feat: delete addons folder and use link to external folder

This commit is contained in:
2024-02-08 00:12:27 +01:00
parent 1bb1fd9b5a
commit 83d7aac5ee
386 changed files with 32 additions and 33001 deletions

1
addons Symbolic link
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../escoria-demo-game/addons/

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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()

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[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"]

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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

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[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"]

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extends ESCMigration
func migrate():
self._savegame.globals["test"] = "testb"

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extends ESCMigration
func migrate():
self._savegame.globals["test"] = "testc"

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[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"

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<?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>
<linearGradient x1="0%" y1="78.125%" x2="100%" y2="21.875%" id="linearGradient-1">
<stop stop-color="#D4FF2A" offset="0%"></stop>
<stop stop-color="#81D135" offset="100%"></stop>
</linearGradient>
</defs>
<g id="esc_background" stroke="none" stroke-width="1" fill="none" fill-rule="evenodd">
<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>
<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>
<line x1="7.5" y1="8.5" x2="7.5" y2="14.5" id="Line-2" stroke="#1B2F0D" stroke-linecap="round"></line>
<line x1="6.5" y1="8.5" x2="3.5" y2="14.5" id="Line" stroke="#1B2F0D" stroke-linecap="round" stroke-linejoin="bevel"></line>
<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>
</g>
</svg>

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<?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_exit</title>
<defs>
<linearGradient x1="32%" y1="0%" x2="68%" y2="100%" id="linearGradient-1">
<stop stop-color="#D4FF2A" offset="0%"></stop>
<stop stop-color="#81D135" offset="100%"></stop>
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<linearGradient x1="36.7305357%" y1="0%" x2="63.2694643%" y2="100%" id="linearGradient-2">
<stop stop-color="#D4FF2A" offset="0%"></stop>
<stop stop-color="#81D135" offset="100%"></stop>
</linearGradient>
</defs>
<g id="esc_exit" stroke="none" stroke-width="1" fill="none" fill-rule="evenodd">
<g id="Group" transform="translate(4.000000, 2.000000)" fill-rule="nonzero">
<polygon id="Rectangle-Copy" fill="url(#linearGradient-1)" points="6 10 0 10 0 0 6 0"></polygon>
<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">
<polygon id="Rectangle-Copy" fill="url(#linearGradient-2)" points="6 11.6468788 0 10 0 0 6 1.64687882"></polygon>
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</g>
</g>
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<?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_item</title>
<defs>
<linearGradient x1="0%" y1="0%" x2="100%" y2="100%" id="linearGradient-1">
<stop stop-color="#D4FF2A" offset="0%"></stop>
<stop stop-color="#81D135" offset="100%"></stop>
</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>
</svg>

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<?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>
<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">
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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>
<linearGradient x1="0%" y1="9.5%" x2="100%" y2="90.5%" id="linearGradient-1">
<stop stop-color="#D4FF2A" offset="0%"></stop>
<stop stop-color="#81D135" offset="100%"></stop>
</linearGradient>
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<g id="esc_player" stroke="none" stroke-width="1" fill="none" fill-rule="evenodd">
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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_room</title>
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<linearGradient x1="0%" y1="14.2011834%" x2="100%" y2="85.7988166%" id="linearGradient-1">
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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

View File

@@ -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

View File

@@ -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()
)

View File

@@ -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()
)

View File

@@ -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()
)

View File

@@ -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

View File

@@ -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

View File

@@ -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()
)

View File

@@ -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()
)

View File

@@ -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()
)

View File

@@ -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()
)

View File

@@ -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()
)

View File

@@ -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()
)

View File

@@ -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()
)

View File

@@ -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()
)

View File

@@ -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()
)

View File

@@ -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()
)

View File

@@ -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()
)

View File

@@ -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()
)

View File

@@ -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()
)

View File

@@ -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

View File

@@ -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

View File

@@ -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()
)

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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()
)

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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()

View File

@@ -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()

View File

@@ -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

View File

@@ -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

View File

@@ -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
)

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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()
)

View File

@@ -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")

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@@ -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()

View File

@@ -1,79 +0,0 @@
# `walk_block 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 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 WalkBlockCommand
# 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 to make walk with global id %s 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
)
yield(walking_object_node, "arrived")
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
if walking_object_node != null and is_instance_valid(walking_object_node) \
and not walking_object_node is ESCPlayer:
walking_object_node.stop_walking_now()

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@@ -1,65 +0,0 @@
# `walk_to_pos object x y [walk_fast]`
#
# Moves the specified `ESCPlayer` or movable `ESCItem` to the absolute
# coordinates provided while playing the `object`'s walking animation.
# This command is non-blocking.
# This command will use the normal walk speed by default.
#
# **Parameters**
#
# - *object*: Global ID of the object to move
# - *x*: X-coordinate of target position
# - *y*: Y-coordinate of target position
# - *walk_fast*: Whether to walk fast (`true`) or normal speed (`false`).
# (default: false)
#
# @ESC
extends ESCBaseCommand
class_name WalkToPosCommand
# Walking object
var walking_object_node: ESCItem
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
3,
[TYPE_STRING, TYPE_INT, TYPE_INT, TYPE_BOOL],
[null, 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 to make walk with global id %s was not found."
% [get_command_name(), arguments[0]]
)
return false
walking_object_node = (escoria.object_manager.get_object(
arguments[0]).node as ESCItem
)
return true
# Run the command
func run(command_params: Array) -> int:
escoria.action_manager.do(escoria.action_manager.ACTION.BACKGROUND_CLICK, [
command_params[0],
Vector2(command_params[1], command_params[2]), command_params[3]
])
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
if walking_object_node != null and not walking_object_node is ESCPlayer:
walking_object_node.stop_walking_now()

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@@ -1,69 +0,0 @@
# `walk_to_pos_block object x y [walk_fast]`
#
# Moves the specified `ESCPlayer` or movable `ESCItem` to the absolute
# coordinates provided while playing the `object`'s walking animation.
# This command is blocking.
# This command will use the normal walk speed by default.
#
# **Parameters**
#
# - *object*: Global ID of the object to move
# - *x*: X-coordinate of target position
# - *y*: Y-coordinate of target position
# - *walk_fast*: Whether to walk fast (`true`) or normal speed (`false`).
# (default: false)
#
# @ESC
extends ESCBaseCommand
class_name WalkToPosBlockCommand
# Walking object
var walking_object_node: ESCItem
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
3,
[TYPE_STRING, TYPE_INT, TYPE_INT, TYPE_BOOL],
[null, 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 to make walk with global id %s was not found."
% [get_command_name(), arguments[0]]
)
return false
walking_object_node = (escoria.object_manager.get_object(
arguments[0]).node as ESCItem
)
return true
# Run the command
func run(command_params: Array) -> int:
escoria.action_manager.do(escoria.action_manager.ACTION.BACKGROUND_CLICK, [
command_params[0],
Vector2(command_params[1], command_params[2]), command_params[3]
])
yield(
(escoria.object_manager.get_object(command_params[0]).node as ESCItem),
"arrived"
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
if walking_object_node != null and not walking_object_node is ESCPlayer:
walking_object_node.stop_walking_now()

