feat: delete addons folder and use link to external folder
@@ -1,300 +0,0 @@
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extends Control
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func _test_basic() -> bool:
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var esc = """
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||||
:test
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||||
# first group
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||||
>
|
||||
say player "Test"
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||||
# Second group
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||||
> [test]
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||||
say player "Test2 BLANK"
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||||
say player "Test3" [test2]
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||||
# Third group
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||||
>
|
||||
|
||||
say player "Test4"
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||||
# Fourth group
|
||||
>
|
||||
say player "Test5"
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||||
say player "Test 6"
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||||
say player TEST:"Test 7"
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||||
"""
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||||
var script = escoria.esc_compiler.compile(esc.split("\n"))
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||||
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||||
var subject = script
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||||
assert(subject is ESCScript)
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||||
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||||
subject = script.events.keys()
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||||
assert(subject.size() == 1)
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||||
assert(subject[0] == "test")
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||||
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||||
subject = script.events["test"].statements
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assert(subject.size() == 2)
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||||
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||||
subject = script.events["test"].statements[0]
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assert(subject is ESCGroup)
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||||
assert(subject.statements.size() == 4)
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||||
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||||
subject = script.events["test"].statements[0].statements[0]
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||||
assert(subject is ESCCommand)
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assert(subject.name == "say")
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||||
assert(subject.parameters.size() == 2)
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||||
assert(subject.parameters[0] == "player")
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assert(subject.parameters[1] == '"Test"')
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subject = script.events["test"].statements[0].statements[1]
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assert(subject is ESCGroup)
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assert(subject.conditions.size() == 1)
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||||
assert(subject.conditions[0] is ESCCondition)
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||||
assert(subject.conditions[0].flag == "test")
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||||
subject = script.events["test"].statements[0].statements[1].statements[0]
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assert(subject is ESCCommand)
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||||
assert(subject.name == "say")
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||||
assert(subject.parameters.size() == 2)
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||||
assert(subject.parameters[0] == "player")
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assert(subject.parameters[1] == '"Test2 BLANK"')
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||||
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||||
subject = script.events["test"].statements[0].statements[2]
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assert(subject is ESCCommand)
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assert(subject.name == "say")
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assert(subject.parameters.size() == 2)
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assert(subject.parameters[0] == "player")
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assert(subject.parameters[1] == '"Test3"')
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assert(subject.conditions.size() == 1)
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assert(subject.conditions[0].flag == "test2")
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subject = script.events["test"].statements[0].statements[3]
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||||
assert(subject is ESCGroup)
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assert(subject.statements.size() == 1)
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subject = script.events["test"].statements[1]
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assert(subject is ESCGroup)
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assert(subject.statements.size() == 3)
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subject = script.events["test"].statements[1].statements[1]
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assert(subject is ESCCommand)
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assert(subject.name == "say")
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assert(subject.parameters[1] == '"Test 6"')
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subject = script.events["test"].statements[1].statements[2]
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assert(subject is ESCCommand)
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assert(subject.name == "say")
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assert(subject.parameters[1] == "TEST:\"Test 7\"")
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return true
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func _test_conditions() -> bool:
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var esc = """
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||||
:test
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||||
say player "Test" [flag]
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||||
say player "Test" [flag1,flag2]
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say player "Test" [!flag]
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say player "Test" [i/flag]
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say player "Test" [i/flag,flag]
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say player "Test" [i/flag,flag,!flag2]
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say player "Test" [eq flag 3]
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say player "Test" [eq flag 3,gt flag 5]
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say player "Test" [!eq flag 3]
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"""
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||||
var script = escoria.esc_compiler.compile(esc.split("\n"))
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||||
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||||
var subject = script.events["test"].statements[0]
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assert(subject is ESCCommand)
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assert(subject.conditions.size() == 1)
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subject = script.events["test"].statements[0].conditions[0]
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||||
assert(subject.flag == "flag")
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assert(not subject.negated)
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assert(not subject.inventory)
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assert(subject.comparison == ESCCondition.COMPARISON_NONE)
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subject = script.events["test"].statements[1].conditions
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assert(subject.size() == 2)
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assert(subject[0].flag == "flag1")
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assert(subject[1].flag == "flag2")
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subject = script.events["test"].statements[2].conditions
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assert(subject.size() == 1)
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assert(subject[0].flag == "flag")
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assert(subject[0].negated)
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subject = script.events["test"].statements[3].conditions
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assert(subject.size() == 1)
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assert(subject[0].flag == "flag")
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assert(subject[0].inventory)
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subject = script.events["test"].statements[4].conditions
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assert(subject.size() == 2)
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||||
assert(subject[0].flag == "flag")
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assert(subject[0].inventory)
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assert(subject[1].flag == "flag")
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assert(not subject[1].inventory)
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subject = script.events["test"].statements[5].conditions
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assert(subject.size() == 3)
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assert(subject[0].flag == "flag")
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assert(subject[0].inventory)
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assert(subject[1].flag == "flag")
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||||
assert(not subject[1].inventory)
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assert(subject[2].flag == "flag2")
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assert(not subject[2].inventory)
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assert(subject[2].negated)
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subject = script.events["test"].statements[6].conditions
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||||
assert(subject.size() == 1)
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||||
assert(subject[0].flag == "flag")
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assert(subject[0].comparison == ESCCondition.COMPARISON_EQ)
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assert(subject[0].comparison_value == 3)
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subject = script.events["test"].statements[7].conditions
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assert(subject.size() == 2)
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||||
assert(subject[0].flag == "flag")
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assert(subject[0].comparison == ESCCondition.COMPARISON_EQ)
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assert(subject[0].comparison_value == 3)
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assert(subject[1].flag == "flag")
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assert(subject[1].comparison == ESCCondition.COMPARISON_GT)
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assert(subject[1].comparison_value == 5)
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subject = script.events["test"].statements[8].conditions
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assert(subject.size() == 1)
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assert(subject[0].flag == "flag")
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assert(subject[0].comparison == ESCCondition.COMPARISON_EQ)
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assert(subject[0].comparison_value == 3)
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assert(subject[0].negated)
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return true
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func _test_event_flags() -> bool:
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var esc = """
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:test | TK
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:test2 | TK NO_TT
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:test3 | TK NO_TT NO_UI
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||||
"""
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var script = escoria.esc_compiler.compile(esc.split("\n"))
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var subject = script.events
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assert(subject.keys().size() == 3)
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assert("test" in subject.keys())
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assert("test2" in subject.keys())
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assert("test3" in subject.keys())
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subject = script.events["test"]
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assert(subject.name == "test")
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assert(subject.flags & ESCEvent.FLAG_TK != 0)
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assert(subject.flags & ESCEvent.FLAG_NO_TT == 0)
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||||
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subject = script.events["test2"]
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||||
assert(subject.name == "test2")
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assert(subject.flags & ESCEvent.FLAG_TK != 0)
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assert(subject.flags & ESCEvent.FLAG_NO_TT != 0)
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||||
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subject = script.events["test3"]
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assert(subject.name == "test3")
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assert(subject.flags & ESCEvent.FLAG_TK != 0)
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assert(subject.flags & ESCEvent.FLAG_NO_TT != 0)
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assert(subject.flags & ESCEvent.FLAG_NO_UI != 0)
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||||
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return true
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||||
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func _test_dialog() -> bool:
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||||
var esc = """
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||||
:test
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||||
?
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||||
- "Option 1"
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||||
say player "test"
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||||
say player "testb"
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||||
say player "testb?"
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||||
- "Option 2" [flag]
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||||
say player "test2"
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||||
?
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- "Suboption 1"
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||||
say player "test21"
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- "Suboption 2"
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||||
say player "test22"
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!
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||||
- "Option 3"
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||||
>
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||||
say player "test3"
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||||
- TEST:"Option 4"
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say player "test4"
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||||
!
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||||
"""
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var script = escoria.esc_compiler.compile(esc.split("\n"))
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||||
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var subject = script.events["test"].statements
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assert(subject.size() == 1)
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||||
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||||
assert(subject[0] is ESCDialog)
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assert(subject[0].options.size() == 4)
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subject = script.events["test"].statements[0].options[0]
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||||
assert(subject is ESCDialogOption)
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||||
assert(subject.option == "Option 1")
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||||
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||||
subject = script.events["test"].statements[0].options[0].statements
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assert(subject.size() == 3)
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assert(subject[0] is ESCCommand)
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||||
assert(subject[0].name == "say")
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assert(subject[0].parameters.size() == 2)
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assert(subject[1] is ESCCommand)
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||||
assert(subject[1].name == "say")
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assert(subject[1].parameters.size() == 2)
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||||
assert(subject[1].parameters[1] == '"testb"')
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assert(subject[2] is ESCCommand)
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assert(subject[2].name == "say")
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assert(subject[2].parameters.size() == 2)
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assert(subject[2].parameters[1] == '"testb?"')
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||||
subject = script.events["test"].statements[0].options[1]
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assert(subject is ESCDialogOption)
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assert(subject.option == "Option 2")
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assert(subject.conditions.size() == 1)
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||||
assert(subject.conditions[0].flag == "flag")
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||||
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||||
subject = script.events["test"].statements[0].options[1].statements
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||||
assert(subject.size() == 2)
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||||
assert(subject[0] is ESCCommand)
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||||
assert(subject[0].name == "say")
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||||
assert(subject[0].parameters.size() == 2)
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||||
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assert(subject[1] is ESCDialog)
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||||
assert(subject[1].options.size() == 2)
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subject = script.events["test"].statements[0].options[2]
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assert(subject is ESCDialogOption)
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assert(subject.option == "Option 3")
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||||
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||||
subject = script.events["test"].statements[0].options[2].statements
|
||||
assert(subject.size() == 1)
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||||
assert(subject[0] is ESCGroup)
|
||||
assert(subject[0].statements.size() == 1)
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||||
assert(subject[0].statements[0] is ESCCommand)
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||||
assert(subject[0].statements[0].parameters.size() == 2)
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||||
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||||
subject = script.events["test"].statements[0].options[3]
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assert(subject is ESCDialogOption)
|
||||
assert(subject.option == "TEST")
|
||||
|
||||
return true
|
||||
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||||
|
||||
func _on_BasicFunctionality_pressed():
|
||||
$VBoxContainer/VBoxContainer/BasicFunctionality.pressed = self._test_basic()
|
||||
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||||
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||||
func _on_Conditions_pressed():
|
||||
$VBoxContainer/VBoxContainer/Conditions.pressed = self._test_conditions()
|
||||
|
||||
|
||||
func _on_EventFlags_pressed():
|
||||
$VBoxContainer/VBoxContainer/EventFlags.pressed = self._test_event_flags()
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||||
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||||
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func _on_Dialog_pressed():
|
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$VBoxContainer/VBoxContainer/Dialog.pressed = self._test_dialog()
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||||
@@ -1,58 +0,0 @@
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[gd_scene load_steps=2 format=2]
|
||||
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||||
[ext_resource path="res://addons/escoria-core/_test/test_esc_compiler.gd" type="Script" id=1]
|
||||
|
||||
[node name="Testsuite" type="Control"]
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
script = ExtResource( 1 )
|
||||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="."]
