feat: port ESCActionManagerMonkey
This commit is contained in:
@@ -19,7 +19,7 @@ func set_current_action(action: String):
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elif action_state == ACTION_INPUT_STATE.AWAITING_VERB:
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set_action_input_state(ACTION_INPUT_STATE.AWAITING_VERB_CONFIRMATION)
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emit_signal("action_changed")
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action_changed.emit()
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# Checks if the specified action is valid and returns the associated event;
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@@ -33,7 +33,7 @@ func set_current_action(action: String):
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# - target: Target ESC object
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# - combine_with: ESC object to combine with
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#
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# *Returns* the appropriate ESCEvent to queue/run, or null if none can be found
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# *Returns* the appropriate ESCGrammarStmts.Event to queue/run, or null if none can be found
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# or there's a reason not to run an event.
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func _get_event_to_queue(
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action: String,
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@@ -55,24 +55,39 @@ func _get_event_to_queue(
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or combine_with):
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# or (combine_with && action in combine_with.node.combine_when_selected_action_is_in)):
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# Player has item in inventory, we check the element to use on
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# Check if object must be in inventory to be used
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if target.node.use_from_inventory_only:
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if escoria.inventory_manager.inventory_has(target.global_id):
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# Player has item in inventory, we check the element to use on
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if combine_with:
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var target_event = "%s %s" % [
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action,
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var do_combine = true
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if combine_with.node is ESCItem \
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and combine_with.node.use_from_inventory_only\
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and not escoria.inventory_manager.inventory_has(
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combine_with.global_id
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]
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var combine_with_event = "%s %s" % [
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action,
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target.global_id
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]
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):
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do_combine = false
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if target.events.has(target_event):
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event_to_return = target.events[target_event]
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elif combine_with.events.has(combine_with_event)\
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if do_combine:
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# var target_event = "%s %s" % [
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# action,
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# combine_with.global_id
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# ]
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# var combine_with_event = "%s %s" % [
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# action,
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# target.global_id
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# ]
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if _has_event_with_target(target.events, action, combine_with.global_id):
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#if target.events.has(target_event):
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#event_to_return = target.events[target_event]
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event_to_return = target.events[action]
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#elif combine_with.events.has(combine_with_event)\
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elif _has_event_with_target(combine_with.events, action, target.global_id)\
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and not combine_with.node.combine_is_one_way:
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event_to_return = combine_with.events[combine_with_event]
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#event_to_return = combine_with.events[combine_with_event]
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event_to_return = combine_with.events[action]
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else:
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# Check to see if there isn't a "fallback" action to
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# run before we declare this a failure.
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@@ -82,7 +97,12 @@ func _get_event_to_queue(
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event_to_return = escoria.action_default_script.events[action]
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else:
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var errors = [
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"Attempted to execute action %s between item %s and item %s" % [
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"Attempted to execute action '%s' between item %s and item %s" % [
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action,
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target.global_id,
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combine_with.global_id
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],
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"Check that action ':%s %s' exists in the script of item '%s'" % [
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action,
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target.global_id,
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combine_with.global_id
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@@ -100,7 +120,35 @@ func _get_event_to_queue(
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"Invalid action: " + str(errors)
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)
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else:
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if target.events.has(action):
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escoria.logger.warn(
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self,
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"Invalid action on item: " +
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(
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"Trying to combine object %s with %s, "+
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"but %s is not in inventory."
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) % [
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target.global_id,
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combine_with.global_id,
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combine_with.global_id
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]
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)
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else:
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escoria.logger.warn(
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self,
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"Invalid action on item: " +
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"Trying to run action '%s' on object %s, " %
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[
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action,
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target.node.global_id
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]
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+ "but item must be in inventory."
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)
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else:
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if _check_target_has_proper_action(target, action):
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# ##SAVEGAME
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# if target.events[action].is_completed:
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# target.events[action].is_completed = false
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# target.events[action].from_statement_id = 0
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event_to_return = target.events[action]
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elif escoria.action_default_script \
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and escoria.action_default_script.events.has(action):
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@@ -111,7 +159,7 @@ func _get_event_to_queue(
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escoria.logger.warn(
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self,
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"Invalid action: " +
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"Event for action %s on object %s not found." % [
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"Event for action '%s' on object '%s' not found." % [
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action,
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target.global_id
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]
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@@ -208,7 +256,12 @@ func perform_inputevent_on_object(
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current_target
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)
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else:
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if need_combine:
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# Check if object must be in inventory to be used and update
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# action state if necessary
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if obj.node.use_from_inventory_only and \
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escoria.inventory_manager.inventory_has(obj.global_id) and \
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need_combine:
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# We're missing a target here for our tool to be used on
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current_tool = obj
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set_action_input_state(
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@@ -228,10 +281,10 @@ func perform_inputevent_on_object(
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# player walking towards the destination.
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if current_action and not event_to_queue:
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clear_current_action()
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emit_signal("action_finished")
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action_finished.emit()
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return
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var event_flags = event_to_queue.flags if event_to_queue else 0
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var event_flags = event_to_queue.get_flags() if event_to_queue else 0
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if escoria.main.current_scene.player:
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var destination_position: Vector2 = escoria.main.current_scene.player \
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@@ -244,7 +297,7 @@ func perform_inputevent_on_object(
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var context = await _walk_towards_object(
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obj,
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event.position,
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event.doubleclick
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event.double_click
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)
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# In case of an interrupted walk, we don't want to proceed.
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@@ -255,11 +308,11 @@ func perform_inputevent_on_object(
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dont_interact = context.dont_interact_on_arrival
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var player_global_pos = escoria.main.current_scene.player.global_position
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# var clicked_position = event.position
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var clicked_position = event.position
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# Using this instead of is_equal_approx due to
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# https://github.com/godotengine/godot/issues/65257
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if (player_global_pos - destination_position).length() > 1:
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if (player_global_pos - destination_position).length() > 1.0:
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dont_interact = true
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escoria.logger.info(
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self,
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@@ -344,4 +397,3 @@ func get_tooltip_from_current_target(verb,current_target_object):
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func get_action_target_text(action_target_texts: Dictionary):
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var action_target_text = action_target_texts.get(escoria.action_manager.current_tool.global_id)
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return action_target_text if action_target_text else ""
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