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@@ -1,769 +0,0 @@
# Manages currently carried out actions
extends Resource
class_name ESCActionManager
# The current action verb was changed
signal action_changed
# Emitted, when an action has been completed
signal action_finished
# Emitted when the action input state has changed
signal action_input_state_changed
# States of the action input (verb, item, target)
# (I) -> AWAITING_VERB_OR_ITEM -> AWAITING_ITEM -> COMPLETED -> (E)
# or
# (I) -> AWAITING_VERB_OR_ITEM -> AWAITING_ITEM -> AWAITING_TARGET_ITEM -> COMPLETED -> (E)
# or
# (I) -> AWAITING_VERB_OR_ITEM -> AWAITING_VERB -> AWAITING_VERB_CONFIRMATION -> COMPLETED -> (E)
enum ACTION_INPUT_STATE {
# Initial state
AWAITING_VERB_OR_ITEM,
# After initial state, verb is defined
AWAITING_ITEM,
# Item defined requires combine, waiting for  target
AWAITING_TARGET_ITEM
# After initial state, item is defined
AWAITING_VERB,
# Item was defined first, next verb, need verb confirmation
AWAITING_VERB_CONFIRMATION,
# Final state
COMPLETED
}
# Actions understood by the do(...) method
# * BACKGROUND_CLICK: Object is to move from its current position
# * ITEM_LEFT_CLICK: Item has been clicked on with LMB.
# * ITEM_RIGHT_CLICK: Item has been clicked on with RMB.
# * TRIGGER_IN: Character has moved into a trigger area.
# * TRIGGER_OUT: Character has moved out of a trigger area.
enum ACTION {
BACKGROUND_CLICK,
ITEM_LEFT_CLICK,
ITEM_RIGHT_CLICK,
TRIGGER_IN,
TRIGGER_OUT
}
# Basic required internal actions
const ACTION_ARRIVED = "arrived"
const ACTION_EXIT_SCENE = "exit_scene"
const ACTION_WALK = "walk"
# Current verb used
var current_action: String = "" setget set_current_action
# Current tool (ESCItem/ESCInventoryItem) used
var current_tool: ESCObject
# Current target where the tool is being used on/with (if any)
var current_target: ESCObject
# Current action input state
var action_state = ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM \
setget set_action_input_state
# Run a generic action
#
# #### Parameters
#
# - action: type of the action to run
# - params: Parameters for the action
# - BACKGROUND_CLICK: [moving_obj, target, walk_fast]
# - ITEM_LEFT_CLICK: [item, input_event]
# - ITEM_RIGHT_CLICK: [item, input_event]
# - TRIGGER_IN: [trigger_id, object_id, trigger_in_verb]
# - TRIGGER_OUT: [trigger_id, object_id, trigger_out_verb]
# - can_interrupt: if true, this command will interrupt any ongoing event
# before it is finished
func do(action: int, params: Array = [], can_interrupt: bool = false) -> void:
if escoria.current_state == escoria.GAME_STATE.DEFAULT:
match action:
ACTION.BACKGROUND_CLICK:
if can_interrupt:
escoria.event_manager.interrupt()
var walk_fast = false
if params.size() > 2:
walk_fast = true if params[2] else false
# Check moving object.
if not escoria.object_manager.has(params[0]):
escoria.logger.error(
self,
"Walk action requested for nonexisting object: %s."
% params[0]
)
return
var moving_obj = escoria.object_manager.get_object(params[0])
var target
if params[1] is String:
if not escoria.object_manager.has(params[1]):
escoria.logger.error(
self,
"Walk action requested to nonexisting destination object: %s."
% params[1]
)
return
target = escoria.object_manager.get_object(params[1])
elif params[1] is Vector2:
target = params[1]
self.perform_walk(moving_obj, target, walk_fast)
ACTION.ITEM_LEFT_CLICK:
if params[0] is String:
escoria.logger.info(
self,
"item_left_click on item %s." % params[0]
)
if can_interrupt:
escoria.event_manager.interrupt()
var item = escoria.object_manager.get_object(params[0])
self.perform_inputevent_on_object(item, params[1])
ACTION.ITEM_RIGHT_CLICK:
if params[0] is String:
escoria.logger.info(
self,
"item_right_click on item %s." % params[0]
)
if can_interrupt:
escoria.event_manager.interrupt()
var item = escoria.object_manager.get_object(params[0])
self.perform_inputevent_on_object(item, params[1], true)
ACTION.TRIGGER_IN:
var trigger_id = params[0]
var object_id = params[1]
var trigger_in_verb = params[2]
escoria.logger.info(
self,
"trigger_in on trigger %s activated by %s." % [
trigger_id,
object_id
]
)
escoria.event_manager.queue_event(
escoria.object_manager.get_object(trigger_id).events[
trigger_in_verb
]
)
ACTION.TRIGGER_OUT:
var trigger_id = params[0]
var object_id = params[1]
var trigger_out_verb = params[2]
escoria.logger.info(
self,
"trigger_out on trigger %s activated by %s." % [
trigger_id,
object_id
]
)
escoria.event_manager.queue_event(
escoria.object_manager.get_object(trigger_id).events[
trigger_out_verb
]
)
_:
escoria.logger.warn(
self,
"Action received: %s with params %s.", [action, params]
)
elif escoria.current_state == escoria.GAME_STATE.WAIT:
pass
# Sets the current state of action input.
#
# ## Parameters
# - p_state: the action input state to set
func set_action_input_state(p_state):
action_state = p_state
emit_signal("action_input_state_changed")
# Set the current action verb
#
# ## Parameters
# - action: The action verb to set
func set_current_action(action: String):
if action != current_action:
clear_current_tool()
current_action = action
if action_state == ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM:
set_action_input_state(ACTION_INPUT_STATE.AWAITING_ITEM)
elif action_state == ACTION_INPUT_STATE.AWAITING_VERB:
set_action_input_state(ACTION_INPUT_STATE.AWAITING_VERB_CONFIRM)
emit_signal("action_changed")
# Clear the current action
func clear_current_action():
set_current_action("")
set_action_input_state(ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM)
emit_signal("action_changed")
# Clear the current tool
func clear_current_tool():
current_tool = null
current_target = null
if action_state == ACTION_INPUT_STATE.AWAITING_VERB:
set_action_input_state(ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM)
elif action_state == ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
set_action_input_state(ACTION_INPUT_STATE.AWAITING_ITEM)
# Checks if the specified action is valid and returns the associated event;
# otherwise, we see if there's a "fallback" event and use that if necessary and,
# if not, we return no event as there's nothing to do.
#
# #### Parameters
#
# - action: Action to execute (defined in attached ESC file and in
# action verbs UI) eg: arrived, use, look, pickup...
# - target: Target ESC object
# - combine_with: ESC object to combine with
#
# *Returns* the appropriate ESCEvent to queue/run, or null if none can be found
# or there's a reason not to run an event.
func _get_event_to_queue(
action: String,
target: ESCObject,
combine_with: ESCObject = null
) -> ESCEvent:
escoria.logger.info(
self,
"Checking if action '%s' on '%s' is valid..." % [action, target]
)
var event_to_return: ESCEvent = null
# If we're using an action which item requires to combine
if target.node is ESCItem \
and action in target.node.combine_when_selected_action_is_in:
# Check if object must be in inventory to be used
if target.node.use_from_inventory_only:
if escoria.inventory_manager.inventory_has(target.global_id):
# Player has item in inventory, we check the element to use on
if combine_with:
var do_combine = true
if combine_with.node is ESCItem \
and combine_with.node.use_from_inventory_only\
and not escoria.inventory_manager.inventory_has(
combine_with.global_id
):
do_combine = false
if do_combine:
var target_event = "%s %s" % [
action,
combine_with.global_id
]
var combine_with_event = "%s %s" % [
action,
target.global_id
]
if target.events.has(target_event):
event_to_return = target.events[target_event]
elif combine_with.events.has(combine_with_event)\
and not combine_with.node.combine_is_one_way:
event_to_return = combine_with.events[combine_with_event]
else:
# Check to see if there isn't a "fallback" action to
# run before we declare this a failure.
if escoria.action_default_script \
and escoria.action_default_script.events.has(action):
event_to_return = escoria.action_default_script.events[action]
else:
var errors = [
"Attempted to execute action %s between item %s and item %s" % [
action,
target.global_id,
combine_with.global_id
]
]
if combine_with.node.combine_is_one_way:
errors.append(
("Reason: %s's item interaction " + \
"is one-way.") % combine_with.global_id
)
escoria.logger.warn(
self,
"Invalid action: " + str(errors)
)
else:
escoria.logger.warn(
self,
"Invalid action on item: " +
(
"Trying to combine object %s with %s, "+
"but %s is not in inventory."
) % [
target.global_id,
combine_with.global_id,
combine_with.global_id
]
)
else:
escoria.logger.warn(
self,
"Invalid action on item: " +
"Trying to run action %s on object %s, " %
[
action,
target.node.global_id
]
+ "but item must be in inventory."
)
else:
if target.events.has(action):
event_to_return = target.events[action]
elif escoria.action_default_script \
and escoria.action_default_script.events.has(action):
# If there's a "fallback" action to run, return it
event_to_return = escoria.action_default_script.events[action]
else:
escoria.logger.warn(
self,
"Invalid action: " +
"Event for action %s on object %s not found." % [
action,
target.global_id
]
)
return event_to_return
# Runs the specified event.
#
# #### Parameters
#
# - event: the event to be run
#
# *Returns* the return code of the event once executed
func _run_event(event: ESCEvent) -> int:
escoria.event_manager.queue_event(event)
var event_returned = yield(
escoria.event_manager,
"event_finished"
)
while event_returned[1] != event.name:
event_returned = yield(
escoria.event_manager,
"event_finished"
)
clear_current_action()
emit_signal("action_finished")
return event_returned[0]
# Makes an object walk to a destination. This can be either a 2D position or
# another object.
#
# #### Parameters
#
# - moving_obj_id: global id of the object that needs to move
# - destination: Position2D or ESCObject holding the moving object to head to
# - is_fast: if true, the walk is performed at fast speed (defined in the moving
# object.
func perform_walk(
moving_obj: ESCObject,
destination,
is_fast: bool = false
):
# Walk to Position2D.
if destination is Vector2:
var walk_context = ESCWalkContext.new(
null,
destination,
is_fast,
true
)
moving_obj.node.walk_to(destination, walk_context)
# Walk to object
elif destination is ESCObject:
if destination.node:
var target_position: Vector2
if destination.node is ESCLocation:
target_position = destination.node.global_position
else:
target_position = destination.node.get_interact_position()
var walk_context = ESCWalkContext.new(
destination,
target_position,
is_fast,
true
)
moving_obj.node.walk_to(target_position, walk_context)
else:
escoria.logger.error(
self,
"Function expected either a Vector2 or ESCObject type " + \
"for destination parameter. Destination provided was: %s." % destination
)
return
# Event handler when an object/item was clicked
#
# #### Parameters
#
# - obj: Object that was left clicked
# - event: Input event that was received
# - default_action: if true, run the inventory default action
func perform_inputevent_on_object(
obj: ESCObject,
event: InputEvent,
default_action: bool = false
):
"""
This algorithm:
- validates the requested action
- grabs the corresponding event for the action, if available
- makes the player move to the clicked object location, if needed
(if it is located in the room for example) and wait for reaching.
- when reached, performs an action depending on current defined action
* no current action defined: do nothing else
* current action defined:
* item requires no combination: perform the current action
on the item
* item requires combination: check the status of the combination
A combination requires 3 elements to fulfill:
1/ a verb action
2/ a first "tool" (item to use)
3/ a second "tool" (item to use ON)
Whatever the user inputs to fulfill the combination (this is
determined by gamedev in his game.gd script)
- combination not fulfilled: no not perform until fulfilled
- combination fulfilled: perform the combination.
* else do nothing, except if default_action is requested.
In this case, perform the default_action on the item.
"""
escoria.logger.info(
self,
"%s to perform event %s." % [obj.global_id, event]
)
# Don't interact after player movement towards object
# (because object is inactive for example)
var dont_interact = false
# We need to have the new action input state BEFORE initiating the player
# move so we determine now if the object clicked will require a combination
# depending on the used action verb.
var tool_just_set = _set_tool_and_action(obj, default_action)
var need_combine = _check_item_needs_combine()
# If the current tool was not set, this is our first item, make it the tool
if not current_tool or (current_tool and not need_combine):
current_tool = obj
# Else, if we have a tool and combination required, this is our second item,
# make it the target.
elif need_combine and not tool_just_set:
current_target = obj
# Update the action input state
if action_state == ACTION_INPUT_STATE.AWAITING_TARGET_ITEM and current_target:
set_action_input_state(ACTION_INPUT_STATE.COMPLETED)
elif action_state == ACTION_INPUT_STATE.AWAITING_ITEM and \
not need_combine:
set_action_input_state(ACTION_INPUT_STATE.COMPLETED)
elif action_state == ACTION_INPUT_STATE.AWAITING_ITEM and need_combine and not tool_just_set:
set_action_input_state(ACTION_INPUT_STATE.AWAITING_TARGET_ITEM)
var event_to_queue: ESCEvent = null
# Manage exits
if obj.node.is_exit and current_action in ["", ACTION_WALK]:
event_to_queue = _get_event_to_queue(ACTION_EXIT_SCENE, obj)
else:
# Manage movements towards object before activating it
if current_action in ["", ACTION_WALK] and \
not escoria.inventory_manager.inventory_has(obj.global_id):
event_to_queue = _get_event_to_queue(ACTION_ARRIVED, obj)
# Manage action on object
elif not current_action in ["", ACTION_WALK]:
if need_combine and current_target:
event_to_queue = _get_event_to_queue(
current_action,
current_tool,
current_target
)
else:
# Check if object must be in inventory to be used and update
# action state if necessary
if obj.node.use_from_inventory_only and \
escoria.inventory_manager.inventory_has(obj.global_id) and \
need_combine:
# We're missing a target here for our tool to be used on
current_tool = obj
set_action_input_state(
ACTION_INPUT_STATE.AWAITING_TARGET_ITEM
)
# We need to wait for that target
return
else:
event_to_queue = _get_event_to_queue(
current_action,
obj
)
# Get out of here if there's a specified action but an event couldn't be found.
# Note that `event_to_queue` may still be null, but we do need to start the
# player walking towards the destination.
if current_action and not event_to_queue:
clear_current_action()
emit_signal("action_finished")
return
var event_flags = event_to_queue.flags if event_to_queue else 0
if escoria.main.current_scene.player:
var destination_position: Vector2 = escoria.main.current_scene.player \
.global_position
# If clicked object not in inventory, player walks towards it
if not obj.node is ESCPlayer and \
not escoria.inventory_manager.inventory_has(obj.global_id) and \
not event_flags & ESCEvent.FLAG_TK:
var context = _walk_towards_object(
obj,
event.position,
event.doubleclick
)
if context is GDScriptFunctionState:
context = yield(context, "completed")
# In case of an interrupted walk, we don't want to proceed.
if context == null:
return
destination_position = context.target_position
dont_interact = context.dont_interact_on_arrival
var player_global_pos = escoria.main.current_scene.player.global_position
var clicked_position = event.position
# Using this instead of is_equal_approx due to
# https://github.com/godotengine/godot/issues/65257
if (player_global_pos - destination_position).length() > 1:
dont_interact = true
escoria.logger.info(
self,
"Player could not reach destination coordinates %s. " % str(destination_position) \
+ "Any requested action for %s will not fire." % obj.global_id
)
if escoria.event_manager.EVENT_CANT_REACH in obj.events:
escoria.event_manager.queue_event(obj.events[escoria.event_manager.EVENT_CANT_REACH])
else:
escoria.logger.info(
self,
"%s event not found for object %s so nothing to do." % \
[escoria.event_manager.EVENT_CANT_REACH, obj.global_id]
)
# If no interaction should happen after player has arrived, leave
# immediately.
if not dont_interact and event_to_queue:
_run_event(event_to_queue)
# Determines whether the object in question can be acted upon.
#
# #### Parameters
#
# - global_id: the global ID of the item to examine
#
# *Returns* True iff the item represented by global_id can be acted upon.
func is_object_actionable(global_id: String) -> bool:
var obj: ESCObject = escoria.object_manager.get_object(global_id) as ESCObject
return _is_object_actionable(obj)
# Prepare the "obj" object for current_action: if required, set the object as
# current tool.
#
# #### Parameters
#
# - obj: the ESCObject to prepare
# - default_action: if true, the default action set on the item is used
#
# *Returns* True if the tool was set in this function
func _set_tool_and_action(obj: ESCObject, default_action: bool):
var tool_just_set: bool = false
# Check if current_action and current_tool are already set
if current_action and current_tool:
if not current_action in escoria.action_manager\
.current_tool.node.combine_when_selected_action_is_in:
current_tool = obj
tool_just_set = true
elif default_action:
if escoria.inventory_manager.inventory_has(obj.global_id):
current_action = obj.node.default_action_inventory
else:
current_action = obj.node.default_action
elif current_action in obj.node.combine_when_selected_action_is_in:
current_tool = obj
tool_just_set = true
return tool_just_set
# Checks if object requires a combination with another, according to
# currently selected action verb (or check with default action of the item).
#
# *Returns* True if current action on "obj" requires a combination
func _check_item_needs_combine() -> bool:
return current_action \
and current_tool \
and current_action in current_tool.node.combine_when_selected_action_is_in
# Makes the player character walk towards the clicked item.
# Returns the resulting walk context.
#
# #### Parameters
#
# - obj: the object that was clicked
# - clicked_position: the Position2D of the input click
# - walk_fast: if true, the player will walk fast to the object
func _walk_towards_object(
obj: ESCObject,
clicked_position: Vector2,
walk_fast: bool
) -> ESCWalkContext:
var destination_position: Vector2
var dont_interact: bool = false
if obj == null || obj.node == null:
escoria.logger.error(
self,
"walk_towards_object error. obj or obj.node not populated."
)
var interact_position = obj.node.get_interact_position()
# If clicked object is interactive, get destination position from it.
if escoria.object_manager.get_object(obj.global_id).interactive:
if interact_position != null:
destination_position = interact_position
else:
destination_position = obj.node.position
else:
destination_position = clicked_position
dont_interact = true
# Create walk context
var walk_context = ESCWalkContext.new(
obj,
destination_position,
walk_fast,
dont_interact
)
# Walk towards the clicked object
escoria.main.current_scene.player.walk_to(destination_position,
walk_context)
escoria.logger.debug(
self,
"Player walking to destination. Yielding."
)
# Wait for the player to arrive before continuing with action.
var context: ESCWalkContext = yield(
escoria.main.current_scene.player,
"arrived"
)
if context.target_object != obj:
escoria.logger.debug(
self,
"Original walk context target does not match " \
+ "yielded walk context. Likely interrutped walk.")
return
escoria.logger.info(
self,
"Context arrived: %s." % context
)
# Confirm that reached item was the one user clicked in the first place.
# Don't interact if that is not the case.
if (context.target_object and context.target_object.\
global_id != walk_context.\
target_object.global_id) or \
(context.target_position != walk_context.target_position):
walk_context.dont_interact_on_arrival = true
return context
# Determines whether the object in question can be acted upon.
#
# #### Parameters
#
# - obj: the ESCObject to examine
#
# *Returns* True iff 'obj' can be acted upon.
func _is_object_actionable(obj: ESCObject) -> bool:
var object_is_actionable: bool = true
if not obj:
return false
if not obj.active:
escoria.logger.trace(
self,
"Item %s is not active." % obj.global_id
)
object_is_actionable = false
elif not obj.interactive:
escoria.logger.trace(
self,
"Item %s is not interactive." % obj.global_id
)
object_is_actionable = false
return object_is_actionable