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
margin_right = 1.0
|
||||
margin_bottom = 1.0
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="VBoxContainer"]
|
||||
margin_right = 1281.0
|
||||
margin_bottom = 172.0
|
||||
|
||||
[node name="BasicFunctionality" type="CheckButton" parent="VBoxContainer/VBoxContainer"]
|
||||
margin_right = 1281.0
|
||||
margin_bottom = 40.0
|
||||
text = "Basic Functionality"
|
||||
align = 1
|
||||
|
||||
[node name="Conditions" type="CheckButton" parent="VBoxContainer/VBoxContainer"]
|
||||
margin_top = 44.0
|
||||
margin_right = 1281.0
|
||||
margin_bottom = 84.0
|
||||
text = "Check conditions"
|
||||
align = 1
|
||||
|
||||
[node name="EventFlags" type="CheckButton" parent="VBoxContainer/VBoxContainer"]
|
||||
margin_top = 88.0
|
||||
margin_right = 1281.0
|
||||
margin_bottom = 128.0
|
||||
text = "Check event flags"
|
||||
align = 1
|
||||
|
||||
[node name="Dialog" type="CheckButton" parent="VBoxContainer/VBoxContainer"]
|
||||
margin_top = 132.0
|
||||
margin_right = 1281.0
|
||||
margin_bottom = 172.0
|
||||
text = "Check dialogs"
|
||||
align = 1
|
||||
|
||||
[connection signal="pressed" from="VBoxContainer/VBoxContainer/BasicFunctionality" to="." method="_on_BasicFunctionality_pressed"]
|
||||
[connection signal="pressed" from="VBoxContainer/VBoxContainer/Conditions" to="." method="_on_Conditions_pressed"]
|
||||
[connection signal="pressed" from="VBoxContainer/VBoxContainer/EventFlags" to="." method="_on_EventFlags_pressed"]
|
||||
[connection signal="pressed" from="VBoxContainer/VBoxContainer/Dialog" to="." method="_on_Dialog_pressed"]
|
||||
@@ -1,20 +0,0 @@
|
||||
extends Control
|
||||
|
||||
|
||||
|
||||
func _on_CheckESCMigrationManager_pressed() -> bool:
|
||||
var savegame: ESCSaveGame = ESCSaveGame.new()
|
||||
|
||||
savegame.globals["test"] = "testa"
|
||||
|
||||
var migration_manager: ESCMigrationManager = ESCMigrationManager.new()
|
||||
savegame = migration_manager.migrate(
|
||||
savegame,
|
||||
"1.0.0",
|
||||
"2.0.0",
|
||||
"res://addons/escoria-core/_test/testversions"
|
||||
)
|
||||
|
||||
assert(savegame.globals["test"] == "testc")
|
||||
|
||||
return true
|
||||
@@ -1,25 +0,0 @@
|
||||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://addons/escoria-core/_test/test_migrations.gd" type="Script" id=1]
|
||||
|
||||
[node name="Control" type="Control"]
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
script = ExtResource( 1 )
|
||||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="."]
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="CheckESCMigrationManager" type="CheckButton" parent="VBoxContainer"]
|
||||
margin_right = 1280.0
|
||||
margin_bottom = 40.0
|
||||
text = "Check ESCMigrationManager"
|
||||
|
||||
[connection signal="pressed" from="VBoxContainer/CheckESCMigrationManager" to="." method="_on_CheckESCMigrationManager_pressed"]
|
||||
@@ -1,5 +0,0 @@
|
||||
extends ESCMigration
|
||||
|
||||
func migrate():
|
||||
self._savegame.globals["test"] = "testb"
|
||||
|
||||
@@ -1,5 +0,0 @@
|
||||
extends ESCMigration
|
||||
|
||||
func migrate():
|
||||
self._savegame.globals["test"] = "testc"
|
||||
|
||||
@@ -1,21 +0,0 @@
|
||||
[gd_resource type="AudioBusLayout" format=2]
|
||||
|
||||
[resource]
|
||||
bus/1/name = "SFX"
|
||||
bus/1/solo = false
|
||||
bus/1/mute = false
|
||||
bus/1/bypass_fx = false
|
||||
bus/1/volume_db = 0.0
|
||||
bus/1/send = "Master"
|
||||
bus/2/name = "Music"
|
||||
bus/2/solo = false
|
||||
bus/2/mute = false
|
||||
bus/2/bypass_fx = false
|
||||
bus/2/volume_db = 0.0
|
||||
bus/2/send = "Master"
|
||||
bus/3/name = "Speech"
|
||||
bus/3/solo = false
|
||||
bus/3/mute = false
|
||||
bus/3/bypass_fx = false
|
||||
bus/3/volume_db = 0.0
|
||||
bus/3/send = "Master"
|
||||
@@ -1,17 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<svg width="16px" height="16px" viewBox="0 0 16 16" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
|
||||
<title>esc_background</title>
|
||||
<defs>
|
||||
<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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|
||||
# Node that performs the moving (walk, teleport, terrain scaling...) actions on
|
||||
# its parent node.
|
||||
extends Node
|
||||
class_name ESCMovable
|
||||
|
||||
|
||||
# Tasks carried out by this walkable node
|
||||
# NONE - The node is inactive
|
||||
# WALK - The node walks the parent somewhere
|
||||
# SLIDE - The node slides the parent somewhere
|
||||
enum MovableTask {
|
||||
NONE,
|
||||
WALK,
|
||||
SLIDE
|
||||
}
|
||||
|
||||
|
||||
# Character path through the scene as calculated by the Pathfinder
|
||||
var walk_path: Array = []
|
||||
|
||||
# Current active walk path entry
|
||||
var path_ofs: int
|
||||
|
||||
# The destination where the character should be moving to
|
||||
var walk_destination: Vector2
|
||||
|
||||
# The walk context currently carried out by this movable node
|
||||
var walk_context: ESCWalkContext = null
|
||||
|
||||
# Whether the character was moved at all
|
||||
var moved: bool
|
||||
|
||||
# Player Direction used to reflect the movement to the new position
|
||||
var last_dir: int
|
||||
|
||||
# The last scaling applied to the parent
|
||||
var last_scale: Vector2
|
||||
|
||||
# Whether the current direction animation is flipped
|
||||
var is_mirrored: bool
|
||||
|
||||
|
||||
var _orig_speed: float = 0.0
|
||||
|
||||
|
||||
# Shortcut variable that references the node's parent
|
||||
onready var parent = get_parent()
|
||||
|
||||
|
||||
# Currenly running task
|
||||
onready var task = MovableTask.NONE
|
||||
|
||||
|
||||
# Add the signal "arrived" to the parent node, which is emitted when
|
||||
# the destination position was reached
|
||||
func _ready() -> void:
|
||||
if not parent.has_user_signal("arrived"):
|
||||
parent.add_user_signal("arrived")
|
||||
|
||||
|
||||
# Main processing loop
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - delta: Time that has passed since the last call to this function
|
||||
func _process(delta: float) -> void:
|
||||
if Engine.is_editor_hint():
|
||||
return
|
||||
|
||||
if task == MovableTask.WALK or task == MovableTask.SLIDE:
|
||||
var old_pos = parent.get_position()
|
||||
var new_pos = _calculate_movement(delta)
|
||||
if new_pos == null:
|
||||
return
|
||||
|
||||
if task == MovableTask.WALK:
|
||||
# Get the angle of the object to face the position to reach.
|
||||
var angle: float = (old_pos.angle_to_point(new_pos))
|
||||
_perform_walk_orientation(angle)
|
||||
|
||||
update_terrain()
|
||||
else:
|
||||
moved = false
|
||||
set_process(false)
|
||||
|
||||
|
||||
# Calculates the next position of the object.
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - delta: the time elapsed from last frame
|
||||
#
|
||||
# *Returns*
|
||||
# The new Vector2 position of the object, or null if stop walking.
|
||||
func _calculate_movement(delta: float):
|
||||
# Initialize the current pos and previous pos variables
|
||||
var pos: Vector2 = parent.get_position()
|
||||
var old_pos: Vector2 = pos
|
||||
|
||||
# Get next waypoint from the walkpath array.
|
||||
var next: Vector2
|
||||
if walk_path.size() > 1:
|
||||
next = walk_path[path_ofs + 1]
|
||||
else:
|
||||
next = walk_path[path_ofs]
|
||||
|
||||
# Movement speed calculation
|
||||
var movement_speed: float = parent.speed * delta * pow(last_scale.x, 2) * \
|
||||
parent.terrain.player_speed_multiplier
|
||||
if walk_context.fast:
|
||||
movement_speed *= parent.terrain.player_doubleclick_speed_multiplier
|
||||
|
||||
# Calculate the direction vector from current position and next waypoint
|
||||
var dir: Vector2 = (next - pos).normalized()
|
||||
|
||||
# If we're close to the next waypoint (ie. distance < necessary movement
|
||||
# speed to get to this waypoint, we consider the waypoint reached
|
||||
# and pass to the next one.
|
||||
# Else, calculate the new position.
|
||||
var new_pos: Vector2
|
||||
if pos.distance_to(next) < movement_speed:
|
||||
new_pos = next
|
||||
path_ofs += 1
|
||||
else:
|
||||
new_pos = pos + dir * movement_speed * parent.v_speed_damp
|
||||
|
||||
# If current waypoint id is >= the number of waypoints, were're at the
|
||||
# end of the walk: stop walking.
|
||||
if path_ofs >= walk_path.size() - 1:
|
||||
walk_stop(walk_destination)
|
||||
return
|
||||
|
||||
# Update current position variable
|
||||
pos = new_pos
|
||||
parent.set_position(pos)
|
||||
return pos
|
||||
|
||||
# Calculates the orientation of the object while walking, to play the right
|
||||
# animation according to this orientation.
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - angle: the angle X axis and object's facing direction.
|
||||
func _perform_walk_orientation(angle: float):
|
||||
last_dir = _get_dir_deg(ESCUtils.get_deg_from_rad(angle),
|
||||
parent.animations)
|
||||
|
||||
var animation_player: ESCAnimationPlayer = \
|
||||
parent.get_animation_player()
|
||||
|
||||
var current_animation = animation_player.get_animation()
|
||||
|
||||
var animation_to_play = \
|
||||
parent.animations.directions[last_dir].animation
|
||||
if current_animation != animation_to_play and \
|
||||
animation_player.has_animation(animation_to_play):
|
||||
animation_player.play(animation_to_play)
|
||||
elif current_animation != animation_to_play and \
|
||||
not animation_player.has_animation(animation_to_play):
|
||||
current_animation = animation_to_play
|
||||
escoria.logger.warn(
|
||||
self,
|
||||
"Character %s has no animation %s\nBypassing the missing animation and movement command."
|
||||
% [parent.global_id, animation_to_play]
|
||||
)
|
||||
|
||||
is_mirrored = parent.animations.directions[last_dir].mirrored
|
||||
|
||||
|
||||
# Teleports this item to the target position.
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - target: Position2d or ESCItem to teleport to
|
||||
func teleport(target: Node) -> void:
|
||||
if target.has_method("get_interact_position"):
|
||||
parent.global_position = target.get_interact_position()
|
||||
escoria.logger.info(
|
||||
self,
|
||||
"Object %s is teleported to position %s."
|
||||
% [target.name, parent.global_position]
|
||||
)
|
||||
elif "position" in target:
|
||||
escoria.logger.info(
|
||||
self,
|
||||
"Object %s teleported to position %s."
|
||||
% [parent.global_id, str(target.global_position)]
|
||||
)
|
||||
parent.global_position = target.global_position
|
||||
else:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"Target %s could not be teleported. Please configure the interact position parameter or create a child ESCLocation node." % target
|
||||
)
|
||||
|
||||
|
||||
# Teleports this item to the target position.
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - target: Vector2 target position to teleport to
|
||||
func teleport_to(target: Vector2) -> void:
|
||||
escoria.logger.info(
|
||||
self,
|
||||
"Object %s teleported to position %s."
