ func set_scene(p_scene: Node) -> void:
previous_scene = current_scene
if is_instance_valid(previous_scene):
_disable_collisions()
if not p_scene.is_inside_tree():
# Set the scene's visiblity for :setup events if the new room is not the
# same one as the current room.
@@ -207,3 +210,14 @@ func _is_same_scene(scene_1: Node, scene_2: Node) -> bool:
return scene_1.global_id == scene_2.global_id
return false
# Disable collisions in the previous scene so if we have two scenes in the same
# game tree, collisions won't result.
func _disable_collisions() -> void:
var items_to_disable = previous_scene.get_tree().get_nodes_in_group(ESCItem.GROUP_ITEM_CAN_COLLIDE)
for item in items_to_disable:
if is_instance_valid(item.collision):
item.collision.disabled = true

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@@ -137,6 +137,14 @@ func has_transition(name: String) -> bool:
return name == TRANSITION_INSTANT or get_transition(name) != ""
# Resets the current material's cutoff parameter instantly.
func reset_shader_cutoff() -> void:
if not is_instance_valid(material):
return
material.set_shader_param("cutoff", 1.0)
func _on_tween_completed():
if not _was_canceled:
_tween.stop_all()

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@@ -180,6 +180,7 @@ pause_mode = 1
script = ExtResource( 5 )
global_id = "trigger_talk"
esc_script = "res://game/rooms/room01/esc/trigger.esc"
is_trigger = true
player_orients_on_arrival = false
dialog_color = Color( 1, 1, 1, 1 )
animations = null