View File

@@ -1,48 +0,0 @@
# A registry of ESC command objects
extends Reference
class_name ESCCommandRegistry
# The registry of registered commands
var registry: Dictionary = {}
# Load a command by its name
#
# #### Parameters
#
# - command_name: Name of command to load
# **Returns** The command object
func load_command(command_name: String) -> ESCBaseCommand:
for command_directory in ESCProjectSettingsManager.get_setting(
ESCProjectSettingsManager.COMMAND_DIRECTORIES
):
if ResourceLoader.exists("%s/%s.gd" % [command_directory, command_name]):
registry[command_name] = load(
"%s/%s.gd" % [
command_directory.trim_suffix("/"),
command_name
]
).new()
return registry[command_name]
escoria.logger.error(
self,
"No command class could be found for command %s."
% command_name
)
return null
# Retrieve a command from the command registry
#
# #### Parameters
#
# - command_name: The name of the command
# **Returns** The command object
func get_command(command_name: String) -> ESCBaseCommand:
if self.registry.has(command_name):
return self.registry[command_name]
else:
return self.load_command(command_name)

View File

@@ -1,291 +0,0 @@
# Compiler of the ESC language
extends Resource
class_name ESCCompiler
# A RegEx for comment lines
const COMMENT_REGEX = '^\\s*#.*$'
# A RegEx for empty lines
const EMPTY_REGEX = '^\\s*$'
# A RegEx for finding out the indent of a line
const INDENT_REGEX_GROUP = "indent"
const INDENT_REGEX = '^(?<%s>\\s*)' % INDENT_REGEX_GROUP
# This must match ESCProjectSettingsManager.COMMAND_DIRECTORIES.
# We do not reference it directly to avoid circular dependencies.
const COMMAND_DIRECTORIES = "escoria/main/command_directories"
# RegEx objects for use by the ESC compiler
var _comment_regex
var _empty_regex
var _indent_regex
var _event_regex
var _command_regex
var _dialog_regex
var _dialog_end_regex
var _dialog_option_regex
var _group_regex
# Regex to match globals in debug strings
var _globals_regex: RegEx
# The currently compiled event
var _current_event = null
# A stack of groups currently compiling
var _groups_stack = []
# A stack of dialogs currently compiling
var _dialogs_stack = []
# A stack of dialog options currently compiling
var _dialogs_option_stack = []
# A pointer to the current container (group, dialog option)
# that should get the current command
var _command_container = []
# The currently identified indent
var _current_indent = 0
func _init():
# Assure command list preference
# (we use ProjectSettings instead of ESCProjectSettingsManager
# here because this is called from escoria._init())
if not ProjectSettings.has_setting(COMMAND_DIRECTORIES):
ProjectSettings.set_setting(COMMAND_DIRECTORIES, [
"res://addons/escoria-core/game/core-scripts/esc/commands"
])
var property_info = {
"name": COMMAND_DIRECTORIES,
"type": TYPE_STRING_ARRAY
}
ProjectSettings.add_property_info(property_info)
# Compile all regex objects just once
_comment_regex = RegEx.new()
_comment_regex.compile(COMMENT_REGEX)
_empty_regex = RegEx.new()
_empty_regex.compile(EMPTY_REGEX)
_indent_regex = RegEx.new()
_indent_regex.compile(INDENT_REGEX)
_event_regex = RegEx.new()
_event_regex.compile(ESCEvent.REGEX)
_command_regex = RegEx.new()
_command_regex.compile(ESCCommand.REGEX)
_dialog_regex = RegEx.new()
_dialog_regex.compile(ESCDialog.REGEX)
_dialog_end_regex = RegEx.new()
_dialog_end_regex.compile(ESCDialog.END_REGEX)
_dialog_option_regex = RegEx.new()
_dialog_option_regex.compile(ESCDialogOption.REGEX)
_group_regex = RegEx.new()
_group_regex.compile(ESCGroup.REGEX)
# Use look-ahead/behind to capture the term in braces
_globals_regex = RegEx.new()
_globals_regex.compile("(?<=\\{)(.*)(?=\\})")
# Load an ESC file from a file resource
func load_esc_file(path: String) -> ESCScript:
escoria.logger.debug(self, "Parsing file %s." % path)
if File.new().file_exists(path):
var file = File.new()
file.open(path, File.READ)
var lines = []
while not file.eof_reached():
lines.append(file.get_line())
return self.compile(lines, path)
else:
escoria.logger.error(
self,
"Can not find ESC file: file %s could not be found." % path
)
return null
# Compiles an array of ESC script strings to an ESCScript
func compile(lines: Array, path: String = "") -> ESCScript:
var script = ESCScript.new()
if lines.size() > 0:
var events = self._compile(lines, path)
for event in events:
event.source = path
script.events[event.name] = event
return script
# Compile an array of ESC script lines into an array of ESC objects
func _compile(lines: Array, path: String = "") -> Array:
var returned = []
while lines.size() > 0:
var line = lines.pop_front().strip_edges(false, true)
escoria.logger.trace(
self,
"Parsing line %s." % line
)
if _comment_regex.search(line) or _empty_regex.search(line):
# Ignore comments and empty lines
escoria.logger.trace(
self,
"Line is empty or a comment. Skipping."
)
continue
var indent = \
ESCUtils.get_re_group(
_indent_regex.search(line),
INDENT_REGEX_GROUP
).length()
if _event_regex.search(line):
var event = ESCEvent.new(line)
escoria.logger.trace(
self,
"Line is the event %s." % event.name
)
var event_lines = []
while lines.size() > 0:
var next_line = lines.pop_front()
if not _event_regex.search(next_line):
event_lines.append(next_line)
else:
lines.push_front(next_line)
break
if event_lines.size() > 0:
escoria.logger.trace(
self,
"Compiling the next %d lines into the event." % \
event_lines.size()
)
event.statements = self._compile(event_lines, path)
returned.append(event)
elif _group_regex.search(line):
var group = ESCGroup.new(line)
escoria.logger.trace(
self,
"Line is a group."
)
var group_lines = []
while lines.size() > 0:
var next_line = lines.pop_front()
if _comment_regex.search(next_line) or \
_empty_regex.search(next_line):
continue
var next_line_indent = \
ESCUtils.get_re_group(
_indent_regex.search(next_line),
INDENT_REGEX_GROUP
).length()
if next_line_indent > indent:
group_lines.append(next_line)
else:
lines.push_front(next_line)
break
if group_lines.size() > 0:
escoria.logger.trace(
self,
"Compiling the next %d lines into the group." % \
group_lines.size()
)
group.statements = self._compile(group_lines, path)
returned.append(group)
elif _dialog_regex.search(line):
var dialog = ESCDialog.new()
dialog.load_string(line)
escoria.logger.trace(
self,
"Line is a dialog."
)
var dialog_lines = []
while lines.size() > 0:
var next_line = lines.pop_front()
if _comment_regex.search(next_line) or \
_empty_regex.search(next_line):
continue
var end_line = _dialog_end_regex.search(next_line)
if end_line and \
ESCUtils.get_re_group(
end_line,
INDENT_REGEX_GROUP
).length() == indent:
break
else:
dialog_lines.append(next_line)
if dialog_lines.size() > 0:
escoria.logger.trace(
self,
"Compiling the next %d lines into the dialog." % \
dialog_lines.size()
)
dialog.options = self._compile(dialog_lines, path)
# Remove the end line from the stack
lines.pop_front()
returned.append(dialog)
elif _dialog_option_regex.search(line):
var dialog_option = ESCDialogOption.new()
dialog_option.load_string(line)
escoria.logger.trace(
self,
"Line is the dialog option %s." % \
dialog_option.option
)
var dialog_option_lines = []
while lines.size() > 0:
var next_line = lines.pop_front()
if _comment_regex.search(next_line) or \
_empty_regex.search(next_line):
continue
var next_line_indent = \
ESCUtils.get_re_group(
_indent_regex.search(next_line),
INDENT_REGEX_GROUP
).length()
if next_line_indent > indent:
dialog_option_lines.append(next_line)
else:
if _dialog_end_regex.search(next_line) or \
_dialog_option_regex.search(next_line):
lines.push_front(next_line)
break
# There MUST be AT LEAST ONE statement/line for a dialog
# option's block that's properly indented
escoria.logger.error(
self,
"Dialog option '%s' has at least one line in its block that is not indented sufficiently." \
% line
)
if dialog_option_lines.size() > 0:
escoria.logger.trace(
self,
"Compiling the next %d lines into the event."
% dialog_option_lines.size()
)
dialog_option.statements = self._compile(dialog_option_lines, path)
returned.append(dialog_option)
elif _command_regex.search(line):
var command = ESCCommand.new(line)
if command.command_exists():
returned.append(command)
else:
escoria.logger.error(
self,
"Command \"%s\" cannot be found under folder %s.\nPlease confirm setting \"%s\" is set to the folder where ESC commands are stored."
% [
command.name,
ProjectSettings.get_setting(COMMAND_DIRECTORIES),
ESCProjectSettingsManager.COMMAND_DIRECTORIES
]
)
else:
escoria.logger.error(
self,
"Invalid ESC line detected.\nLine couldn't be compiled: %s."
% line
)
return returned