|
||||
% [parent.global_id, str(target)]
|
||||
)
|
||||
parent.global_position = target
|
||||
|
||||
|
||||
# Walk to a given position
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - pos: Position to walk to
|
||||
# - p_walk_context: Walk context to use
|
||||
func walk_to(pos: Vector2, p_walk_context: ESCWalkContext = null) -> void:
|
||||
if not parent.terrain:
|
||||
walk_stop(parent.get_position())
|
||||
return
|
||||
|
||||
if task == MovableTask.WALK:
|
||||
if walk_context.target_object == p_walk_context.target_object \
|
||||
or walk_context.target_position \
|
||||
== p_walk_context.target_position:
|
||||
walk_context.fast = p_walk_context.fast
|
||||
|
||||
walk_context = p_walk_context
|
||||
|
||||
if task == MovableTask.NONE:
|
||||
task = MovableTask.WALK
|
||||
|
||||
walk_path = parent.terrain.get_simple_path(parent.get_position(), pos, true)
|
||||
|
||||
if walk_path.size() == 0:
|
||||
task = MovableTask.NONE
|
||||
walk_stop(parent.get_position())
|
||||
set_process(false)
|
||||
return
|
||||
moved = true
|
||||
walk_destination = walk_path[walk_path.size()-1]
|
||||
path_ofs = 0
|
||||
task = MovableTask.WALK
|
||||
set_process(true)
|
||||
|
||||
|
||||
# We have finished walking. Set the idle pose and complete
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - pos: Final target position
|
||||
func walk_stop(pos: Vector2) -> void:
|
||||
parent.global_position = pos
|
||||
# parent.interact_status = parent.INTERACT_STATES.INTERACT_NONE
|
||||
walk_path = []
|
||||
|
||||
if _orig_speed > 0:
|
||||
parent.speed = _orig_speed
|
||||
_orig_speed = 0.0
|
||||
|
||||
task = MovableTask.NONE
|
||||
moved = false
|
||||
set_process(false)
|
||||
|
||||
# If we're heading to an object and reached its interaction position,
|
||||
# orient towards the defined interaction direction set on the object
|
||||
# (if any), can be ESCItem or ESCLocation
|
||||
if walk_context.target_object and \
|
||||
walk_context.target_object.node.player_orients_on_arrival:
|
||||
var orientation = walk_context.target_object.node.interaction_direction
|
||||
last_dir = orientation
|
||||
parent.get_animation_player().play(
|
||||
parent.animations.idles[orientation].animation
|
||||
)
|
||||
is_mirrored = parent.animations.idles[orientation].mirrored
|
||||
else:
|
||||
parent.get_animation_player().play(
|
||||
parent.animations.idles[last_dir].animation
|
||||
)
|
||||
is_mirrored = parent.animations.idles[last_dir].mirrored
|
||||
|
||||
update_terrain()
|
||||
|
||||
if walk_context.target_object:
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"%s arrived at %s." % [
|
||||
parent.global_id,
|
||||
walk_context.target_object.global_id
|
||||
]
|
||||
)
|
||||
else:
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"%s arrived at %s." % [
|
||||
parent.global_id,
|
||||
walk_context.target_position
|
||||
]
|
||||
)
|
||||
parent.emit_signal("arrived", walk_context)
|
||||
|
||||
|
||||
# Update the sprite scale and lighting
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - on_event_finished_name: Used if this function is called from an ESC event
|
||||
func update_terrain(on_event_finished_name = null) -> void:
|
||||
if !parent.terrain or parent.terrain == null \
|
||||
or !is_instance_valid(parent.terrain):
|
||||
return
|
||||
if on_event_finished_name != null \
|
||||
and on_event_finished_name != ESCEventManager.EVENT_SETUP:
|
||||
return
|
||||
if parent.get("is_exit"):
|
||||
return
|
||||
if parent.get("dont_apply_terrain_scaling"):
|
||||
return
|
||||
if not parent.is_inside_tree():
|
||||
return
|
||||
|
||||
var pos = parent.global_position
|
||||
if pos.y <= VisualServer.CANVAS_ITEM_Z_MAX:
|
||||
parent.z_index = pos.y
|
||||
else:
|
||||
parent.z_index = VisualServer.CANVAS_ITEM_Z_MAX
|
||||
|
||||
var factor = parent.terrain.get_terrain(pos)
|
||||
var scal = parent.terrain.get_scale_range(factor)
|
||||
if scal != parent.get_scale():
|
||||
last_scale = scal
|
||||
parent.scale = last_scale
|
||||
|
||||
var color = parent.terrain.get_light(pos)
|
||||
parent.modulate = color
|
||||
|
||||
var sprite: Node = parent.get_sprite()
|
||||
|
||||
# Do not flip the entire character, because that would conflict
|
||||
# with shadows that expect to be siblings of $texture
|
||||
#
|
||||
# - Current sprite scale is >0, meaning it's currently heading to right
|
||||
# - but calculated is_mirrored is <0, meaning it's going to head to left
|
||||
# Or, on the contrary:
|
||||
# - current sprite scale is <0, meaning it's currently heading to left
|
||||
# - but calculated is_mirrored is >0, meaning it's going to head to right
|
||||
# We're operating a 180° turn (from right to left, or from left to right)
|
||||
# So we just inverse the sprite scale.
|
||||
if is_mirrored and sprite.scale.x > 0 \
|
||||
or not is_mirrored and sprite.scale.x < 0:
|
||||
sprite.scale.x *= -1
|
||||
parent.collision.scale.x *= -1
|
||||
|
||||
|
||||
# Get the player direction index based on degrees
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - deg: Degrees
|
||||
# - animations: Player animations script
|
||||
func _get_dir_deg(deg: int, animations: ESCAnimationResource) -> int:
|
||||
# We turn the angle by -90° because angle_to_point gives the angle
|
||||
# against X axis, not Y
|
||||
deg = wrapi(deg - 90, 0, 360)
|
||||
var dir = -1
|
||||
var i = 0
|
||||
|
||||
for direction_angle in animations.dir_angles:
|
||||
if _is_angle_in_interval(deg, direction_angle):
|
||||
dir = i
|
||||
break
|
||||
else:
|
||||
i += 1
|
||||
continue
|
||||
|
||||
# It's an error to have the animations misconfigured
|
||||
if dir == -1:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"No animation has been configured for angle %s." % str(deg)
|
||||
)
|
||||
|
||||
return dir
|
||||
|
||||
|
||||
# Returns true if given angle is inside the interval given by a starting_angle
|
||||
# and the size.
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - angle: Angle to test
|
||||
# - direction_angle: ESCDirectionAngle resource, containing the starting angle,
|
||||
# and the size of interval
|
||||
# eg: angle_start=90, angle_size=40 corresponds to angle between 90° and 130°
|
||||
func _is_angle_in_interval(
|
||||
angle: float,
|
||||
direction_angle: ESCDirectionAngle
|
||||
) -> bool:
|
||||
var start_angle = direction_angle.angle_start
|
||||
var end_angle = direction_angle.angle_start + direction_angle.angle_size
|
||||
|
||||
if end_angle > 360 and angle < start_angle:
|
||||
angle += 360
|
||||
|
||||
return (start_angle <= angle and angle <= end_angle)
|
||||
|
||||
|
||||
# Sets character's angle and plays according animation.
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - deg int angle to set the character
|
||||
# - wait float Wait this amount of seconds until continuing with turning around
|
||||
func set_angle(deg: int, wait: float = 0.0) -> void:
|
||||
if deg < 0 or deg > 360:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"Invalid degree to turn to : %s. Valid angles are between 0 and 360." % str(deg)
|
||||
)
|
||||
moved = true
|
||||
|
||||
var current_dir = last_dir
|
||||
var target_dir = _get_dir_deg(deg, parent.animations)
|
||||
|
||||
var way_to_turn = get_shortest_way_to_dir(current_dir, target_dir)
|
||||
|
||||
var dir = current_dir
|
||||
while dir != target_dir:
|
||||
dir += way_to_turn
|
||||
if dir >= parent.animations.dir_angles.size():
|
||||
dir = 0
|
||||
if dir < 0:
|
||||
dir = parent.animations.dir_angles.size() - 1
|
||||
|
||||
parent.get_animation_player().play(
|
||||
parent.animations.idles[dir].animation
|
||||
)
|
||||
if wait > 0.0:
|
||||
yield(get_tree().create_timer(wait), "timeout")
|
||||
is_mirrored = parent.animations.idles[dir].mirrored
|
||||
|
||||
last_dir = _get_dir_deg(deg, parent.animations)
|
||||
|
||||
# The character may have a state animation from before, which would be
|
||||
# resumed, so we immediately force the correct idle animation
|
||||
if parent.get_animation_player().get_animation() != \
|
||||
parent.animations.idles[last_dir].animation:
|
||||
parent.get_animation_player().play(
|
||||
parent.animations.idles[last_dir].animation
|
||||
)
|
||||
update_terrain()
|
||||
|
||||
|
||||
# Turns the character to face another item or character.
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - item_id id of the object to face.
|
||||
# - float Wait this amount of seconds until continuing with turning around
|
||||
func turn_to(item: Node, wait: float = 0.0) -> void:
|
||||
set_angle(
|
||||
wrapi(
|
||||
rad2deg(parent.get_position().angle_to_point(item.get_position())),
|
||||
0,
|
||||
360
|
||||
),
|
||||
wait
|
||||
)
|
||||
|
||||
|
||||
# Returns the angle that corresponds to the current direction of the object.
|
||||
func _get_angle() -> int:
|
||||
return parent.animations.dir_angles[last_dir].angle_start
|
||||
|
||||
|
||||
# Return the shortest way to turn from a direction to another. Returned way is
|
||||
# either:
|
||||
# -1 (shortest way is to turn anti-clockwise)
|
||||
# 0 (already at the right direction)
|
||||
# 1 (clockwise).
|
||||
#
|
||||
# ####Parameters
|
||||
# - current_dir: integer corresponding to the starting direction as defined in
|
||||
# the attached ESCAnimationResource.directions.
|
||||
# - target_dir: integer corresponding to the target direction as defined in
|
||||
# the attached ESCAnimationResource.directions.
|
||||
#
|
||||
# *Returns*
|
||||
# Integer: -1 (anti-clockwise), 1 (clockwise) or 0 (no movement needed).
|
||||
func get_shortest_way_to_dir(current_dir: int, target_dir: int) -> int:
|
||||
if current_dir < 0 or current_dir > parent.animations.dir_angles.size() - 1:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"Invalid direction (current_dir) %s" % str(current_dir)
|
||||
)
|
||||
|
||||
if target_dir < 0 or target_dir > parent.animations.dir_angles.size() - 1:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"Invalid direction (target_dir) %s " % str(target_dir)
|
||||
)
|
||||
|
||||
if current_dir == target_dir:
|
||||
return 0
|
||||
|
||||
var internal = false
|
||||
if max(current_dir, target_dir) - min(current_dir, target_dir) \
|
||||
< parent.animations.dir_angles.size() / 2:
|
||||
internal = true
|
||||
else:
|
||||
internal = false
|
||||
|
||||
if internal and current_dir < target_dir or \
|
||||
(not internal and current_dir > target_dir):
|
||||
return 1
|
||||
else:
|
||||
return -1
|
||||
@@ -1,74 +0,0 @@
|
||||
# `accept_input [type]`
|
||||
#
|
||||
# Sets how much input the game is to accept. This allows for cut scenes
|
||||
# in which dialogue can be skipped (if [type] is set to SKIP), and ones where
|
||||
# it can't (if [type] is set to NONE).
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *type*: Type of inputs to accept (ALL)