View File

@@ -1,478 +0,0 @@
# A manager for running events
# There are different "channels" an event can run on.
# The usual events happen in the foreground channel _front, but
# additional event queues can be added as required.
# Additionally, events can be scheduled to be queued in the future
extends Node
class_name ESCEventManager
# Emitted when the event started execution
signal event_started(event_name)
# Emitted when an event is started in a channel of the background queue
signal background_event_started(channel_name, event_name)
# Emitted when the event did finish running
signal event_finished(return_code, event_name)
# Emitted when a background event was finished
signal background_event_finished(return_code, event_name, channel_name)
# Pre-defined ESC events
const EVENT_PRINT = "print"
const EVENT_EXIT_SCENE = "exit_scene"
const EVENT_INIT = "init"
const EVENT_LOAD = "load"
const EVENT_NEW_GAME = "newgame"
const EVENT_READY = "ready"
const EVENT_ROOM_SELECTOR = "room_selector"
const EVENT_SETUP = "setup"
const EVENT_TRANSITION_IN = "transition_in"
const EVENT_TRANSITION_OUT = "transition_out"
const EVENT_CANT_REACH = "cant_reach"
# Event channel names
const CHANNEL_FRONT = "_front"
# A list of currently scheduled events
var scheduled_events: Array = []
# A list of constantly running events in multiple background channels
var events_queue: Dictionary = {
CHANNEL_FRONT: []
}
# Currently running event in background channels
var _running_events: Dictionary = {}
# Whether an event can be played on a specific channel
var _channels_state: Dictionary = {}
# Whether we're currently waiting for an async event to complete, per channel
var _yielding: Dictionary = {}
# Whether we're currently changing the scene.
var _changing_scene: bool = false setget set_changing_scene
# ESC "change_scene" command.
var _change_scene: ChangeSceneCommand
# Constructor
func _init():
_change_scene = ChangeSceneCommand.new()
# Make sure to stop when pausing the game
func _ready():
self.pause_mode = Node.PAUSE_MODE_STOP
# Handle the events queue and scheduled events
#
# #### Parameters
# - delta: Time passed since the last process call
func _process(delta: float) -> void:
var channel_yielding: bool
for channel_name in events_queue.keys():
channel_yielding = _yielding.get(channel_name, false)
if events_queue[channel_name].size() == 0 or channel_yielding:
continue
if is_channel_free(channel_name):
_channels_state[channel_name] = false
_running_events[channel_name] = \
events_queue[channel_name].pop_front()
escoria.logger.debug(
self,
"Popping event '%s' from background queue %s " % [
_running_events[channel_name].name,
channel_name,
] +
"to source %s." % _running_events[channel_name].source \
if not _running_events[channel_name].source.empty()
else "(unknown)"
)
if not _running_events[channel_name].is_connected(
"finished", self, "_on_event_finished"
):
_running_events[channel_name].connect(
"finished",
self,
"_on_event_finished",
[channel_name],
CONNECT_ONESHOT
)
if not _running_events[channel_name].is_connected(
"interrupted", self, "_on_event_finished"
):
_running_events[channel_name].connect(
"interrupted",
self,
"_on_event_finished",
[channel_name],
CONNECT_ONESHOT
)
if channel_name == CHANNEL_FRONT:
emit_signal(
"event_started",
_running_events[channel_name].name
)
else:
emit_signal(
"background_event_started",
channel_name,
_running_events[channel_name].name
)
var event_flags = _running_events[channel_name].flags
if event_flags & ESCEvent.FLAG_NO_TT:
escoria.main.current_scene.game.tooltip_node.hide()
if event_flags & ESCEvent.FLAG_NO_UI:
escoria.main.current_scene.game.hide_ui()
if event_flags & ESCEvent.FLAG_NO_SAVE:
escoria.save_manager.save_enabled = false
var rc = _running_events[channel_name].run()
if rc is GDScriptFunctionState:
_yielding[channel_name] = true
rc = yield(rc, "completed")
_yielding[channel_name] = false
for event in self.scheduled_events:
(event as ESCScheduledEvent).timeout -= delta
if (event as ESCScheduledEvent).timeout <= 0:
self.scheduled_events.erase(event)
self.events_queue[CHANNEL_FRONT].append(event.event)
# Queue a new event based on input from an ESC command, most likely "queue_event"
#
# #### Parameters
# - script_object: Compiled script object, i.e. the one with the event to queue
# - event: Name of the event to queue
# - channel: Channel to run the event on (default: `_front`)
# - 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`)
#
# **Returns** indicator of success/status
func queue_event_from_esc(script_object: ESCScript, event: String,
channel: String, block: bool) -> int:
if _changing_scene:
return ESCExecution.RC_WONT_QUEUE
if channel == CHANNEL_FRONT:
queue_event(script_object.events[event])
else:
queue_background_event(
channel,
script_object.events[event]
)
if block:
if channel == CHANNEL_FRONT:
var rc = yield(self, "event_finished")
while rc[1] != event:
rc = yield(self, "event_finished")
return rc[0]
else:
var rc = yield(self, "background_event_finished")
while rc[1] != event and rc[2] != channel:
rc = yield(self, "background_event_finished")
return rc[0]
return ESCExecution.RC_OK
# Queue a new event to run in the foreground
#
# #### Parameters
# - event: Event to run
func queue_event(event: ESCEvent, force: bool = false) -> void:
if _changing_scene and not force:
escoria.logger.info(
self,
"Changing scenes. Won't queue event '%s'." % event.name
)
return
# Don't queue the same event more than once in a row.
var last_event = _get_last_event_queued(CHANNEL_FRONT)
# Check the queue first to see if appending the event will result in
# consecutive occurrences of the event. If not, be sure to check if the same
# event is currently running.
if last_event != null and last_event.name == event.name:
var message = "Event '%s' is already the most-recently queued event in channel '%s'." + \
" Won't be queued again."
escoria.logger.debug(self, message % [event.name, CHANNEL_FRONT])
return
elif _is_event_running(event, CHANNEL_FRONT):
# Don't queue the same event if it's already running.
escoria.logger.debug(
self,
"Event %s already running in channel '%s'. Won't be queued."
% [event.name, CHANNEL_FRONT]
)
return
escoria.logger.debug(
self,
"Queueing event %s in channel %s." % [event.name, CHANNEL_FRONT]
)
self.events_queue[CHANNEL_FRONT].append(event)
# Schedule an event to run after a timeout
#
# #### Parameters
# - event: Event to run
# - timeout: Number of seconds to wait before adding the event to the
# front queue
func schedule_event(event: ESCEvent, timeout: float) -> void:
scheduled_events.append(ESCScheduledEvent.new(event, timeout))
# Queue the run of an event in a background channel
#
# #### Parameters
# - channel_name: Name of the channel to use
# - event: Event to run
func queue_background_event(channel_name: String, event: ESCEvent) -> void:
if not channel_name in events_queue:
events_queue[channel_name] = []
# Don't queue the same event more than once in a row.
var last_event = _get_last_event_queued(channel_name)
# Check the queue first to see if appending the event will result in
# consecutive occurrences of the event. If not, be sure to check if the same
# event is currently running.
if last_event != null and last_event.name == event.name:
var message = "Event '%s' is already the most-recently queued event in channel '%s'." + \
" Won't be queued again."
escoria.logger.debug(self, message % [event.name, channel_name])
return
elif _is_event_running(event, CHANNEL_FRONT):
# Don't queue the same event if it's already running.
escoria.logger.debug(
self,
"Event %s already running in channel '%s'. Won't be queued."
% [event.name, channel_name]
)
return
events_queue[channel_name].append(event)
# Interrupt the events currently running and any that are pending.
#
# #### Parameters
# - exceptions: an optional list of events which should be left running or queued
func interrupt(exceptions: PoolStringArray = []) -> void:
if escoria.main.current_scene != null \
and escoria.main.current_scene.player != null \
and escoria.main.current_scene.player.is_moving():
escoria.main.current_scene.player.stop_walking_now()
for channel_name in _running_events.keys():
if _running_events[channel_name] != null and not _running_events[channel_name].name in exceptions:
escoria.logger.debug(
self,
"Interrupting running event %s in channel %s..."
% [_running_events[channel_name].name, channel_name])
_running_events[channel_name].interrupt()
_channels_state[channel_name] = true
var events_to_clear: Array = []
for channel_name in events_queue.keys():
if events_queue[channel_name] != null:
var found_exception: bool = false
for event in events_queue[channel_name]:
if event.name in exceptions:
found_exception = true
continue
escoria.logger.debug(
self,
"Interrupting queued event %s in channel %s..."
% [event.name, channel_name])
event.interrupt()
events_to_clear.append(event)
# If we found an exception, we can't just clear out the entire
# channel's queue and so we remove everything but the exceptions in
# the channel. Otherwise, we're safe to just clear it out.
if found_exception:
for event in events_to_clear:
if events_queue[channel_name].has(event):
events_queue[channel_name].erase(event)
else:
events_queue[channel_name].clear()
# Clears the event queues.
func clear_event_queue():
for channel_name in events_queue.keys():
events_queue[channel_name].clear()
# Check whether a channel is free to run more events
#
# #### Parameters
# - name: Name of the channel to test
# **Returns** Whether the channel can currently accept a new event
func is_channel_free(name: String) -> bool:
return _channels_state[name] if name in _channels_state else true
# Get the currently running event in a channel
#
# #### Parameters
# - name: Name of the channel
# **Returns** The currently running event or null
func get_running_event(name: String) -> ESCEvent:
return _running_events[name] if name in _running_events else null
# Setter for _changing_scene.
#
# #### Parameterse
# - value: boolean value to set _changing_scene to
func set_changing_scene(p_is_changing_scene: bool) -> void:
escoria.logger.trace(
self,
"Setting _changing_scene to %s." % p_is_changing_scene
)
_changing_scene = p_is_changing_scene
# If we're changing scenes, interrupt any (other) running events and purge
# all event queues.
if _changing_scene:
interrupt([EVENT_INIT, EVENT_EXIT_SCENE, _change_scene.get_command_name()])
# The event finished running
#
# #### Parameters
# - finished_event: statement object representing the event that finished
# - finished_statement: statement object representing the "deepest" statement (most likely a command)
# that just completed; this is useful for interrupted or failed statements especially
# - return_code: Return code of the finished event
# - channel_name: Name of the channel that the event came from
func _on_event_finished(finished_event: ESCStatement, finished_statement: ESCStatement, return_code: int, channel_name: String) -> void:
var event = _running_events[channel_name]
if not event:
escoria.logger.warn(
self,
"Event '%s' finished without being in _running_events[%s]."
% [finished_event.name, channel_name]
)
return
escoria.logger.debug(
self,
"Event '%s' ended with return code %d." % [event.name, return_code]
)
var event_flags = event.flags
if event_flags & ESCEvent.FLAG_NO_TT:
escoria.main.current_scene.game.tooltip_node.show()
if event_flags & ESCEvent.FLAG_NO_UI:
escoria.main.current_scene.game.show_ui()
if event_flags & ESCEvent.FLAG_NO_SAVE:
escoria.save_manager.save_enabled = true
# If the return code was RC_CANCEL due to an event finishing with "stop" command for example
# we convert it to RC_OK so that other processed waiting for RC_OK can carry on.
#
# We also make sure that a failed command/event doesn't leave the game in a state where it
# isn't accepting inputs, e.g. if a previous command in the event was `accept_input NONE`.
if return_code == ESCExecution.RC_CANCEL:
return_code = ESCExecution.RC_OK
elif return_code == ESCExecution.RC_ERROR:
_generate_statement_error_warning(finished_statement, event.name)
escoria.inputs_manager.input_mode = escoria.inputs_manager.INPUT_ALL
_running_events[channel_name] = null
_channels_state[channel_name] = true
if channel_name == CHANNEL_FRONT:
emit_signal(
"event_finished",
return_code,
event.name
)
else:
emit_signal(
"background_event_finished",
return_code,
event.name,
channel_name
)
# Gets the event at the tail of the specified channel's event queue, if one
# exists.
#
# #### Parameters
# - channel_name: The name of the channel to check.
#
# *Returns* the last ESCEvent queued for the given channel, or null if the
# channel's queue is empty.
func _get_last_event_queued(channel_name: String) -> ESCEvent:
if self.events_queue[channel_name].size() > 0:
return self.events_queue[channel_name].back()
return null
# Checks to see if the specified event is already running in the given channel.
#
# #### Parameters
# - event: The event to check to see if it's already running.
# - channel_name: The name of the channel to check.
#
# *Returns* true iff event is currently running in the specified channel.
func _is_event_running(event: ESCEvent, channel_name: String) -> bool:
var running_event: ESCEvent = get_running_event(channel_name)
return running_event != null and running_event.name == event.name
# Generates a logger warning concerning an errored-out statement.
func _generate_statement_error_warning(statement: ESCStatement, event_name: String) -> void:
var warning_string: String = "Statement '%s' returned an error in event '%s'" \
% [statement.name, event_name]
if statement is ESCCommand and statement.parameters.size() > 0:
var statement_params: String = "[" + PoolStringArray(statement.parameters).join(", ") + "]"
warning_string += " with parameters: %s" % statement_params
warning_string += ". Resetting input mode to 'ALL'."
escoria.logger.warn(
self,
warning_string
)

View File

@@ -1,149 +0,0 @@
# A resource that manages the ESC global states
# The ESC global state is basically simply a dictionary of keys with
# values. Values can be bool, integer or strings
extends Resource
class_name ESCGlobalsManager
# Emitted when a global is changed
signal global_changed(global, old_value, new_value)
# The globals registry
export(Dictionary) var _globals = {}
# Registry of globals that are to be reserved for internal use only.
var _reserved_globals: Dictionary = {}
# Use look-ahead/behind to capture the term in braces
var globals_regex: RegEx = RegEx.new()
# Constructor
func _init():
globals_regex.compile("(?<=\\{)(.*)(?=\\})")
# Check if a global was registered
#
# #### Parameters
#
# - key: The global key to check
# **Returns** Whether the global was registered
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.error(
self,
"Can not override reserved global: Global key %s is already " +
"registered as reserved."
% key
)
var old_value = _globals[key] if _globals.has(key) else ""
_reserved_globals[key] = value
_globals[key] = value
if value != null:
emit_signal("global_changed", key, old_value, _globals[key])
# Get the current value of a global
#
# #### Parameters
#
# - key: The key of the global to return the value
# **Returns** The value of the global
func get_global(key: String):
if _globals.has(key):
return _globals[key]
return null
# Filter the globals and return all matching keys and their values as
# a dictionary
# Check out [the Godot docs](https://docs.godotengine.org/en/stable/classes/class_string.html#class-string-method-match)
# for the pattern format
#
# #### Parameters
#
# - pattern: The pattern that the keys have to match
# **Returns** A dictionary of matching keys and their values
func filter(pattern: String) -> Dictionary:
var ret = {}
for global_key in _globals.keys():
if global_key.match(pattern):
ret[global_key] = _globals[global_key]
return ret
# Set the value of a global
#
# #### Parameters
#
# - 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:
escoria.logger.error(
self,
"Global key %s is reserved and can not be overridden." % key
)
emit_signal(
"global_changed",
key,
_globals[key] if _globals.has(key) else null,
value
)
_globals[key] = value
# Set all globals that match the pattern to the value
# Check out [the Godot docs](https://docs.godotengine.org/en/stable/classes/class_string.html#class-string-method-match)
# for the pattern format
#
# #### Parameters
#
# - pattern: The wildcard pattern to match
# - value: The new value
func set_global_wildcard(pattern: String, value) -> void:
for global_key in _globals.keys:
if global_key.match(pattern):
self.set_global(global_key, value)
# Look to see if any globals (names in braces) should be interpreted
#
# #### Parameters
#
# * string: Text in which to replace globals
#
# *Returns* the provided string with globals variables replaced with their values
func replace_globals(string: String) -> String:
for result in globals_regex.search_all(string):
var globresult = escoria.globals_manager.get_global(
str(result.get_string())
)
string = string.replace(
"{" + result.get_string() + "}", str(globresult)
)
return string
# Save the state of globals in the savegame.
#
# #### Parameters
# - p_savegame: ESCSaveGame resource that holds all data of the save
func save_game(p_savegame: ESCSaveGame) -> void:
p_savegame.globals = {}
for g in _globals:
p_savegame.globals[g] = _globals[g]

View File

@@ -1,49 +0,0 @@
# A manager for inventory objects
extends Resource
class_name ESCInventoryManager
# Check if the player has an inventory item
#
# #### Parameters
#
# - item: Inventory item id
# **Returns** Whether the player has the inventory
func inventory_has(item: String) -> bool:
return escoria.globals_manager.has("i/%s" % item)
# Get all inventory items
# **Returns** The items in the inventory
func items_in_inventory() -> Array:
var items = []
var filtered = escoria.globals_manager.filter("i/*")
for glob in filtered.keys():
if filtered[glob]:
items.append(glob.rsplit("i/", false)[0])
return items
# Remove an item from the inventory
#
# #### Parameters
#
# - item: Inventory item id
func remove_item(item: String):
if not inventory_has(item):
escoria.logger.error(
self,
"Error removing inventory item: " +
"Trying to remove non-existent item %s." % item
)
else:
escoria.globals_manager.set_global("i/%s" % item, false)
# Add an item to the inventory
#
# #### Parameters
#
# - item: Inventory item id
func add_item(item: String):
escoria.globals_manager.set_global("i/%s" % item, true)

View File

@@ -1,533 +0,0 @@
# A manager for ESC objects
extends Resource
class_name ESCObjectManager
const CAMERA = "_camera"
const MUSIC = "_music"
const SOUND = "_sound"
const SPEECH = "_speech"
const RESERVED_OBJECTS = [
MUSIC,
SOUND,
SPEECH,
]
# The array of registered objects (organized by room, so each entry is a structure
# representing a room and its registered objects). This also includes one
# "room" for reserved objects; that is, we use one entry of the array to
# hold all reserved objects. This entry can be identified by the "is_reserved"
# property being set to true.
#
# "Reserved objects" are those which are named in the RESERVED_OBJECTS const
# array and include objects that are used internally by Escoria in every room,
# e.g. a music player, a sound player, a speech player, the main camera.
#
# In almost all cases, the reserved objects' entry doesn't need updating once
# created.
#
# Example structure:
#
# [
# {
# is_reserved: true, # Indicates this is the "reserved objects" entry
# room: "",
# room_instance_id: "",
# objects:
# {
# "_camera": camera
# },
# },
# {
# is_reserved: false, # Indicates this an entry for a room's objectss
# room_global_id: "<room_global_id>",
# room_instance_id: "<room_object_instance_id>",
# objects:
# {
# "obj1": val1,
# "obj2": val2
# }
# }
# ]
var room_objects: Array = []
# We also store the current room's ids for retrieving the right objects.
var current_room_key: ESCRoomObjectsKey
# To avoid having to look this up all the time, we hold a reference.
var reserved_objects_container: ESCRoomObjects
func _init() -> void:
reserved_objects_container = ESCRoomObjects.new()
reserved_objects_container.is_reserved = true
reserved_objects_container.objects = {}
room_objects.push_back(reserved_objects_container)
current_room_key = ESCRoomObjectsKey.new()
# Updates which object manager room is to be treated as the currently active one.
#
# #### Parameters
#
# - room: Room to register the object with in the object manager
func set_current_room(room: ESCRoom) -> void:
if room == null:
escoria.logger.error(
self,
"Unable to set current room: No room was specified.\n" +
"Please pass in a valid ESCRoom as an argument to the method."
)
current_room_key.room_global_id = room.global_id
current_room_key.room_instance_id = room.get_instance_id()
# Register the object in the manager
#
# #### Parameters
#
# - object: Object to register
# - room: Room to register the object with in the object manager
# - force: Register the object, even if it has already been registered
# - auto_unregister: Automatically unregister object on tree_exited
func register_object(object: ESCObject, room: ESCRoom = null, force: bool = false, \
auto_unregister: bool = true) -> void:
if object.global_id.empty():
object.global_id = str(object.node.get_path()).split("/root/", false)[0]
object.node.global_id = object.global_id
escoria.logger.warn(
self,
"Registering ESCObject %s with empty global_id." % object.node.name +
"Using node's full path as global_id: %s"
% object.node.global_id
)
# If this is a reserved object, let's make sure it's in the right place.
# Note that we also don't allow it to auto unregister and, as such, we need
# to make sure we clean these up when the application exits.
if object.global_id in RESERVED_OBJECTS:
reserved_objects_container.objects[object.global_id] = object
return
var room_key: ESCRoomObjectsKey = ESCRoomObjectsKey.new()
# If a room was passed in, then we're going to register the object with it;
# otherwise, we register the object with the "current room".
if room == null or room.global_id.empty():
# We duplicate the key so as to not hold a reference when current_room_key
# changes.
if current_room_key.room_global_id.empty():
escoria.logger.error(
self,
"The current room has no Global ID.\n" +
"Please set the ESCRoom's Global ID property."
)
room_key.room_global_id = current_room_key.room_global_id
room_key.room_instance_id = current_room_key.room_instance_id
if not room_key.is_valid():
# This condition should very likely never happen.
escoria.logger.error(
self,
"No room was specified to register object with, and no current room is properly set.\n" +
"Please either pass in a valid ESCRoom to this method, or " + \
"call set_current_room() with a valid ESCRoom first."
)
else:
room_key.room_global_id = room.global_id
room_key.room_instance_id = room.get_instance_id()
if not force and _object_exists_in_room(object, room_key) \
and _object_state_in_room_is_default(object, room_key):
escoria.logger.warn(
self,
"Object with global id '%s' in room %s already registered from node path %s."
% [
object.global_id,
room_key.room_global_id,
get_object(object.global_id, room).node.get_path()
]
)
return
# Object exists in room, set it to is last state (if different from
# "default")
elif _object_exists_in_room(object, room_key):
# Object is already known, set its state to last known state
object.set_state(get_object(object.global_id).state)
# If the object is already connected, disconnect it for the case of
# forcing the registration, since we don't know if this object will be
# overwritten ("forced") in the future and, if it is, if it's set to
# auto-unregister or not. In most cases, objects are set to auto unregister.
if object.node.is_connected(
"tree_exited",
self,
"unregister_object"
):
object.node.disconnect(
"tree_exited",
self,
"unregister_object"
)
if force:
# If this ID already exists and we're about to overwrite it, do the
# safe thing and unregister the old object first
unregister_object_by_global_id(object.global_id, room_key)
if auto_unregister:
object.node.connect(
"tree_exited",
self,
"unregister_object",
[object, room_key]
)
if "is_interactive" in object.node and object.node.is_interactive:
object.interactive = true
if "esc_script" in object.node and not object.node.esc_script.empty():
var script = escoria.esc_compiler.load_esc_file(
object.node.esc_script
)
object.events = script.events
var objects: Dictionary = _get_room_objects_objects(room_key)
objects[object.global_id] = object
# If object state is not STATE_DEFAULT, save it in manager's object states
if object.state != ESCObject.STATE_DEFAULT:
if get_object(object.global_id) == null:
escoria.logger.error(
self,
"Object with global id %s in room (%s, %s) not found in Object Manager."
% [
object.global_id,
room_key.room_global_id,
room_key.room_instance_id
]
)
else:
get_object(object.global_id).state = object.state
# If this is the first object for the room, that means we have a brand new
# room and it needs to be setup and tracked.
if objects.size() == 1:
var room_container: ESCRoomObjects = ESCRoomObjects.new()
room_container.room_global_id = room_key.room_global_id
room_container.room_instance_id = room_key.room_instance_id
room_container.is_reserved = false
room_container.objects = objects
room_objects.push_back(room_container)
# Check whether an object was registered
#
# #### Parameters
#
# - global_id: Global ID of object
# - room: ESCRoom instance the object is registered with.
# ***Returns*** Whether the object exists in the object registry
func has(global_id: String, room: ESCRoom = null) -> bool:
if global_id in RESERVED_OBJECTS:
if reserved_objects_container == null:
return false
return reserved_objects_container.objects.has(global_id)
var room_key: ESCRoomObjectsKey
if room == null:
room_key = current_room_key
else:
room_key = ESCRoomObjectsKey.new()
room_key.room_global_id = room.global_id
room_key.room_instance_id = room.get_instance_id()
if not _room_exists(room_key):
return false
return _object_exists_in_room(ESCObject.new(global_id, null), room_key)
# Get the object from the object registry
#
# #### Parameters
#
# - global_id: The global id of the object to retrieve
# - room: ESCRoom instance the object is registered with.
# ***Returns*** The retrieved object, or null if not found
func get_object(global_id: String, room: ESCRoom = null) -> ESCObject:
if global_id in RESERVED_OBJECTS:
if reserved_objects_container.objects.has(global_id):
return reserved_objects_container.objects[global_id]
else:
escoria.logger.warn(
self,
"Reserved object with global id %s not found in object manager!"
% global_id
)
return null
var room_key: ESCRoomObjectsKey
if room == null:
room_key = current_room_key
else:
room_key = ESCRoomObjectsKey.new()
room_key.room_global_id = room.global_id
room_key.room_instance_id = room.get_instance_id()
if not _room_exists(room_key):
escoria.logger.warn(
self,
"Specified room is empty/not found.\n" +
"Object with global id %s in room instance (%s, %s) not found."
% [global_id, room_key.room_global_id, room_key.room_instance_id]
)
return null
var objects: Dictionary = _get_room_objects_objects(room_key)
if objects.has(global_id):
return objects[global_id]
else:
escoria.logger.warn(
self,
"Object with global id %s in room instance (%s, %s) not found."
% [global_id, room_key.room_global_id, room_key.room_instance_id]
)
if escoria.inventory_manager.inventory_has(global_id):
# item is in the inventory and may be registered to a different room
for single_room in room_objects:
# these are arrays of the objects still registered for each room
if single_room.objects.has(global_id):
escoria.logger.info(
self,
"Object with global id %s found in room instance (%s, %s) through the inventory."
% [global_id, room_key.room_global_id, room_key.room_instance_id]
)
return single_room.objects[global_id]
return null
# Remove an object from the registry
#
# #### Parameters
#
# - object: The object to unregister
# - room_key: The room under which the object should be unregistered.
func unregister_object(object: ESCObject, room_key: ESCRoomObjectsKey) -> void:
if not _object_exists_in_room(object, room_key):
# Report this as a warning and not an error since this method may be
# called as part of an objectd's forced registration and the object not
# yet being managed.
escoria.logger.debug(
self,
"Unable to unregister object.\n" +
"Object with global ID %s room (%s, %s) not found. If this was "
% [
"?" if object == null else object.global_id,
room_key.room_global_id,
room_key.room_instance_id
] +
"part of a 'forced' registration, ignore this warning."
)
return
var room_objects = _get_room_objects_objects(room_key)
if not escoria.is_quitting and escoria.inventory_manager.inventory_has(object.global_id):
# Re-instance the node if it is an item present in inventory; that is,
# re-register it with the new current room.
if object.node != null:
object.node = object.node.duplicate()
register_object(object, null, true)
if object.state == ESCObject.STATE_DEFAULT:
room_objects.erase(object.global_id)
# If this room is truly empty, it's time to do away with it.
if room_objects.size() == 0:
_erase_room(room_key)
# Remove an object from the registry by global_id
#
# #### Parameters
#
# - global_id: The global_id of the object to unregister
# - room_key: The room under which the object should be unregistered.
func unregister_object_by_global_id(global_id: String, room_key: ESCRoomObjectsKey) -> void:
unregister_object(ESCObject.new(global_id, null), room_key)
# Insert data to save into savegame. For now, we only save the current room's
# objects.
#
# #### Parameters
#
# - p_savegame: The savegame resource
func save_game(p_savegame: ESCSaveGame) -> void:
if not current_room_key.is_valid() or not _room_exists(current_room_key):
escoria.logger.error(
self,
"No current room specified or found."
)
var objects: Dictionary = _get_room_objects_objects(current_room_key)
p_savegame.objects = {}
for obj_global_id in objects:
if not objects[obj_global_id] is ESCObject:
continue
p_savegame.objects[obj_global_id] = \
objects[obj_global_id].get_save_data()
# Add in reserved objects, too.
objects = reserved_objects_container.objects
for obj_global_id in objects:
if not objects[obj_global_id] is ESCObject:
continue
p_savegame.objects[obj_global_id] = \
objects[obj_global_id].get_save_data()
# Returns the current room's starting location. If more than one exists, the
# first one encountered is returned.
func get_start_location() -> ESCLocation:
if _room_exists(current_room_key):
for object in _get_room_objects_objects(current_room_key).values():
if is_instance_valid(object.node) \
and object.node is ESCLocation \
and object.node.is_start_location:
return object
escoria.logger.warn(
self,
"Room has no ESCLocation node with 'is_start_location' enabled. " +
"Player will be set at position (0,0)."
)
return null
# Determines whether 'container' represents the current room the player is in.
#
# #### Parameters
#
# - container: The entry in the object manager array being checked.
# **Returns** True iff container represents the the current room the player is in.
func _is_current_room(container: ESCRoomObjects) -> bool:
return _compare_container_to_key(container, current_room_key)
# Determines whether 'container' represents the room specified.
#
# #### Parameters
#
# - container: The entry in the object manager array being checked.
# - room_key: The key representing the desired room in the object manager array.
# **Returns** True iff container represents the the object manager entry specified
# by room_key.
func _compare_container_to_key(container: ESCRoomObjects, room_key: ESCRoomObjectsKey) -> bool:
return container.room_global_id == room_key.room_global_id
# Checks whether an entry in the object manager array corresponds to the passed in
# room key.
#
# #### Parameters
#
# - room_key: The key representing the desired room in the object manager array.
# **Returns** True iff an entry in the object manager array corresponds to room_key.
func _room_exists(room_key: ESCRoomObjectsKey) -> bool:
for room_container in room_objects:
if _compare_container_to_key(room_container, room_key):
return true
return false
# Checks whether the specified object exists in the specified object manager entry.
#
# #### Parameters
#
# - object: The object to check for existence.
# - room_key: The key representing the desired room in the object manager array.
# **Returns** True iff object exists in the object manager entry specified by room_key.
func _object_exists_in_room(object: ESCObject, room_key: ESCRoomObjectsKey) -> bool:
if object == null:
escoria.logger.warn(
self,
"Cannot check room for \"null\" objects."
)
return false
for room_container in room_objects:
if _compare_container_to_key(room_container, room_key) \
and room_container.objects.has(object.global_id):
return true
return false
# Checks whether the specified object's state is "default" in the specified object manager entry.
#
# #### Parameters
#
# - object: The object to check for existence.
# - room_key: The key representing the desired room in the object manager array.
# **Returns** True if object's state is "default" in the object manager entry specified by room_key.
func _object_state_in_room_is_default(object: ESCObject, room_key: ESCRoomObjectsKey) -> bool:
if object == null:
escoria.logger.warn(
self,
"Cannot check room for \"null\" objects."
)
return false
for room_container in room_objects:
if _compare_container_to_key(room_container, room_key) \
and room_container.objects.get(object.global_id).state == ESCObject.STATE_DEFAULT:
return true
return false
# Returns the objects currently being managed in the object manager entry specified
# by the specified room key.
#
# #### Parameters
#
# - room_key: The key representing the desired room in the object manager array.
# **Returns** A reference to the dictionary of the entry's objects, or an empty
# dictionary otherwise.
func _get_room_objects_objects(room_key: ESCRoomObjectsKey) -> Dictionary:
for room_container in room_objects:
if _compare_container_to_key(room_container, room_key):
return room_container.objects
return {}
# Completely removes the entry in the object manager array specified by the room
# key.
#
# #### Parameters
#
# - room_key: The key representing the desired room in the object manager array.
func _erase_room(room_key: ESCRoomObjectsKey) -> void:
for room_container in room_objects:
if _compare_container_to_key(room_container, room_key):
room_objects.erase(room_container)
return