|
||||
# `ALL`: Accept all types of user input
|
||||
# `SKIP`: Accept skipping dialogues but nothing else
|
||||
# `NONE`: Deny all inputs (including opening menus)
|
||||
#
|
||||
# **Warning**: `SKIP` and `NONE` also disable autosaves.
|
||||
#
|
||||
# **Warning**: The type of user input accepted will persist even after the
|
||||
# current event has ended. Remember to reset the input type at the end of
|
||||
# cut-scenes!
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name AcceptInputCommand
|
||||
|
||||
|
||||
# The list of supported input types
|
||||
const SUPPORTED_INPUT_TYPES = ["ALL", "NONE", "SKIP"]
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_STRING],
|
||||
["ALL"]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not arguments[0] in SUPPORTED_INPUT_TYPES:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid parameter. %s is not a valid parameter value." +
|
||||
"Should be one of %s"
|
||||
% [
|
||||
get_command_name(),
|
||||
arguments[0],
|
||||
str(SUPPORTED_INPUT_TYPES)
|
||||
]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
var mode = escoria.inputs_manager.INPUT_ALL
|
||||
match command_params[0]:
|
||||
"NONE":
|
||||
mode = escoria.inputs_manager.INPUT_NONE
|
||||
"SKIP":
|
||||
mode = escoria.inputs_manager.INPUT_SKIP
|
||||
|
||||
escoria.inputs_manager.input_mode = mode
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,61 +0,0 @@
|
||||
# `anim object name [reverse]`
|
||||
#
|
||||
# Executes the animation specified in "name" on "object" without blocking.
|
||||
# The next command in the event will be executed immediately after the
|
||||
# animation is started.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# * *object*: Global ID of the object with the animation
|
||||
# * *name*: Name of the animation to play
|
||||
# * *reverse*: Plays the animation in reverse when true
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name AnimCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_STRING, TYPE_BOOL],
|
||||
[null, null, false]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object. Object with global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
var obj = escoria.object_manager.get_object(command_params[0])
|
||||
var anim_id = command_params[1]
|
||||
var reverse = command_params[2]
|
||||
var animator: ESCAnimationPlayer = \
|
||||
(obj.node as ESCItem).get_animation_player()
|
||||
if reverse:
|
||||
animator.play_backwards(anim_id)
|
||||
else:
|
||||
animator.play(anim_id)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,67 +0,0 @@
|
||||
# `anim_block object name [reverse]`
|
||||
#
|
||||
# Executes the animation specified in "name" on "object" while blocking other
|
||||
# events from starting.
|
||||
# The next command in the event will be executed when the animation is
|
||||
# finished playing.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# * *object*: Global ID of the object with the animation
|
||||
# * *name*: Name of the animation to play
|
||||
# * *reverse*: Plays the animation in reverse when true
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name AnimBlockCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_STRING, TYPE_BOOL],
|
||||
[null, null, false]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: Object with global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
var obj = escoria.object_manager.get_object(command_params[0])
|
||||
var anim_id = command_params[1]
|
||||
var reverse = command_params[2]
|
||||
var animator: ESCAnimationPlayer = \
|
||||
(obj.node as ESCItem).get_animation_player()
|
||||
if reverse:
|
||||
animator.play_backwards(anim_id)
|
||||
else:
|
||||
animator.play(anim_id)
|
||||
if animator.get_length(anim_id) < 1.0:
|
||||
return ESCExecution.RC_OK
|
||||
var animation_finished = yield(animator, "animation_finished")
|
||||
while animation_finished != anim_id:
|
||||
animation_finished = yield(animator, "animation_finished")
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,62 +0,0 @@
|
||||
# `block_say`
|
||||
#
|
||||
# `say` commands called subsequent to using the `block_say` command will reuse the
|
||||
# dialog box type of the previous `say` command if both dialog box types between the two `say`
|
||||
# commands match.
|
||||
#
|
||||
# Different dialog box types can be used across multiple `say` commands, with the latest one
|
||||
# used being preserved for reuse by the next `say` command should the dialog box type specified by
|
||||
# both `say` commands match.
|
||||
#
|
||||
# This reuse will continue until a call to `end_block_say` is made.
|
||||
#
|
||||
# Using `block_say` more than once prior to calling `end_block_say` is idempotent and has the
|
||||
# following behaviour:
|
||||
#
|
||||
# - If no `say` command has yet been encountered since the first use of `block_say`,
|
||||
# the result of using this command will be as described above.
|
||||
# - If a `say` command has been encountered since the previous use of `block_say`,
|
||||
# the dialog box used with that `say` command will continue to be reused for subsequent
|
||||
# `say` commands should the dialog box type requested match. Note that the dialog box used with
|
||||
# the next `say` command may be different than the one currently being reused.
|
||||
#
|
||||
# Example:
|
||||
# `block say`
|
||||
# `say player "Picture's looking good."`
|
||||
# `say player "And so am I."`
|
||||
# `end_block_say`
|
||||
#
|
||||
# This example will reuse the same dialog box type since they are the same between both `say` calls.
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name BlockSayCommand
|
||||
|
||||
|
||||
# Constructor
|
||||
func _init() -> void:
|
||||
pass
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(0)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.dialog_player.enable_preserve_dialog_box()
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,112 +0,0 @@
|
||||
# `camera_push target [time] [type]`
|
||||
#
|
||||
# Pushes (moves) the camera so it points at a specific `target`. If the camera
|
||||
# was following a target (like the player) previously, it will no longer follow
|
||||
# this target.
|
||||
#
|
||||
# Make sure the target is reachable if camera limits have been configured.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *target*: Global ID of the `ESCItem` to push the camera to. `ESCItem`s have
|
||||
# a "camera_node" property that can be set to point to a node (usually an
|
||||
# `ESCLocation` node). If the "camera_node" property is empty, `camera_push`
|
||||
# will point the camera at the `ESCItem`s location. If however, the `ESCItem`
|
||||
# has its "camera_node" property set, the command will instead point the
|
||||
# camera at the node referenced by the `ESCItem`s "camera_node" property.
|
||||
# - *time*: Number of seconds the transition should take (default: `1`)
|
||||
# - *type*: Transition type to use (default: `QUAD`)
|
||||
#
|
||||
# Supported transitions include the names of the values used
|
||||
# in the "TransitionType" enum of the "Tween" type (without the "TRANS_" prefix):
|
||||
#
|
||||
# See https://docs.godotengine.org/en/stable/classes/class_tween.html?highlight=tween#enumerations
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCCameraBaseCommand
|
||||
class_name CameraPushCommand
|
||||
|
||||
# The list of supported transitions as per the link mentioned above
|
||||
const SUPPORTED_TRANSITIONS = ["LINEAR","SINE","QUINT","QUART","QUAD" ,"EXPO","ELASTIC","CUBIC",
|
||||
"CIRC","BOUNCE","BACK"]
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_STRING, [TYPE_REAL, TYPE_INT], TYPE_STRING],
|
||||
[null, 1, "QUAD"]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object. Object global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
|
||||
var target_pos = _get_target_pos(arguments[0])
|
||||
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
|
||||
|
||||
if not camera.check_point_is_inside_viewport_limits(target_pos):
|
||||
generate_viewport_warning(target_pos, camera)
|
||||
return false
|
||||
|
||||
if not arguments[2] in SUPPORTED_TRANSITIONS:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
(
|
||||
"[{command_name}]: invalid transition type. Transition type {t_type} " +
|
||||
"is not one of the accepted types : {allowed_types}"
|
||||
).format(
|
||||
{
|
||||
"command_name":get_command_name(),
|
||||
"t_type":arguments[2],
|
||||
"allowed_types":SUPPORTED_TRANSITIONS
|
||||
}
|
||||
)
|
||||
)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
|
||||
.push(
|
||||
escoria.object_manager.get_object(command_params[0]).node,
|
||||
command_params[1],
|
||||
ClassDB.class_get_integer_constant("Tween", "TRANS_%s" % command_params[2])
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
|
||||
|
||||
# Gets the appropriate target position from the `ESCItem`, as used by the camera.
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - target_global_id: The `global_id` of the `ESCItem` to check.
|
||||
#
|
||||
# **Returns** the item's position based on its camera node.
|
||||
func _get_target_pos(target_global_id: String) -> Vector2:
|
||||
var target = escoria.object_manager.get_object(target_global_id).node as ESCItem
|
||||
return target.get_camera_node().global_position
|
||||
@@ -1,127 +0,0 @@
|
||||
# `camera_push_block target [time] [type]`
|
||||
#
|
||||
# Pushes (moves) the camera so it points at a specific `target`. If the camera
|
||||
# was following a target (like the player) previously, it will no longer follow
|
||||
# this target. Blocks until the command completes.
|
||||
#
|
||||
# Make sure the target is reachable if camera limits have been configured.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *target*: Global ID of the `ESCItem` to push the camera to. `ESCItem`s have
|
||||
# a "camera_node" property that can be set to point to a node (usually an
|
||||
# `ESCLocation` node). If the "camera_node" property is empty, `camera_push_block`
|
||||
# will point the camera at the `ESCItem`s location. If however, the `ESCItem`
|
||||
# has its "camera_node" property set, the command will instead point the
|
||||
# camera at the node referenced by the `ESCItem`s "camera_node" property.
|
||||
# - *time*: Number of seconds the transition should take (default: `1`)
|
||||
# - *type*: Transition type to use (default: `QUAD`)
|
||||
#
|
||||
# Supported transitions include the names of the values used
|
||||
# in the "TransitionType" enum of the "Tween" type (without the "TRANS_" prefix).
|
||||
#
|
||||
# See https://docs.godotengine.org/en/stable/classes/class_tween.html?highlight=tween#enumerations
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCCameraBaseCommand
|
||||
class_name CameraPushBlockCommand
|
||||
|
||||
|
||||
# The list of supported transitions as per the link mentioned above
|
||||
const SUPPORTED_TRANSITIONS = ["LINEAR","SINE","QUINT","QUART","QUAD" ,"EXPO","ELASTIC","CUBIC",
|
||||
"CIRC","BOUNCE","BACK"]
|
||||
|
||||
|
||||
# Tween for blocking
|
||||
var _camera_tween: Tween
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_STRING, [TYPE_REAL, TYPE_INT], TYPE_STRING],
|
||||
[null, 1, "QUAD"]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object. Object global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
|
||||
var target_pos = _get_target_pos(arguments[0])
|
||||
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
|
||||
|
||||
if not camera.check_point_is_inside_viewport_limits(target_pos):
|
||||
generate_viewport_warning(target_pos, camera)
|
||||
return false
|
||||
|
||||
if not arguments[2] in SUPPORTED_TRANSITIONS:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
(
|
||||
"[{command_name}]: invalid transition type. Transition type {t_type} " +
|
||||
"is not one of the accepted types : {allowed_types}"
|
||||
).format(
|
||||
{
|
||||
"command_name":get_command_name(),
|
||||
"t_type":arguments[2],
|
||||
"allowed_types":SUPPORTED_TRANSITIONS
|
||||
}
|
||||
)
|
||||
)
|
||||
return false
|
||||
|
||||
_camera_tween = camera.get_tween()
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
|
||||
.push(
|
||||
escoria.object_manager.get_object(command_params[0]).node,
|
||||
command_params[1],
|
||||
ClassDB.class_get_integer_constant("Tween", "TRANS_%s" % command_params[2])
|
||||
)
|
||||
|
||||
if command_params[1] > 0.0:
|
||||
yield(_camera_tween, "tween_completed")
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"camera_push_block tween complete."
|
||||
)
|
||||
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
|
||||
|
||||
# Gets the appropriate target position from the `ESCItem`, as used by the camera.
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - target_global_id: The `global_id` of the `ESCItem` to check.
|
||||
#
|
||||
# **Returns** the ESCitem's position based on its camera node.
|
||||
func _get_target_pos(target_global_id: String) -> Vector2:
|
||||
var target = escoria.object_manager.get_object(target_global_id).node as ESCItem
|
||||
return target.get_camera_node().global_position
|
||||
@@ -1,64 +0,0 @@
|
||||
# `camera_set_limits camlimits_id`
|
||||
#
|
||||
# Limits the current camera's movement to a limit defined in the `ESCRoom`'s
|
||||
# definition. A limit is defined as an upper-left (x, y) coordinate, a width
|
||||
# and a height that the camera must stay within. Multiple limits can be
|
||||
# defined for a room, allowing for new areas to be seen once they have
|
||||
# been 'unlocked'.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *camlimits_id*: Index of the camera limit defined in the `camera limits`
|
||||
# list of the current `ESCRoom`
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCCameraBaseCommand
|
||||
class_name CameraSetLimitsCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_INT],
|
||||
[null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if escoria.main.current_scene.camera_limits.size() < arguments[0]:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid limits id. Camera limit id (%d) is larger than the number of limits defined in this scene (%d)."
|
||||
% [
|
||||
get_command_name(),
|
||||
arguments[0],
|
||||
escoria.main.current_scene.camera_limits.size()
|
||||
]
|
||||
)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
|
||||
camera.clamp_to_viewport_limits()
|
||||
escoria.main.set_camera_limits(command_params[0])
|
||||
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,57 +0,0 @@
|
||||
# `camera_set_pos time x y`
|
||||
#
|
||||
# Moves the camera to the given absolute position over a time period.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *time*: Number of seconds the transition should take
|
||||
# - *x*: Target X coordinate
|
||||
# - "y*: Target Y coordinate
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCCameraBaseCommand
|
||||
class_name CameraSetPosCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
3,
|
||||
[[TYPE_REAL, TYPE_INT], TYPE_INT, TYPE_INT],
|
||||
[null, null, null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
var new_pos: Vector2 = Vector2(arguments[1], arguments[2])
|
||||
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
|
||||
|
||||
if not camera.check_point_is_inside_viewport_limits(new_pos):
|
||||
generate_viewport_warning(new_pos, camera)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
|
||||
.set_target(
|
||||
Vector2(command_params[1], command_params[2]),
|
||||
command_params[0]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,73 +0,0 @@
|
||||
# `camera_set_pos_block time x y`
|
||||
#
|
||||
# Moves the camera to the given absolute position over a time period. Blocks
|
||||
# until the command completes.
|
||||
#
|
||||
# Make sure the coordinates are reachable if camera limits have been configured.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *time*: Number of seconds the transition should take
|
||||
# - *x*: Target X coordinate
|
||||
# - "y*: Target Y coordinate
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCCameraBaseCommand
|
||||
class_name CameraSetPosBlockCommand
|
||||
|
||||
|
||||
# Tween for blocking
|
||||
var _camera_tween: Tween
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
3,
|
||||
[[TYPE_REAL, TYPE_INT], TYPE_INT, TYPE_INT],
|
||||
[null, null, null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
var new_pos: Vector2 = Vector2(arguments[1], arguments[2])
|
||||
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
|
||||
|
||||
if not camera.check_point_is_inside_viewport_limits(new_pos):
|
||||
generate_viewport_warning(new_pos, camera)
|
||||
return false
|
||||
|
||||
_camera_tween = camera.get_tween()
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
|
||||
.set_target(
|
||||
Vector2(command_params[1], command_params[2]),
|
||||
command_params[0]
|
||||
)
|
||||
|
||||
if command_params[0] > 0.0:
|
||||
yield(_camera_tween, "tween_completed")
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"camera_set_pos_block tween complete."