View File

@@ -1,448 +0,0 @@
extends Resource
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: ""
}
# ESC commands kept around for references to their command names.
var _transition: TransitionCommand
var _wait: WaitCommand
var _accept_input: AcceptInputCommand
func _init() -> void:
_transition = TransitionCommand.new()
_wait = WaitCommand.new()
_accept_input = AcceptInputCommand.new()
# 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])
# Performs the actions needed in order to change the current scene to the one
# specified by room_path.
#
# #### Parameters
#
# - room_path: Node path to the room that is to become the new current room.
# - enable_automatic_transitions: Whether to play the transition between rooms
# automatically or to leave the responsibility to the developer.
func change_scene(room_path: String, enable_automatic_transitions: bool) -> void:
if escoria.main and escoria.main.current_scene and escoria.main.current_scene.filename == room_path:
escoria.logger.info(
self,
"Attempting to change scene to same scene as the current scene. Aborting."
)
return
# We're changing scenes, so users shouldn't be able to do stuff during.
escoria.inputs_manager.input_mode = escoria.inputs_manager.INPUT_NONE
# Clear the event queue to remove other events (there could be duplicate
# events in there so we avoid running these multiple times). Also sets a
# flag indicating a changing scene and interrupts any other currently-running
# events.
escoria.event_manager.set_changing_scene(true)
# If FORCE_LAST_SCENE_NULL is true, force ESC_LAST_SCENE to empty
if escoria.globals_manager.get_global( \
GLOBAL_FORCE_LAST_SCENE_NULL):
escoria.globals_manager.set_global(
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(
GLOBAL_LAST_SCENE,
escoria.main.current_scene.global_id,
true
)
if escoria.dialog_player:
escoria.dialog_player.interrupt()
escoria.inputs_manager.hover_stack.clear()
# Check if game scene was loaded
if not escoria.game_scene:
escoria.logger.error(
self,
"Failed loading game scene %s." % \
ESCProjectSettingsManager.get_setting(
ESCProjectSettingsManager.GAME_SCENE
)
)
if escoria.main.current_scene \
and escoria.game_scene.get_parent() == escoria.main.current_scene:
escoria.main.current_scene.remove_child(escoria.game_scene)
# Load room scene
var res_room = escoria.resource_cache.get_resource(room_path)
var room_scene = res_room.instance()
if room_scene:
if enable_automatic_transitions \
and escoria.event_manager.get_running_event(
escoria.event_manager.CHANNEL_FRONT
) != null \
and escoria.event_manager.get_running_event(
escoria.event_manager.CHANNEL_FRONT
).name == escoria.event_manager.EVENT_ROOM_SELECTOR:
room_scene.enabled_automatic_transitions = true
else:
room_scene.enabled_automatic_transitions = enable_automatic_transitions
# If the game scene is already in the tree but not a child of the room
# we remove it
if escoria.game_scene.is_inside_tree() \
and escoria.game_scene.get_parent() != room_scene:
var game_parent = escoria.game_scene.get_parent()
game_parent.remove_child(escoria.game_scene)
room_scene.add_child(escoria.game_scene)
room_scene.move_child(escoria.game_scene, 0)
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()
escoria.inputs_manager.hotspot_focused = ""
else:
escoria.logger.error(
self,
"Failed loading room scene %s." % room_path
)
# Sanitize camera limits, add player node and set the global id to the
# name of this node if it's not set manually
#
# #### Parameters
#
# - room: The ESCRoom to be initialized for use.
func init_room(room: ESCRoom) -> void:
if not is_instance_valid(room) || room == null:
escoria.logger.error(
self,
"No valid room was specified for initialization."
)
if room.camera_limits.empty():
room.camera_limits.push_back(Rect2())
if room.camera_limits.size() == 1 and room.camera_limits[0].has_no_area():
for child in room.get_children():
if child is ESCBackground:
room.camera_limits[0] = \
Rect2(0, 0, child.rect_size.x, child.rect_size.y)
if Engine.is_editor_hint():
return
if room.has_node("game"):
room.game = room.get_node("game")
if room.game == null:
room.game = escoria.game_scene
room.add_child(room.game)
room.move_child(room.game, 0)
if room.is_run_directly:
if escoria.main.current_scene == null:
escoria.main.set_scene(room)
# If the room node isn't at (0,0), the walk_stop function will offset the
# player by the same number of pixels when they're at the terrain edge and
# move them when it shouldn't.
if room.position != Vector2(0,0):
escoria.logger.error(
self,
"The room node's coordinates must be (0,0) instead of %s."
% room.position
)
_perform_script_events(room)
# Performs the ESC script events "setup" and "ready", in this order, if they are
# present. Also manages automatic transitions.
#
# #### Parameters
#
# - room: The ESCRoom to be initialized for use.
func _perform_script_events(room: ESCRoom) -> void:
# Used to track whether any yields have been executed before the call to
# set_scene_finish.
var yielded: bool = false
if room.enabled_automatic_transitions \
and not room.is_run_directly:
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(),
ESCProjectSettingsManager.get_setting(
ESCProjectSettingsManager.DEFAULT_TRANSITION
)
],
"%s 0.1" % _wait.get_command_name()
],
get_class()
)
escoria.event_manager.queue_event(
script_transition_out.events[escoria.event_manager.EVENT_TRANSITION_OUT],
true
)
# 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]
yielded = true
# With the room transitioned out, finish any room prep and run :setup if
# it exists.
if room.player_scene:
room.player = room.player_scene.instance()
room.add_child(room.player)
escoria.object_manager.register_object(
ESCObject.new(
room.player.global_id,
room.player
),
room,
true
)
if escoria.globals_manager.has(
escoria.room_manager.GLOBAL_ANIMATION_RESOURCES
):
var animations = escoria.globals_manager.get_global(
escoria.room_manager.GLOBAL_ANIMATION_RESOURCES
)
if room.player.global_id in animations and \
ResourceLoader.exists(animations[room.player.global_id]):
room.player.animations = ResourceLoader.load(
animations[room.player.global_id]
)
room.player.update_idle()
#escoria.object_manager.get_object(escoria.object_manager.CAMERA).node.set_target(room.player)
if room.global_id.empty():
room.global_id = room.name
# Manage player location at room start
if room.player != null \
and escoria.object_manager.get_start_location() != null:
room.player.teleport(escoria.object_manager.get_start_location().node)
# We make sure 'room' is set as the new current_scene, but without making
# it visible/the current scene tree.
if not yielded:
escoria.main.finish_current_scene_init(room)
# Add new camera to scene being prepared.
var new_player_camera: ESCCamera = escoria.resource_cache.get_resource(
escoria.CAMERA_SCENE_PATH
).instance()
new_player_camera.register()
room.player_camera = new_player_camera
# We must first set the camera limits, and then worry about subsequent
# player setup since it relies on this.
escoria.main.set_camera_limits(0, room)
# Add the camera in to the scene tree but don't make it active just yet.
new_player_camera.current = false
room.add_child(new_player_camera)
room.move_child(new_player_camera, 0)
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]
yielded = true
# As far as the event manager is concerned, we're done changing scenes and
# so should resume allowing events to be queued and processed.
escoria.event_manager.set_changing_scene(false)
if room.player:
escoria.object_manager.get_object(escoria.object_manager.CAMERA).node.set_target(room.player)
# Conclude the call to set_scene (thankyouverymuch, coroutines), including
# making the new room visible.
escoria.main.set_scene_finish()
# Hide main and pause menus
escoria.game_scene.hide_main_menu()
escoria.game_scene.unpause_game()
# Maybe this is ok to put in set_scene_finish() above? But it might be a bit
# confusing to not see the matching camera.current updates.
new_player_camera.make_current()
# 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
)
# Clear queued resources
escoria.resource_cache.clear()
escoria.inputs_manager.hotspot_focused = ""
var command_strings: PoolStringArray = []
command_strings.append("%s%s" % [ESCEvent.PREFIX, escoria.event_manager.EVENT_TRANSITION_IN])
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)
):
command_strings.append("%s %s in" %
[
_transition.get_command_name(),
ESCProjectSettingsManager.get_setting(
ESCProjectSettingsManager.DEFAULT_TRANSITION
)
]
)
command_strings.append("%s 0.1" % _wait.get_command_name())
command_strings.append("%s ALL" % _accept_input.get_command_name())
var script_transition_in = escoria.esc_compiler.compile(command_strings, get_class())
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):
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
)
# 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.
#
# #### Parameters
#
# - event_name: the name of the event to run
# - room: The ESCRoom to be initialized for use.
#
# *Returns* true if the event was correctly added. Will be false if the event
# does not exist in the script.
func _run_script_event(event_name: String, room: ESCRoom):
if not room.esc_script:
return false
if room.compiled_script == null:
room.compiled_script = \
escoria.esc_compiler.load_esc_file(room.esc_script)
if room.compiled_script.events.has(event_name):
escoria.logger.debug(
self,
"Queuing room script event %s " % event_name +
"composed of %s statements."
% room.compiled_script.events[event_name].statements.size()
)
escoria.event_manager.queue_event(room.compiled_script.events[event_name], true)
return true
else:
return false

View File

@@ -1,56 +0,0 @@
# A base class for every ESC command.
# Extending classes have to override the configure and run function
extends Resource
class_name ESCBaseCommand
# Regex for creating command name based on the script's filename, including
# named groups
const PATH_REGEX_GROUP = "path"
const FILE_REGEX_GROUP = "file"
const EXTENSION_REGEX_GROUP = "extension"
const COMMAND_NAME_REGEX = "(?<%s>.+)\/(?<%s>[^.]+)(?<%s>\\.[^.]*$|$)" % \
[PATH_REGEX_GROUP, FILE_REGEX_GROUP, EXTENSION_REGEX_GROUP]
# Regex matcher for command names
var command_name_regex: RegEx = RegEx.new()
func _init() -> void:
command_name_regex.compile(COMMAND_NAME_REGEX)
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
escoria.logger.error(
self,
"Command %s did not override configure. Please implement a configure() function." % get_command_name()
)
return ESCCommandArgumentDescriptor.new()
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array) -> bool:
return self.configure().validate(get_command_name(), arguments)
# Run the command
func run(command_params: Array) -> int:
escoria.logger.error(
self,
"Command %s did not override run. Please implement a run() function." % get_command_name()
)
return 0
# Return the name of the command based on the script's filename
func get_command_name() -> String:
return command_name_regex.search(get_script().get_path()).get_string(FILE_REGEX_GROUP)
# Function called when the command is interrupted.
func interrupt():
escoria.logger.debug(
self,
"Command %s did not override interrupt. Please implement an interrupt() function." % get_command_name()
)

View File

@@ -1,29 +0,0 @@
extends ESCBaseCommand
class_name ESCCameraBaseCommand
# Generaters a log entry when attempting to move the camera to an invalid position.
#
# #### Parameters
#
# - pos: The offending position.
# - camera: The camera object that `pos` was checked against.
func generate_viewport_warning(pos: Vector2, camera: ESCCamera) -> void:
var camera_limit: Rect2 = camera.get_camera_limit_rect()
var message: String = \
"""
[%s]: Invalid camera position. Camera cannot be moved to %s as this is outside the viewport with current camera limit %s.
Current valid ranges for positions are: x = %s inclusive; y = %s inclusive.
"""
escoria.logger.warn(
self,
message
% [
get_command_name(),
pos.floor(),
camera_limit,
camera.get_current_valid_viewport_values_x(),
camera.get_current_valid_viewport_values_y()
]
)

View File

@@ -1,159 +0,0 @@
# An ESC command
extends ESCStatement
class_name ESCCommand
# Regex matching command lines
const REGEX = \
'^(\\s*)(?<name>[^\\s]+)(\\s(?<parameters>([^\\[]|$)+))?' +\
'(\\[(?<conditions>[^\\]]+)\\])?'
# The name of this command
var name: String
# Parameters of this command
var parameters: Array = []
# A list of ESCConditions to run this command.
# Conditions are combined using logical AND
var conditions: Array = []
# Create a command from a command string
func _init(command_string):
var command_regex = RegEx.new()
command_regex.compile(REGEX)
if command_regex.search(command_string):
for result in command_regex.search_all(command_string):
if "name" in result.names:
self.name = ESCUtils.get_re_group(result, "name")
if "parameters" in result.names:
# Split parameters by whitespace but allow quoted
# parameters
var quote_open = false
var parameter_values = PoolStringArray([])
var parsed_parameters = \
ESCUtils.sanitize_whitespace(
ESCUtils.get_re_group(
result,
"parameters"
).strip_edges()
)
for parameter in parsed_parameters.split(" "):
if len(parameter) > 1 and parameter.begins_with('"') and parameter.ends_with('"'):
parameters.append(
parameter
)
elif not quote_open \
and parameter.count(":") == 1 \
and ':"' in parameter \
and (parameter.ends_with(':"') or not parameter.ends_with('"')):
# The second clause in this helps to handle dialogue that starts with a space
# and also allowing single-word dialogue to be handled in a separate elif.
quote_open = true
parameter_values.append(parameter)
elif not quote_open and parameter.begins_with('"'):
quote_open = true
parameter_values.append(parameter)
elif parameter.ends_with('"'):
quote_open = false
parameter_values.append(
parameter.substr(0, len(parameter))
)
parameters.append(parameter_values.join(" "))
parameter_values.resize(0)
elif quote_open:
parameter_values.append(parameter)
else:
parameters.append(parameter)
if "conditions" in result.names:
for condition in ESCUtils.get_re_group(
result,
"conditions"
).split(","):
self.conditions.append(
ESCCondition.new(condition.strip_edges())
)
else:
escoria.logger.error(
self,
"Invalid command detected: %s\nCommand regexp didn't match."
% command_string
)
# Check, if conditions match
func is_valid() -> bool:
if not command_exists():
escoria.logger.error(
self,
"Invalid command detected: %s" % self.name +
"Command implementation not found in any command directory."
)
return false
return .is_valid()
# Checks that the command exists
#
# *Returns* True if the command exists, else false.
func command_exists() -> bool:
for base_path in ESCProjectSettingsManager.get_setting(
ESCProjectSettingsManager.COMMAND_DIRECTORIES
):
var command_path = "%s/%s.gd" % [
base_path.trim_suffix("/"),
self.name
]
if ResourceLoader.exists(command_path):
return true
return false
# Run this command
func run() -> int:
var command_object = escoria.command_registry.get_command(self.name)
if command_object == null:
return ESCExecution.RC_ERROR
else:
var argument_descriptor = command_object.configure()
var prepared_arguments = argument_descriptor.prepare_arguments(
self.parameters
)
if command_object.validate(prepared_arguments):
escoria.logger.debug(
self,
"Running command %s with parameters %s."
% [self.name, prepared_arguments]
)
var rc = command_object.run(prepared_arguments)
if rc is GDScriptFunctionState:
rc = yield(rc, "completed")
escoria.logger.debug(
self,
"[%s] Return code: %d." % [self.name, rc]
)
return rc
else:
return ESCExecution.RC_ERROR
# This function interrupts the command. If it was not started, it will not run.
# If it had already started, the execution will be considered as finished
# immediately and finish. If it was already finished, nothing will happen.
func interrupt():
_is_interrupted = true
var command = escoria.command_registry.get_command(self.name)
if command.has_method("interrupt"):
command.interrupt()
# Override of built-in _to_string function to display the statement.
func _to_string() -> String:
return "Command %s with parameters: %s" % [name, str(parameters)]

View File

@@ -1,187 +0,0 @@
# The descriptor of the arguments of an ESC command
extends Reference
class_name ESCCommandArgumentDescriptor
# As the get_type command was deprecated with Godot 2.x w we need a way to determine
# variable types. Ideally these wouldn't be hardcoded but there's no GDScript 3.x command to
# turn a type back to its name.
const GODOT_TYPE_LIST = ["nil", "bool", "int", "real", "string", \
"vector2", "rect2", "vector3", "matrix32", "plane", "quat", \
"aabb", "matrix3", "transform", "color", "image", "node_path", \
"rid", "object", "input_event", "dictionary", "array", \
"raw_array", "int_array", "real_array", "string_array", \
"vector2_array", "vector3_array", "color_array", "max"]
# Maximum number of total arugments the command can handle
var max_args: int = 0
# Number of required arguments the command expects
var min_args: int = 0
# The types the arguments as TYPE_ constants. If the command is called with
# more arguments than there are entries in the types array, the additional
# arguments will be checked against the last entry of the types array.
var types: Array = []
# The default values for the arguments
var defaults: Array = []
# Whether to strip quotes on specific arguments
var strip_quotes: Array = []
# Whether the final argument is a series of varargs
var has_varargs: bool = false
# Initialize the descriptor
func _init(
p_min_args: int = 0,
p_types: Array = [],
p_defaults: Array = [],
p_strip_quotes: Array = [true],
p_has_varargs: bool = false
):
max_args = p_types.size()
min_args = p_min_args
types = p_types
defaults = p_defaults
strip_quotes = p_strip_quotes
has_varargs = p_has_varargs
# Combine the default argument values with the given arguments
func prepare_arguments(arguments: Array) -> Array:
var complete_arguments = defaults
var varargs = []
for index in range(arguments.size()):
# If we have too many arguments passed in, complete_arguments won't
# be able to match 1:1. This condition will be validated later but so
# to avoid duplicating validation code, just grow complete_arguments
# since the arguments won't be used anyway.
if index >= complete_arguments.size():
if has_varargs:
varargs.append(arguments[index])
else:
complete_arguments.append(arguments[index])
elif index == complete_arguments.size() - 1 and has_varargs:
# Varargs are a special case and need to be gathered and added at
# the end as an array, untyped and unchecked. They should also only
# appear at the very end of a command's argument list.
varargs.append(arguments[index])
else:
complete_arguments[index] = ESCUtils.get_typed_value(
arguments[index],
types[index]
)
var strip = strip_quotes[0]
if strip_quotes.size() == complete_arguments.size():
strip = strip_quotes[index]
if strip and typeof(complete_arguments[index]) == TYPE_STRING:
complete_arguments[index] = complete_arguments[index].replace(
'"',
''
)
if has_varargs:
complete_arguments[complete_arguments.size() - 1] = varargs
return complete_arguments
# Validate whether the given arguments match the command descriptor
func validate(command: String, arguments: Array) -> bool:
var required_args_count: int = _count_leading_non_null_values(arguments, min_args)
if required_args_count < min_args:
var verb = "was" if required_args_count == 1 else "were"
escoria.logger.error(
self,
"Invalid arguments for command %s. " % command +
"Arguments didn't match minimum size {num}: Only {args} {verb} found." \
.format({"num":self.min_args,"args":required_args_count,"verb":verb})
)
if arguments.size() > self.max_args and not has_varargs:
escoria.logger.error(
self,
"Invalid arguments for command %s" % command +
"Maximum number of arguments ({num}) exceeded: {args}.".format(
{"num":self.max_args,"args":arguments}
)
)
for index in range(arguments.size()):
if arguments[index] == null:
# No type checking for null values
continue
if has_varargs and index == arguments.size() - 1:
# If we have varargs at the end, do not validate them.
continue
var correct = false
var types_index = index
if types_index > types.size():
types_index = types.size() - 1
if not self.types[types_index] is Array:
self.types[types_index] = [self.types[index]]
for type in self.types[types_index]:
if not correct:
correct = self._is_type(arguments[index], type)
if not correct:
var allowed_types = "[ "
for type in self.types[types_index]:
allowed_types += GODOT_TYPE_LIST[type] + " or "
allowed_types = allowed_types.substr(0, allowed_types.length() - 3) + "]"
escoria.logger.error(
self,
"Argument type did not match descriptor for command \"%s\"\n"
% command +
"Argument %d (\"%s\") is of type %s. Expected %s."
% [
index,
arguments[index],
GODOT_TYPE_LIST[typeof(arguments[index])],
allowed_types
]
)
return true
# Check whether the given argument is of the given type
#
# #### Parameters
#
# - argument: Argument to test
# - type: Type to check
# *Returns* Whether the argument is of the given type
func _is_type(argument, type: int) -> bool:
return typeof(argument) == type
# Counts the number of non-null values that exist at the beginning of the array up
# to a specified index.
#
# #### Parameters
#
# - array_to_check: Array to check for leading non-null values
# - max_index: Maximum (inclusive) index to check in array_to_check
#
# *Returns* the total number of entries at the start of
# array_to_check that are not null
func _count_leading_non_null_values(array_to_check: Array, max_index: int) -> int:
if array_to_check == null or max_index < 0:
return 0
var leading_non_nulls_count: int = 0
for i in range(max_index):
if array_to_check[i] != null:
leading_non_nulls_count += 1
return leading_non_nulls_count