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,60 +0,0 @@
|
||||
# `camera_set_target time object`
|
||||
#
|
||||
# Configures the camera to follow the specified target `object` as it moves
|
||||
# around the current room. The transition to focus on the `object` will happen
|
||||
# over a time period.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *time*: Number of seconds the transition should take to move the camera
|
||||
# to follow `object`
|
||||
# - *object*: Global ID of the target object
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCCameraBaseCommand
|
||||
class_name CameraSetTargetCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[[TYPE_REAL, TYPE_INT], TYPE_STRING],
|
||||
[null, null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[1]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: Invalid object: Object with global id %s not found."
|
||||
% [get_command_name(), arguments[1]]
|
||||
)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
|
||||
.set_target(
|
||||
escoria.object_manager.get_object(command_params[1]).node,
|
||||
command_params[0]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,77 +0,0 @@
|
||||
# `camera_set_target_block time object`
|
||||
#
|
||||
# Configures the camera to follow the specified target `object` (ESCItem) as it moves
|
||||
# around the current room. The transition to focus on the `object` will happen
|
||||
# over a time period. Blocks until the command completes.
|
||||
#
|
||||
# The camera will move as close as it can if camera limits have been configured
|
||||
# and the `object` is at coordinates that are not reachable.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *time*: Number of seconds the transition should take to move the camera
|
||||
# to follow `object`
|
||||
# - *object*: Global ID of the target object
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCCameraBaseCommand
|
||||
class_name CameraSetTargetBlockCommand
|
||||
|
||||
|
||||
# Tween for blocking
|
||||
var _camera_tween: Tween
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[[TYPE_REAL, TYPE_INT], TYPE_STRING],
|
||||
[null, null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[1]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: Invalid object: Object with global id %s not found."
|
||||
% [get_command_name(), arguments[1]]
|
||||
)
|
||||
return false
|
||||
|
||||
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
|
||||
_camera_tween = camera.get_tween()
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
|
||||
.set_target(
|
||||
escoria.object_manager.get_object(command_params[1]).node,
|
||||
command_params[0]
|
||||
)
|
||||
|
||||
if command_params[0] > 0.0:
|
||||
yield(_camera_tween, "tween_completed")
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"camera_set_target_block tween complete."
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,46 +0,0 @@
|
||||
# `camera_set_zoom magnitude [time]`
|
||||
#
|
||||
# Zooms the camera in/out to the desired `magnitude`. Values larger than '1' zoom
|
||||
# the camera out while smaller values zoom in. These values are relative to the
|
||||
# default zoom value of '1', not the current value. As such, while using a value
|
||||
# of '0.5' would double the size of the graphics, running the same command again
|
||||
# would result in no change. The zoom will happen over the given time period.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *magnitude*: Magnitude of zoom
|
||||
# - *time*: Number of seconds the transition should take, with a value of `0`
|
||||
# meaning the zoom should happen instantly (default: `0`)
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCCameraBaseCommand
|
||||
class_name CameraSetZoomCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[[TYPE_REAL, TYPE_INT], [TYPE_REAL, TYPE_INT]],
|
||||
[null, 0.0]
|
||||
)
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
|
||||
.set_camera_zoom(
|
||||
command_params[0],
|
||||
command_params[1]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,73 +0,0 @@
|
||||
# `camera_set_zoom_block magnitude [time]`
|
||||
#
|
||||
# Zooms the camera in/out to the desired `magnitude`. Values larger than '1' zoom
|
||||
# the camera out while smaller values zoom in. These values are relative to the
|
||||
# default zoom value of '1', not the current value. As such, while using a value
|
||||
# of '0.5' would double the size of the graphics, running the same command again
|
||||
# would result in no change. The zoom will happen over the given time period.
|
||||
# Blocks until the command completes.
|
||||
#
|
||||
# Zoom operations might not be as smooth as desired if the requested zoom
|
||||
# level results in an edge of the camera meeting any defined camera limits.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *magnitude*: Magnitude of zoom
|
||||
# - *time*: Number of seconds the transition should take, with a value of `0`
|
||||
# meaning the zoom should happen instantly (default: `0`)
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCCameraBaseCommand
|
||||
class_name CameraSetZoomBlockCommand
|
||||
|
||||
|
||||
var _camera_tween: Tween
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[[TYPE_REAL, TYPE_INT], [TYPE_REAL, TYPE_INT]],
|
||||
[null, 0.0]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
|
||||
_camera_tween = camera.get_tween()
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
|
||||
|
||||
camera\
|
||||
.set_camera_zoom(
|
||||
command_params[0],
|
||||
command_params[1]
|
||||
)
|
||||
|
||||
if command_params[1] > 0.0:
|
||||
yield(_camera_tween, "tween_completed")
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"camera_set_zoom_block tween complete."
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,58 +0,0 @@
|
||||
# `camera_set_zoom_height pixels [time]`
|
||||
#
|
||||
# Zooms the camera in/out so it occupies the given height in pixels.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *pixels*: Target height in pixels
|
||||
# - *time*: Number of seconds the transition should take, with a value of `0`
|
||||
# meaning the zoom should happen instantly (default: `0`)
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name CameraSetZoomHeightCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_INT, [TYPE_INT, TYPE_REAL]],
|
||||
[null, 0.0]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if arguments[0] < 0:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid height. Can't zoom to a negative height (%d)."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
|
||||
.set_camera_zoom(
|
||||
command_params[0] / escoria.game_size.y,
|
||||
command_params[1]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,73 +0,0 @@
|
||||
# `camera_set_zoom_height_block pixels [time]`
|
||||
#
|
||||
# Zooms the camera in/out so it occupies the given height in pixels.
|
||||
# Blocks until the command completes.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *pixels*: Target height in pixels (integer values only)
|
||||
# - *time*: Number of seconds the transition should take, with a value of `0`
|
||||
# meaning the zoom should happen instantly (default: `0`)
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name CameraSetZoomHeightBlockCommand
|
||||
|
||||
|
||||
# Tween for blocking
|
||||
var _camera_tween: Tween
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_INT, [TYPE_INT, TYPE_REAL]],
|
||||
[null, 0.0]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if arguments[0] <= 0:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid height. Can't zoom to a negative height (%d)."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
|
||||
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
|
||||
_camera_tween = camera.get_tween()
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
|
||||
.set_camera_zoom(
|
||||
command_params[0] / escoria.game_size.y,
|
||||
command_params[1]
|
||||
)
|
||||
|
||||
if command_params[1] > 0.0:
|
||||
yield(_camera_tween, "tween_completed")
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"camera_set_zoom_height_block tween complete."
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,94 +0,0 @@
|
||||
# `camera_shift x y [time] [type]`
|
||||
#
|
||||
# Shifts the camera by the given horizontal and vertical amounts relative to the
|
||||
# current location.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *x*: Shift by x pixels along the x-axis
|
||||
# - *y*: Shift by y pixels along the y-axis
|
||||
# - *time*: Number of seconds the transition should take, with a value of `0`
|
||||
# meaning the zoom should happen instantly (default: `1`)
|
||||
# - *type*: Transition type to use (default: `QUAD`)
|
||||
#
|
||||
# Supported transitions include the names of the values used
|
||||
# in the "TransitionType" enum of the "Tween" type (without the "TRANS_" prefix):
|
||||
#
|
||||
# https://docs.godotengine.org/en/stable/classes/class_tween.html?highlight=tween#enumerations
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCCameraBaseCommand
|
||||
class_name CameraShiftCommand
|
||||
|
||||
# The list of supported transitions as per the link mentioned above
|
||||
const SUPPORTED_TRANSITIONS = ["LINEAR","SINE","QUINT","QUART","QUAD" ,"EXPO","ELASTIC","CUBIC",
|
||||
"CIRC","BOUNCE","BACK"]
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[
|
||||
[TYPE_INT, TYPE_REAL],
|
||||
[TYPE_INT, TYPE_REAL],
|
||||
[TYPE_INT, TYPE_REAL],
|
||||
TYPE_STRING
|
||||
],
|
||||
[null, null, 1, "QUAD"]
|
||||
)
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
|
||||
.shift(
|
||||
Vector2(
|
||||
command_params[0],
|
||||
command_params[1]
|
||||
),
|
||||
command_params[2],
|
||||
ClassDB.class_get_integer_constant("Tween", "TRANS_%s" % command_params[3])
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not arguments[3] in SUPPORTED_TRANSITIONS:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
(
|
||||
"[{command_name}]: invalid transition type" +
|
||||
"Transition type {t_type} is not one of the accepted types : {allowed_types}"
|
||||
).format(
|
||||
{
|
||||
"command_name": get_command_name(),
|
||||
"t_type":arguments[3],
|
||||
"allowed_types":SUPPORTED_TRANSITIONS
|
||||
}
|
||||
)
|
||||
)
|
||||
return false
|
||||
|
||||
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
|
||||
var shift_by: Vector2 = Vector2(arguments[0], arguments[1])
|
||||
var new_pos: Vector2 = Vector2(camera.position.x + shift_by.x, camera.position.y + shift_by.y)
|
||||
|
||||
if not camera.check_point_is_inside_viewport_limits(new_pos):
|
||||
generate_viewport_warning(new_pos, camera)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,112 +0,0 @@
|
||||
# `camera_shift_block x y [time] [type]`
|
||||
#
|
||||
# Shifts the camera by the given horizontal and vertical amounts relative to the
|
||||
# current location. Blocks until the command completes.
|
||||
#
|
||||
# Make sure the destination coordinates are reachable if
|
||||
# camera limits have been configured.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *x*: Shift by x pixels along the x-axis
|
||||
# - *y*: Shift by y pixels along the y-axis
|
||||
# - *time*: Number of seconds the transition should take, with a value of `0`
|
||||
# meaning the zoom should happen instantly (default: `1`)
|
||||
# - *type*: Transition type to use (default: `QUAD`)
|
||||
#
|
||||
# Supported transitions include the names of the values used
|
||||
# in the "TransitionType" enum of the "Tween" type (without the "TRANS_" prefix).
|
||||
#
|
||||
# See https://docs.godotengine.org/en/stable/classes/class_tween.html?highlight=tween#enumerations
|
||||
#
|
||||
# For more details see: https://docs.escoria-framework.org/camera
|
||||
#
|
||||
# @ESC
|
||||
extends ESCCameraBaseCommand
|
||||
class_name CameraShiftBlockCommand
|
||||
|
||||
|
||||
# The list of supported transitions as per the link mentioned above
|
||||
const SUPPORTED_TRANSITIONS = ["LINEAR","SINE","QUINT","QUART","QUAD" ,"EXPO","ELASTIC","CUBIC",
|
||||
"CIRC","BOUNCE","BACK"]
|
||||
|
||||
|
||||
# Tween for blocking
|
||||
var _camera_tween: Tween
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[
|
||||
[TYPE_INT, TYPE_REAL],
|
||||
[TYPE_INT, TYPE_REAL],
|
||||
[TYPE_INT, TYPE_REAL],
|
||||
TYPE_STRING
|
||||
],
|
||||
[null, null, 1, "QUAD"]
|
||||
)
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
|
||||
.shift(
|
||||
Vector2(
|
||||
command_params[0],
|
||||
command_params[1]
|
||||
),
|
||||
command_params[2],
|
||||
ClassDB.class_get_integer_constant("Tween", "TRANS_%s" % command_params[3])
|
||||
)
|
||||
|
||||
if command_params[2] > 0.0:
|
||||
yield(_camera_tween, "tween_completed")
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"camera_shift_block tween complete."