View File

@@ -1,145 +0,0 @@
# A condition to run a command
extends Reference
class_name ESCCondition
# Valid comparison types
enum {
COMPARISON_NONE,
COMPARISON_EQ,
COMPARISON_GT,
COMPARISON_LT,
COMPARISON_ACTIVITY
}
# Regex that matches condition lines
const REGEX = \
'^(?<is_negated>!)?(?<comparison>eq|gt|lt)? ?(?<is_inventory>i\/)?' + \
'(?<is_activity>a\/)?(?<flag>[^ ]+)( (?<comparison_value>.+))?$'
const COMPARISON_DESCRIPTION = [
"Checking if %s %s %s true%s",
"Checking if %s %s %s equals %s",
"Checking if %s %s %s greater than %s",
"Checking if %s %s %s less than %s",
"Checking if %s %s %s active%s"
]
# Name of the flag compared
var flag: String
# Whether this condition is negated
var negated: bool = false
# Whether this condition is regarding an inventory item ("i/...")
var inventory: bool = false
# An optional comparison type. Use the COMPARISON-Enum
var comparison: int = COMPARISON_NONE
# The value used together with the comparison type
var comparison_value
# Create a new condition from an ESC condition string
func _init(comparison_string: String):
var comparison_regex = RegEx.new()
comparison_regex.compile(
REGEX
)
if comparison_regex.search(comparison_string):
for result in comparison_regex.search_all(comparison_string):
if "is_negated" in result.names:
self.negated = true
if "comparison" in result.names:
match ESCUtils.get_re_group(result, "comparison"):
"eq": self.comparison = COMPARISON_EQ
"gt": self.comparison = COMPARISON_GT
"lt": self.comparison = COMPARISON_LT
_:
escoria.logger.error(
self,
"Invalid comparison type detected: %s" %
comparison_string +
"Comparison type %s unknown" %
ESCUtils.get_re_group(
result,
"comparison"
)
)
if "comparison_value" in result.names:
self.comparison_value = ESCUtils.get_typed_value(
ESCUtils.get_re_group(
result,
"comparison_value"
)
)
if "is_inventory" in result.names:
self.inventory = true
if "is_activity" in result.names:
self.comparison = COMPARISON_ACTIVITY
if "flag" in result.names:
self.flag = ESCUtils.get_re_group(result, "flag")
else:
escoria.logger.error(
self,
"Invalid comparison detected: %s\nComparison regexp didn't match."
% comparison_string
)
# Run this comparison against the globals
func run() -> bool:
var global_name = self.flag
escoria.logger.debug(
self,
COMPARISON_DESCRIPTION[self.comparison] % [
"inventory item" if self.inventory else "global value",
self.flag,
"is not" if self.negated else "is",
"" if self.comparison in [COMPARISON_NONE, COMPARISON_ACTIVITY] \
else self.comparison_value
]
)
if self.inventory:
global_name = "i/%s" % flag
var return_value = false
if self.comparison == COMPARISON_NONE and \
escoria.globals_manager.has(global_name) and \
escoria.globals_manager.get_global(global_name) is bool and \
escoria.globals_manager.get_global(global_name):
return_value = true
elif self.comparison == COMPARISON_EQ and \
escoria.globals_manager.get_global(global_name) == \
self.comparison_value:
return_value = true
elif self.comparison == COMPARISON_GT and \
escoria.globals_manager.get_global(global_name) > \
self.comparison_value:
return_value = true
elif self.comparison == COMPARISON_LT and \
escoria.globals_manager.get_global(global_name) < \
self.comparison_value:
return_value = true
elif self.comparison == COMPARISON_ACTIVITY and \
escoria.object_manager.has(global_name) and \
escoria.object_manager.get_object(global_name).active:
return_value = true
if self.negated:
return_value = not return_value
escoria.logger.debug(
self,
"It is" if return_value else "It isn't"
)
return return_value

View File

@@ -1,116 +0,0 @@
# An ESC dialog
extends ESCStatement
class_name ESCDialog
# Regex that matches dialog lines
const REGEX = \
'^(\\s*)\\?( (?<avatar>[^ ]+))?' +\
'( (?<timeout>[^ ]+))?( (?<timeout_option>.+))?$'
# A Regex that matches the end of a dialog
const END_REGEX = \
'^(?<indent>\\s*)!.*$'
# Avatar used in the dialog
var avatar: String = "-"
# Timeout until the timeout_option option is selected. Use 0 for no timeout
var timeout: int = 0
# The dialog option to select when timeout is reached
var timeout_option: int = 0
# A list of ESCDialogOptions
var options: Array
# Construct a dialog from an ESC dialog string
#
# #### Parameters
# - dialog_string: ESC dialog string
func load_string(dialog_string: String):
var dialog_regex = RegEx.new()
dialog_regex.compile(REGEX)
if dialog_regex.search(dialog_string):
for result in dialog_regex.search_all(dialog_string):
if "avatar" in result.names:
self.avatar = ESCUtils.get_re_group(result, "avatar")
if "timeout" in result.names:
self.timeout = int(
ESCUtils.get_re_group(result, "timeout")
)
if "timeout_option" in result.names:
self.timeout_option = int(
ESCUtils.get_re_group(result, "timeout_option")
)
else:
escoria.logger.error(
self,
"Invalid dialog detected: %s\nDialog regexp didn't match."
% dialog_string
)
# Check if dialog is valid
func is_valid() -> bool:
if self.avatar != "-" and not ResourceLoader.exists(self.avatar):
escoria.logger.error(
self,
"Avatar scene not found: %s." % self.avatar
)
return false
if self.timeout_option > self.options.size() \
or self.timeout_option < 0:
escoria.logger.error(
self,
"Invalid timeout_option parameter given: %d." % self.timeout_option
)
return false
return true
# Run this dialog
func run():
escoria.logger.debug(
self,
"Starting dialog."
)
escoria.current_state = escoria.GAME_STATE.DIALOG
if !escoria.dialog_player:
escoria.dialog_player = escoria.main.current_scene.get_node(
"game/ui/dialog_layer/dialog_player"
)
escoria.dialog_player.start_dialog_choices(self)
var option = yield(
escoria.dialog_player,
"option_chosen"
) as ESCDialogOption
var rc = ESCExecution.RC_OK
# If no valid option was returned, it means this level of dialog is done.
# If this is the case and the current level of dialog has a parent, it means
# it is still yielding and so will be shown again.
if option:
rc = option.run()
if rc is GDScriptFunctionState:
rc = yield(rc, "completed")
if rc != ESCExecution.RC_CANCEL:
# We also set this here in case a chosen option doesn't yield, since this block
# will return normally and not allow the current_state reset at the bottom of this
# method to run.
escoria.current_state = escoria.GAME_STATE.DEFAULT
return self.run()
escoria.current_state = escoria.GAME_STATE.DEFAULT
return rc

View File

@@ -1,75 +0,0 @@
# An option of an ESC dialog
extends ESCStatement
class_name ESCDialogOption
# Regex that matches dialog option lines
const REGEX = \
'^[^-]*- (?<trans_key>[^:]+)?:?"' +\
'(?<option>[^"]+)"( \\[(?<conditions>[^\\]]+)\\])?$'
# Option displayed in the HUD
var option: String setget ,get_option
# Conditions to show this dialog
var conditions: Array = []
# Create a dialog option from an ESC string
#
# #### Parameter
# - option_string: ESC string for the dialog option
func load_string(option_string: String):
var option_regex = RegEx.new()
option_regex.compile(REGEX)
if option_regex.search(option_string):
for result in option_regex.search_all(option_string):
if "option" in result.names:
var _trans_key = ""
if "trans_key" in result.names:
_trans_key = "%s:" % \
ESCUtils.get_re_group(result, "trans_key")
self.option = "%s%s" % [
_trans_key,
ESCUtils.get_re_group(result, "option")
]
if "conditions" in result.names:
for condition_text in ESCUtils.get_re_group(
result,
"conditions"
).split(","):
self.conditions.append(
ESCCondition.new(condition_text.strip_edges())
)
else:
escoria.logger.error(
self,
"Invalid dialog option detected: %s." % option_string,
"Dialog option regexp didn't match"
)
func get_option():
# Check if text has a key
if ":" in option:
var splitted_text = option.split(":")
var key = splitted_text[0]
var translated_text = tr(key)
# If no translation is found use default text
if key != translated_text:
return tr(key)
if splitted_text.size() > 1:
return splitted_text[1]
return option
# Check, if conditions match
func is_valid() -> bool:
for condition in self.conditions:
if not (condition as ESCCondition).run():
return false
return true

View File

@@ -1,94 +0,0 @@
# An event in the ESC language
#
# Events are triggered from various sources. Common events include
#
# * :setup : This event is always the first to be called each time the room is visited.
# It allows elements in the room to be prepared *before* the room is displayed to the
# player (e.g. starting particle effects).
# * :ready : This event is the second to be called each time the room is visited.
# It is run immediately after `:setup` finishes execution, if it exists. Otherwise,
# `:ready` will be the first event to run. Regardless, this event is run *after*
# the room is displayed to the player, allowing cutscenes or animations to be
# run once the room is visible.
# * :use <global id> Called from the current item when it is used with the item
# with the global id <global id>
extends ESCStatement
class_name ESCEvent
# Regex identifying an ESC event
const REGEX = \
'^:(?<name>[^|]+)( \\|\\s*(?<flags>( ' + \
'(TK|NO_TT|NO_UI|NO_SAVE)' + \
')+))?$'
# Prefix to identify this as an ESC event.
const PREFIX = ":"
# Valid event flags
# * TK: stands for "telekinetic". It means the player won't walk over to
# the item to say the line.
# * NO_TT: stands for "No tooltip". It hides the tooltip for the duration of
# the event. Probably not very useful, because events having multiple
# say commands in them are automatically hidden.
# * NO_UI: stands for "No User Inteface". It hides the UI for the duration of
#  the event. Useful when you want something to look like a cut scene but not
# disable input for skipping dialog.
# * NO_SAVE: disables saving. Use this in cut scenes and anywhere a
# badly-timed autosave would leave your game in a messed-up state.
enum {
FLAG_TK = 1,
FLAG_NO_TT = 2,
FLAG_NO_UI = 4,
FLAG_NO_SAVE = 8
}
# Name of event
var name: String
# Flags set to this event
var flags: int = 0
# Create a new event from an event line
func _init(event_string: String):
var event_regex = RegEx.new()
event_regex.compile(REGEX)
if event_regex.search(event_string):
for result in event_regex.search_all(event_string):
if "name" in result.names:
self.name = ESCUtils.get_re_group(result, "name") \
.strip_edges()
if "flags" in result.names:
var _flags = ESCUtils.get_re_group(
result,
"flags"
).strip_edges().split(" ")
if "TK" in _flags:
self.flags |= FLAG_TK
if "NO_TT" in _flags:
self.flags |= FLAG_NO_TT
if "NO_UI" in _flags:
self.flags |= FLAG_NO_UI
if "NO_SAVE" in _flags:
self.flags |= FLAG_NO_SAVE
else:
escoria.logger.error(
self,
"Invalid event detected: %s\nEvent regexp didn't match."
% event_string
)
# Execute this statement and return its return code
func run() -> int:
reset_interrupt()
escoria.logger.debug(
self,
"Event %s started." % name
)
return .run()

View File

@@ -1,14 +0,0 @@
# Basic features and informations about ESC executions
extends Resource
class_name ESCExecution
# Return codes handled by events
# * RC_OK: Event run okay
# * RC_CANCEL: Cancel all scheduled and queued events. This return code tells the Event Manager
# that no execution is required for this command (such as "stop" and "repeat")
# * RC_ERROR: Error running a command
# * RC_REPEAT: Repeat the current scope from the beginning
# * RC_INTERRUPTED: Event was interrupted
# * RC_WONT_QUEUE: Event won't or can't be queued
enum {RC_OK, RC_CANCEL, RC_ERROR, RC_REPEAT, RC_INTERRUPTED, RC_WONT_QUEUE}

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