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not arguments[3] in SUPPORTED_TRANSITIONS:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
(
|
||||
"[{command_name}]: invalid transition type" +
|
||||
"Transition type {t_type} is not one of the accepted types : {allowed_types}"
|
||||
).format(
|
||||
{
|
||||
"command_name": get_command_name(),
|
||||
"t_type":arguments[3],
|
||||
"allowed_types":SUPPORTED_TRANSITIONS
|
||||
}
|
||||
)
|
||||
)
|
||||
return false
|
||||
|
||||
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
|
||||
var shift_by: Vector2 = Vector2(arguments[0], arguments[1])
|
||||
var new_pos: Vector2 = Vector2(camera.position.x + shift_by.x, camera.position.y + shift_by.y)
|
||||
|
||||
if not camera.check_point_is_inside_viewport_limits(new_pos):
|
||||
generate_viewport_warning(new_pos, camera)
|
||||
return false
|
||||
|
||||
_camera_tween = camera.get_tween()
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,80 +0,0 @@
|
||||
# `change_scene path [enable_automatic_transition] [run_events]`
|
||||
#
|
||||
# Switches the game from the current scene to another scene. Use this to move
|
||||
# the player to a new room when they walk through an unlocked door, for
|
||||
# example.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *path*: Path of the new scene
|
||||
# - *enable_automatic_transition*: Automatically transition to the new scene
|
||||
# (default: `true`)
|
||||
# - *run_events*: Run the standard ESC events of the new scene (default: `true`)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name ChangeSceneCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_STRING, TYPE_BOOL, TYPE_BOOL],
|
||||
[null, true, true]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array) -> bool:
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not ResourceLoader.exists(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: Invalid scene. Scene %s was not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
if not ResourceLoader.exists(
|
||||
ESCProjectSettingsManager.get_setting(ESCProjectSettingsManager.GAME_SCENE)
|
||||
):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: Game scene not found. The path set in 'ui/game_scene' was not found: %s."
|
||||
% [
|
||||
get_command_name(),
|
||||
ESCProjectSettingsManager.get_setting(
|
||||
ESCProjectSettingsManager.GAME_SCENE
|
||||
)
|
||||
]
|
||||
)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.logger.info(
|
||||
self,
|
||||
"[%s] Changing scene to %s (enable_automatic_transition = %s)."
|
||||
% [
|
||||
get_command_name(),
|
||||
command_params[0], # scene file
|
||||
command_params[1] # enable_automatic_transition
|
||||
]
|
||||
)
|
||||
|
||||
escoria.room_manager.change_scene(command_params[0], command_params[1])
|
||||
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,100 +0,0 @@
|
||||
# `custom object node func_name [params...]`
|
||||
#
|
||||
#
|
||||
# Executes the specified Godot function. This function must be in a script
|
||||
# attached to a child node of a registered `ESCItem`.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object*: Global ID of the target `ESCItem`
|
||||
# - *node*: Name of the child node of the target `ESCItem`
|
||||
# - *func_name*: Name of the function to be called
|
||||
# - params: Any arguments to be passed to the function (array and object parameters are not supported).
|
||||
# Multiple parameters can be passed by simply passing them in as additional arguments separated by
|
||||
# spaces, e.g. `custom the_object the_node the_function arg1 arg2 arg3`
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name CustomCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
3,
|
||||
[TYPE_STRING, TYPE_STRING, TYPE_STRING, TYPE_ARRAY],
|
||||
[null, null, null, []],
|
||||
[true],
|
||||
true
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object. Object with global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
elif not escoria.object_manager.get_object(arguments[0]).node.has_node(
|
||||
arguments[1]
|
||||
):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid node. Object with global id %s has no child node called %s."
|
||||
% [
|
||||
get_command_name(),
|
||||
arguments[0],
|
||||
arguments[1],
|
||||
]
|
||||
)
|
||||
return false
|
||||
elif not escoria.object_manager.get_object(arguments[0]).node\
|
||||
.get_node(
|
||||
arguments[1]
|
||||
)\
|
||||
.has_method(
|
||||
arguments[2]
|
||||
):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid function. Object with global id %s and node %s has no function called %s."
|
||||
% [
|
||||
get_command_name(),
|
||||
arguments[0],
|
||||
arguments[1],
|
||||
arguments[2],
|
||||
]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
var object = escoria.object_manager.get_object(
|
||||
command_params[0]
|
||||
)
|
||||
# Global variables can be substituted into the command arguments by wrapping the global
|
||||
# name in braces.
|
||||
for loop in command_params[3].size():
|
||||
command_params[3][loop] = escoria.globals_manager.replace_globals(command_params[3][loop])
|
||||
|
||||
object.node.get_node(command_params[1]).call(
|
||||
command_params[2],
|
||||
command_params[3]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,52 +0,0 @@
|
||||
# `dec_global name value`
|
||||
#
|
||||
# Subtract the given value from the specified global.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *name*: Name of the global to be changed
|
||||
# - *value*: Value to be subtracted (default: 1)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name DecGlobalCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_STRING, TYPE_INT],
|
||||
[null, 1]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.globals_manager.get_global(arguments[0]) is int:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid global. Global %s isn't an integer value."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.globals_manager.set_global(
|
||||
command_params[0],
|
||||
escoria.globals_manager.get_global(command_params[0]) - \
|
||||
command_params[1]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,50 +0,0 @@
|
||||
# `enable_terrain node_name`
|
||||
#
|
||||
# Enables the `ESCTerrain`'s `NavigationPolygonInstance` specified by the given
|
||||
# node name. It will also disable the previously-activated
|
||||
# `NavigationPolygonInstance`.
|
||||
# Use this to change where the player can walk, allowing them to walk into the
|
||||
# next room once a door has been opened, for example.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *node_name*: Name of the `NavigationPolygonInstance` node to activate
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name EnableTerrainCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_STRING],
|
||||
[null]
|
||||
)
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
var name: String = command_params[0]
|
||||
if escoria.room_terrain.has_node(name):
|
||||
var new_active_navigation_instance = \
|
||||
escoria.room_terrain.get_node(name)
|
||||
escoria.room_terrain.current_active_navigation_instance.enabled = false
|
||||
escoria.room_terrain.current_active_navigation_instance = \
|
||||
new_active_navigation_instance
|
||||
escoria.room_terrain.current_active_navigation_instance.enabled = true
|
||||
return ESCExecution.RC_OK
|
||||
else:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: Can not find terrain node. Terrain node %s could not be found."
|
||||
% [get_command_name(), name]
|
||||
)
|
||||
return ESCExecution.RC_ERROR
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,47 +0,0 @@
|
||||
# `end_block_say`
|
||||
#
|
||||
# `say` commands used subsequent to using the `end_block_say` command will no longer
|
||||
# reuse the dialog box type used by the previous `say` command(s) encountered.
|
||||
#
|
||||
# Using `end_block_say` more than once is safe and idempotent.
|
||||
#
|
||||
# Example:
|
||||
# `block say`
|
||||
# `say player "Picture's looking good."`
|
||||
# `say player "And so am I."`
|
||||
# `end_block_say`
|
||||
#
|
||||
# This example will reuse the same dialog box type since they are the same between both `say` calls.
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name EndBlockSayCommand
|
||||
|
||||
|
||||
# Constructor
|
||||
func _init() -> void:
|
||||
pass
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(0)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.dialog_player.disable_preserve_dialog_box()
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,76 +0,0 @@
|
||||
# `hide_menu menu_type`
|
||||
#
|
||||
# Hides either the main menu or the pause menu. Transitions from the menu using
|
||||
# the default transition type (set in the Escoria project settings).
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *menu_type*: Which menu to hide. Can be either `main` or `pause` (default: `main`)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name HideMenuCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
0,
|
||||
[TYPE_STRING],
|
||||
["main"]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not arguments[0] in ["main", "pause"]:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: menu %s is invalid." % [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
var transition_id: int
|
||||
|
||||
# Transition out from menu
|
||||
transition_id = escoria.main.scene_transition.transition(
|
||||
"",
|
||||
ESCTransitionPlayer.TRANSITION_MODE.OUT
|
||||
)
|
||||
|
||||
if transition_id != ESCTransitionPlayer.TRANSITION_ID_INSTANT:
|
||||
while yield(
|
||||
escoria.main.scene_transition,
|
||||
"transition_done"
|
||||
) != transition_id:
|
||||
pass
|
||||
|
||||
if command_params[0] == "main":
|
||||
escoria.game_scene.hide_main_menu()
|
||||
elif command_params[0] == "pause":
|
||||
escoria.game_scene.unpause_game()
|
||||
|
||||
if escoria.main.current_scene != null:
|
||||
transition_id = escoria.main.scene_transition.transition()
|
||||
|
||||
if transition_id != ESCTransitionPlayer.TRANSITION_ID_INSTANT:
|
||||
while yield(
|
||||
escoria.main.scene_transition,
|
||||
"transition_done"
|
||||
) != transition_id:
|
||||
pass
|
||||
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,59 +0,0 @@
|
||||
# `inc_global name value`
|
||||
#
|
||||
# Adds the given value to the specified global.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *name*: Name of the global to be changed
|
||||
# - *value*: Value to be added (default: 1)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name IncGlobalCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_STRING, TYPE_INT],
|
||||
[null, 1]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.globals_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid global. Global %s does not exist."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
if not escoria.globals_manager.get_global(arguments[0]) is int:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid global. Global %s isn't an integer value."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.globals_manager.set_global(
|
||||
command_params[0],
|
||||
escoria.globals_manager.get_global(command_params[0]) +\
|
||||
command_params[1]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,54 +0,0 @@
|
||||
# `inventory_add item`
|
||||
#
|
||||
# Adds an item to the inventory. If the player is picking up an object, you may
|
||||
# want to use this command in conjunction with the `set_active` command so that
|
||||
# the object 'disappears' from the scene as it's added to the inventory.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *item*: Global ID of the `ESCItem` to add to the inventory
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name InventoryAddCommand
|
||||
|
||||
|
||||
const ILLEGAL_STRINGS = ["/"]
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_STRING],
|
||||
[null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
for s in ILLEGAL_STRINGS:
|
||||
if s in arguments[0]:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid item name. Item name %s cannot contain the string '%s'."
|
||||
% [get_command_name(), arguments[0], s]
|
||||
)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.inventory_manager.add_item(command_params[0])
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,54 +0,0 @@
|
||||
# `inventory_remove item`
|
||||
#
|
||||
# Removes an item from the inventory. You may wish to use this command in
|
||||
# conjuction with the `set_active` command to show an item in the scene,
|
||||
# simulating placing the item somewhere, for example.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *item*: Global ID of the `ESCItem` to remove from the inventory
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name InventoryRemoveCommand
|
||||
|
||||
|
||||
const ILLEGAL_STRINGS = ["/"]
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_STRING],
|
||||
[null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
for s in ILLEGAL_STRINGS:
|
||||
if s in arguments[0]:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid item name. Item name %s cannot contain the string '%s'."
|
||||
% [get_command_name(), arguments[0], s]
|
||||
)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.inventory_manager.remove_item(command_params[0])
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,58 +0,0 @@
|
||||
# `play_snd file [player]`
|
||||
#
|
||||
# Plays the specified sound without blocking the currently running event.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *file*: Sound file to play
|
||||
# - *player*: Sound player to use. Can either be `_sound`, which is used to play non-
|
||||
# looping sound effects; `_music`, which plays looping music; or `_speech`, which
|
||||
# plays non-looping voice files (default: `_sound`)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name PlaySndCommand
|
||||
|
||||
|
||||
# The specified sound player
|
||||
var _snd_player: String
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_STRING, TYPE_STRING],
|
||||
[null, "_sound"]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[1]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid sound player. Sound player %s not registered."
|
||||
% [get_command_name(), arguments[1]]
|
||||
)
|
||||
return false
|
||||
if not ResourceLoader.exists(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid parameter. File %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
_snd_player = arguments[1]
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.object_manager.get_object(command_params[1]).node.set_state(
|
||||
command_params[0]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
@@ -1,34 +0,0 @@
|
||||
# `print string`
|
||||
#
|
||||
# Prints a message to the Godot debug window.
|
||||
# Use this for debugging game state.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *string*: The string to log
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name PrintCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_STRING],
|
||||
[""]
|
||||
)
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
# Replace the names of any globals in "{ }" with their value
|
||||
print(escoria.globals_manager.replace_globals(command_params[0]))
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,89 +0,0 @@
|
||||
# `queue_event object event [channel] [block]`
|
||||
#
|
||||
# Queue an event to run.
|
||||
#
|
||||
# If you queue multiple events on a channel and none of them are blocking
|
||||
# events, all events will effectively run at the same time. As the events are
|
||||
# placed on the channel's queue, if one event contains a blocking command, the
|
||||
# next event on that channel's queue won't be processed until the blocking
|
||||
# command finishes.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - object: Object that holds the ESC script with the event
|
||||
# - event: Name of the event to queue
|
||||
# - channel: Channel to run the event on (default: `_front`). Using a
|
||||
# previously unused channel name will create a new channel.
|
||||
# - block: Whether to wait for the queue to finish. This is only possible, if
|
||||
# the queued event is not to be run on the same event as this command
|
||||
# (default: `false`)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name QueueEventCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_STRING, TYPE_STRING, TYPE_BOOL],
|
||||
[null, null, "_front", false]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"Object with global id %s not found." % arguments[0]
|
||||
)
|
||||
return false
|
||||
var node = escoria.object_manager.get_object(
|
||||
arguments[0]
|
||||
).node
|
||||
if not "esc_script" in node or node.esc_script == "":
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"Object with global id %s has no ESC script." % arguments[0]
|
||||
)
|
||||
return false
|
||||
var esc_script = escoria.esc_compiler.load_esc_file(node.esc_script)
|
||||
if not arguments[1] in esc_script.events:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"Event with name %s not found." % arguments[1]
|
||||
)
|
||||
return false
|
||||
if arguments[3] and not escoria.event_manager.is_channel_free(arguments[2]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"The queue %s doesn't accept a new event." % arguments[2]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(arguments: Array) -> int:
|
||||
var node = escoria.object_manager.get_object(
|
||||
arguments[0]
|
||||
).node
|
||||
var esc_script = escoria.esc_compiler.load_esc_file(node.esc_script)
|
||||
|
||||
return escoria.event_manager.queue_event_from_esc(
|
||||
esc_script,
|
||||
arguments[1], # event name
|
||||
arguments[2], # channel name
|
||||
arguments[3] # whether to block
|
||||
)
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,52 +0,0 @@
|
||||
# `queue_resource path [front_of_queue]`
|
||||
#
|
||||
# Queues the loading of the given resource into the resource cache.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *path*: Path of the resource to cache
|
||||
# - *front_of_queue*: Whether to put the resource at the front of the
|
||||
# queue in order to load it as soon as possible (default: `false`)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name QueueResourceCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[],
|
||||
[null, false]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array) -> bool:
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not ResourceLoader.exists(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: Invalid resource. Resource %s was not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.resource_cache.queue_resource(
|
||||
command_params[0],
|
||||
command_params[1]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,40 +0,0 @@
|
||||
# `rand_global name max_value`
|
||||
#
|
||||
# Sets the given global to a random integer between 0 and `max_value`
|
||||
# (inclusive). e.g. Setting `max_value` to 2 could result in '0', '1' or '2'
|
||||
# being returned.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *name*: Name of the global to set
|
||||
# - *max_value*: Maximum possible integer value (inclusive) (default: 1)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name RandGlobalCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_STRING, TYPE_INT],
|
||||
[null, 1]
|
||||
)
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
randomize()
|
||||
var rnd = randi() % (command_params[1] + 1)
|
||||
escoria.globals_manager.set_global(
|
||||
command_params[0],
|
||||
rnd
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,29 +0,0 @@
|
||||
# `repeat`
|
||||
#
|
||||
# Makes the current script loop back to the start. Currently the only way to
|
||||
# exit the loop is via the `stop` command which will stop the script
|
||||
# completely.
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name RepeatCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
0,
|
||||
[],
|
||||
[]
|
||||
)
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
return ESCExecution.RC_CANCEL
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,130 +0,0 @@
|
||||
# `say player text [type]`
|
||||
#
|
||||
# Displays the specified string as dialog spoken by the player. This command
|
||||
# blocks further event execution until the dialog has finished being 'said'
|
||||
# (either as displayed text or as audible speech from a file).
|
||||
#
|
||||
# Global variables can be substituted into the text by wrapping the global
|
||||
# name in braces.
|
||||
# e.g. say player "I have {coin_count} coins remaining".
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *player*: Global ID of the `ESCPlayer` or `ESCItem` object that is active.
|
||||
# You can specify `current_player` in order to refer to the currently active
|
||||
# player, e.g. in cases where multiple players are playable such as in games
|
||||
# like Maniac Mansion or Day of the Tentacle.
|
||||
# - *text*: Text to display.
|
||||
# - *type*: Dialog type to use. One of `floating` or `avatar`.
|
||||
# (default: the value set in the setting "Escoria/UI/Default Dialog Type")
|
||||
#
|
||||
# The text supports translation keys by prepending the key followed by
|
||||
# a colon (`:`) to the text.
|
||||
# For more details see: https://docs.escoria-framework.org/en/devel/getting_started/dialogs.html#translations
|
||||
#
|
||||
# Playing an audio file while the text is being
|
||||
# displayed is also supported by this mechanism.
|
||||
# For more details see: https://docs.escoria-framework.org/en/devel/getting_started/dialogs.html#recorded_speech
|
||||
#
|
||||
# Example: `say player ROOM1_PICTURE:"Picture's looking good."`
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SayCommand
|
||||
|
||||
|
||||
const CURRENT_PLAYER_KEYWORD = "CURRENT_PLAYER"
|
||||
|
||||
|
||||
var globals_regex : RegEx # Regex to match global variables in strings
|
||||
|
||||
|
||||
# Constructor
|
||||
func _init() -> void:
|
||||
globals_regex = RegEx.new()
|
||||
# Use look-ahead/behind to capture the term (i.e. global) in braces
|
||||
globals_regex.compile("(?<=\\{)(.*)(?=\\})")
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_STRING, TYPE_STRING],
|
||||
[
|
||||
null,
|
||||
null,
|
||||
""
|
||||
],
|
||||
[
|
||||
true,
|
||||
false,
|
||||
true
|
||||
]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if arguments[0].to_upper() != CURRENT_PLAYER_KEYWORD \
|
||||
and not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: Invalid object: Object with global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
var dict: Dictionary
|
||||
|
||||
escoria.current_state = escoria.GAME_STATE.DIALOG
|
||||
|
||||
if !escoria.dialog_player:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: No dialog player was registered and the say command was encountered."
|
||||
% get_command_name()
|
||||
)
|
||||
escoria.current_state = escoria.GAME_STATE.DEFAULT
|
||||
return ESCExecution.RC_ERROR
|
||||
|
||||
if not escoria.main.current_scene.player:
|
||||
escoria.logger.warn(
|
||||
self,
|
||||
"[%s]: No player item in the current scene was registered and the say command was encountered."
|
||||
% get_command_name()
|
||||
)
|
||||
escoria.current_state = escoria.GAME_STATE.DEFAULT
|
||||
return ESCExecution.RC_CANCEL
|
||||
|
||||
# Replace the names of any globals in "{ }" with their value
|
||||
command_params[1] = escoria.globals_manager.replace_globals(command_params[1])
|
||||
|
||||
var speaking_character_global_id = escoria.main.current_scene.player.global_id \
|
||||
if command_params[0].to_upper() == CURRENT_PLAYER_KEYWORD \
|
||||
else command_params[0]
|
||||
|
||||
escoria.dialog_player.say(
|
||||
speaking_character_global_id,
|
||||
command_params[2],
|
||||
command_params[1]
|
||||
)
|
||||
yield(escoria.dialog_player, "say_finished")
|
||||
escoria.current_state = escoria.GAME_STATE.DEFAULT
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,69 +0,0 @@
|
||||
# `sched_event time object event`
|
||||
#
|
||||
# Schedules an event to run at a later time.
|
||||
#
|
||||
# If another event is already running when the scheduled
|
||||
# event is supposed to start, execution of the scheduled event
|
||||
# begins when the already-running event ends.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *time*: Time in seconds until the scheduled event starts
|
||||
# - *object*: Global ID of the ESCItem that holds the ESC script
|
||||
# - *event*: Name of the event to schedule
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SchedEventCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
3,
|
||||
[TYPE_INT, TYPE_STRING, TYPE_STRING],
|
||||
[null, null, null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[1]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object. Object with global id %s not found."
|
||||
% [get_command_name(), arguments[1]]
|
||||
)
|
||||
return false
|
||||
elif not escoria.object_manager.get_object(arguments[1]).events\
|
||||
.has(arguments[2]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object event. Object with global id %s has no event %s."
|
||||
% [
|
||||
get_command_name(),
|
||||
arguments[1],
|
||||
arguments[2],
|
||||
]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.event_manager.schedule_event(
|
||||
escoria.object_manager.get_object(command_params[1])\
|
||||
.events[command_params[2]],
|
||||
command_params[0]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,50 +0,0 @@
|
||||
# `set_active object active`
|
||||
#
|
||||
# Changes the "active" state of the object.
|
||||
# Inactive objects are invisible in the room.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object* Global ID of the object
|
||||
# - *active* Whether `object` should be active. `active` can be `true` or `false`.
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SetActiveCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_BOOL],
|
||||
[null, null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object. Object with global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.object_manager.get_object(command_params[0]).active = \
|
||||
command_params[1]
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,41 +0,0 @@
|
||||
# `set_active_if_exists object active`
|
||||
#
|
||||
# *** FOR INTERNAL USE ONLY ***
|
||||
#
|
||||
# Changes the "active" state of the object in the current room if it currently
|
||||
# exists in the object manager. If it doesn't, then, unlike set_active, we don't
|
||||
# fail and we just carry on.
|
||||
#
|
||||
# Inactive objects are invisible in the room.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object* Global ID of the object
|
||||
# - *active* Whether `object` should be active. `active` can be `true` or `false`.
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SetActiveIfExistsCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_BOOL],
|
||||
[null, null]
|
||||
)
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
if escoria.object_manager.has(command_params[0]):
|
||||
escoria.object_manager.get_object(command_params[0]).active = \
|
||||
command_params[1]
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,79 +0,0 @@
|
||||
# `set_angle object target_degrees [wait]`
|
||||
#
|
||||
# Turns a movable `ESCItem` or `ESCPlayer` to face a given target direction.
|
||||
#
|
||||
# Angles 0 and 360 are the same and correspond to UP/NORTH,
|
||||
# 90 is RIGHT/EAST, 180 is DOWN/SOUTH, 270 is LEFT/WEST etc.
|
||||
# The rotation direction will be determined by the shortest path - e.g.
|
||||
# rotating from facing up (0 degrees) to left (270) will be a 90 degree turn
|
||||
# anti-clockwise rather than a 270 degree clockwise turn.
|
||||
#
|
||||
# The final animation used is determined by the directions which have
|
||||
# been configured for the object. If the item has a direction configured which
|
||||
# has been drawn to show it facing to the right, and this direction has been
|
||||
# defined to cover the angle from 45 to 135 degrees, setting the target angle
|
||||
# to 120 degrees will result in the right-facing animation being used.
|
||||
#
|
||||
# The number of intermediate animations shown while turning the
|
||||
# item will depend on the directions specified in the item's definition. A 16
|
||||
# direction character will turn through 8 different directions to turn 180
|
||||
# degrees, a 4 direction character only 2. The wait time will determine how
|
||||
# long the idle animation for each direction is played before using the next
|
||||
# direction's animation. As such, if wait was set to 1 second, a 16 direction
|
||||
# character would take 8 seconds to turn 180 degrees, a 4 direction character
|
||||
# would take 2 seconds.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object*: Global ID of the object to turn
|
||||
# - *target_degrees*: Number of degrees by which `object` is to be turned
|
||||
# - *wait*: Number of seconds to wait for while playing each animation occurring
|
||||
# between the current angle of `object` and the target angle. A value of
|
||||
# `0` will complete the turn immediately (default: `0`)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SetAngleCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, [TYPE_REAL, TYPE_INT], [TYPE_REAL, TYPE_INT]],
|
||||
[null, null, 0.0]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object. Object with global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
# HACK Countering the fact that angle_to_point() function gives
|
||||
# angle against X axis not Y, we need to check direction using (angle-90°).
|
||||
# Since the ESC command already gives the right angle, we add 90.
|
||||
escoria.object_manager.get_object(command_params[0]).node\
|
||||
.set_angle(
|
||||
wrapi(int(command_params[1]) + 90, 0, 360),
|
||||
command_params[2]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,77 +0,0 @@
|
||||
# `set_animations object animations`
|
||||
#
|
||||
# Sets the animation resource for the given `ESCPlayer` or movable `ESCItem`.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object*: Global ID of the object whose animation resource is to be updated
|
||||
# - *animations*: The path of the animation resource to use
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SetAnimationsCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_STRING],
|
||||
[null, null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object. Object with global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
if not ResourceLoader.exists(arguments[1]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid animation resource. The animation resource %s was not found."
|
||||
% [get_command_name(), arguments[1]]
|
||||
)
|
||||
return false
|
||||
|
||||
(escoria.object_manager.get_object(arguments[0]).node as ESCPlayer).validate_animations(load(arguments[1]))
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(command_params[0]).node as ESCPlayer)\
|
||||
.animations = load(command_params[1])
|
||||
if not escoria.globals_manager.has(
|
||||
escoria.room_manager.GLOBAL_ANIMATION_RESOURCES
|
||||
):
|
||||
escoria.globals_manager.set_global(
|
||||
escoria.room_manager.GLOBAL_ANIMATION_RESOURCES,
|
||||
{},
|
||||
true
|
||||
)
|
||||
var animations = escoria.globals_manager.get_global(
|
||||
escoria.room_manager.GLOBAL_ANIMATION_RESOURCES
|
||||
)
|
||||
animations[command_params[0]] = command_params[1]
|
||||
escoria.globals_manager.set_global(
|
||||
escoria.room_manager.GLOBAL_ANIMATION_RESOURCES,
|
||||
animations,
|
||||
true
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
|
||||
@@ -1,61 +0,0 @@
|
||||
# `set_global name value [force=false]`
|
||||
#
|
||||
# Changes the value of a global.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *name*: Name of the global
|
||||
# - *value*: Value to set the global to (can be of type string, boolean, integer
|
||||
# or float)
|
||||
# - *force*: if false, setting a global whose name is reserved will
|
||||
# trigger an error. Defaults to false. Reserved globals are: ESC_LAST_SCENE,
|
||||
# FORCE_LAST_SCENE_NULL, ANIMATION_RESOURCES, ESC_CURRENT_SCENE
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SetGlobalCommand
|
||||
|
||||
|
||||
const ILLEGAL_STRINGS = ["/"]
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, [TYPE_INT, TYPE_BOOL, TYPE_STRING], TYPE_BOOL],
|
||||
[null, null, false]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
for s in ILLEGAL_STRINGS:
|
||||
if s in arguments[0]:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid global variable. Global variable %s cannot contain the string '%s'."
|
||||
% [get_command_name(), arguments[0], s]
|
||||
)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.globals_manager.set_global(
|
||||
command_params[0],
|
||||
command_params[1],
|
||||
command_params[2]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,38 +0,0 @@
|
||||
# `set_globals pattern value`
|
||||
#
|
||||
# Changes the value of multiple globals using a wildcard pattern, where `*`
|
||||
# matches zero or more arbitrary characters and `?` matches any single
|
||||
# character except a period (".").
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *pattern*: Pattern to use to match the names of the globals to change
|
||||
# - *value*: Value to set (can be of type string, boolean, integer or float)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SetGlobalsCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, [TYPE_BOOL, TYPE_STRING, TYPE_INT]],
|
||||
[null, null]
|
||||
)
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.globals_manager.set_global_wildcard(
|
||||
command_params[0],
|
||||
command_params[1]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,35 +0,0 @@
|
||||
# `set_gui_visible visible`
|
||||
#
|
||||
# Show or hide the GUI.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *visible*: Whether the GUI should be visible (`true` or `false`)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SetGuiVisibleCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[TYPE_BOOL],
|
||||
[null]
|
||||
)
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
if command_params[0]:
|
||||
escoria.main.current_scene.game.show_ui()
|
||||
else:
|
||||
escoria.main.current_scene.game.hide_ui()
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,49 +0,0 @@
|
||||
# `set_interactive object interactive`
|
||||
#
|
||||
# Sets whether an object is interactive.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object*: Global ID of the object to change
|
||||
# - *interactive*: Whether the object should be interactive
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SetInteractiveCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_BOOL],
|
||||
[null, null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object. Object with global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.object_manager.get_object(command_params[0]).interactive = \
|
||||
command_params[1]
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,47 +0,0 @@
|
||||
# `set_speed object speed`
|
||||
#
|
||||
# Sets the speed of a `ESCPlayer` or movable `ESCItem`.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object*: Global ID of the `ESCPlayer` or movable `ESCItem`
|
||||
# - *speed*: Speed value for `object` in pixels per second.
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SetSpeedCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_INT],
|
||||
[null, null]
|
||||
)
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object. Object with global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(command_params[0]).node as ESCItem).\
|
||||
set_speed(command_params[1])
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,62 +0,0 @@
|
||||
# `set_state object state [immediate]`
|
||||
#
|
||||
# Changes the state of `object` to the one specified.
|
||||
# This command is primarily used to play animations.
|
||||
#
|
||||
# If the specified object's associated animation player has an animation
|
||||
# with the same name, that animation is also played.
|
||||
#
|
||||
# When the "state" of the object is set - for example, a door may be set
|
||||
# to a "closed" state - this plays the matching "close" animation if one exists
|
||||
# (to show the door closing in the game). When you re-enter the room (via a
|
||||
# different entry), or restore a saved game, the state of the door object
|
||||
# will be restored - showing the door as a closed door.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object*: Global ID of the object whose state is to be changed
|
||||
# - *immediate*: If an animation for the state exists, specifies
|
||||
# whether it is to skip to the last frame. Can be `true` or `false`.
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SetStateCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_STRING, TYPE_BOOL],
|
||||
[null, null, false]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object. Object %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(command_params[0]) as ESCObject).set_state(
|
||||
command_params[1],
|
||||
command_params[2]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,77 +0,0 @@
|
||||
# `show_menu menu_type`
|
||||
#
|
||||
# Shows either the main menu or the pause menu. Transitions to the menu using
|
||||
# the default transition type (set in the Escoria project settings).
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *menu_type*: Which menu to show. Can be either `main` or `pause` (default: `main`)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name ShowMenuCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
0,
|
||||
[TYPE_STRING],
|
||||
["main"]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not arguments[0] in ["main", "pause"]:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: menu %s is invalid." % [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
if not escoria.game_scene.is_inside_tree():
|
||||
escoria.add_child(escoria.game_scene)
|
||||
|
||||
# Transition out from current scene
|
||||
var transition_id = escoria.main.scene_transition.transition(
|
||||
"",
|
||||
ESCTransitionPlayer.TRANSITION_MODE.OUT
|
||||
)
|
||||
|
||||
if transition_id != ESCTransitionPlayer.TRANSITION_ID_INSTANT:
|
||||
while yield(
|
||||
escoria.main.scene_transition,
|
||||
"transition_done"
|
||||
) != transition_id:
|
||||
pass
|
||||
|
||||
if command_params[0] == "main":
|
||||
escoria.game_scene.show_main_menu()
|
||||
elif command_params[0] == "pause":
|
||||
escoria.game_scene.pause_game()
|
||||
|
||||
# Transition in to menu
|
||||
transition_id = escoria.main.scene_transition.transition()
|
||||
|
||||
if transition_id != ESCTransitionPlayer.TRANSITION_ID_INSTANT:
|
||||
while yield(
|
||||
escoria.main.scene_transition,
|
||||
"transition_done"
|
||||
) != transition_id:
|
||||
pass
|
||||
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,122 +0,0 @@
|
||||
# `slide object target [speed]`
|
||||
#
|
||||
# Moves `object` towards the position of `target`. This command is
|
||||
# non-blocking.
|
||||
#
|
||||
# - *object*: Global ID of the object to move
|
||||
# - *target*: Global ID of the target object
|
||||
# - *speed*: The speed at which to slide in pixels per second (will default to
|
||||
# the speed configured on the `object`)
|
||||
#
|
||||
# **Warning** This command does not respect the room's navigation polygons, so
|
||||
# `object` can be moved even when outside walkable areas.
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SlideCommand
|
||||
|
||||
|
||||
# A hash of tweens currently active for animated items
|
||||
var _tweens: Dictionary
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_STRING, TYPE_INT],
|
||||
[null, null, -1]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid first object. Object with global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
if not escoria.object_manager.has(arguments[1]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid second object. Object with global id %s not found."
|
||||
% [get_command_name(), arguments[1]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Slide the object by generating a tween
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - *source*: The item to slide
|
||||
# - *destination*: The destination item to slide to
|
||||
# - *speed*: The speed at which to slide in pixels per second (will default to
|
||||
# the speed configured on the `object`)
|
||||
#
|
||||
#
|
||||
# **Returns** The generated (and started) tween
|
||||
func _slide_object(
|
||||
source: ESCObject,
|
||||
destination: ESCObject,
|
||||
speed: int = -1
|
||||
) -> Tween:
|
||||
if speed == -1:
|
||||
speed = source.node.speed
|
||||
|
||||
if _tweens.has(source.global_id):
|
||||
var tween = (_tweens.get(source.global_id) as Tween)
|
||||
tween.stop_all()
|
||||
if (escoria.main as Node).has_node(tween.name):
|
||||
(escoria.main as Node).remove_child(tween)
|
||||
|
||||
var tween = Tween.new()
|
||||
(escoria.main as Node).add_child(tween)
|
||||
|
||||
tween.connect("tween_completed", self, "_on_tween_completed")
|
||||
|
||||
var duration = source.node.position.distance_to(
|
||||
destination.node.position
|
||||
) / speed
|
||||
|
||||
tween.interpolate_property(
|
||||
source.node,
|
||||
"global_position",
|
||||
source.node.global_position,
|
||||
destination.node.global_position,
|
||||
duration
|
||||
)
|
||||
|
||||
tween.start()
|
||||
|
||||
_tweens[source.global_id] = tween
|
||||
|
||||
return tween
|
||||
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
_slide_object(
|
||||
escoria.object_manager.get_object(command_params[0]),
|
||||
escoria.object_manager.get_object(command_params[1]),
|
||||
command_params[2]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
for tween in _tweens:
|
||||
tween.stop_all()
|
||||
|
||||
|
||||
func _on_tween_completed(tween: Tween, _key: NodePath):
|
||||
if tween:
|
||||
tween.queue_free()
|
||||
@@ -1,32 +0,0 @@
|
||||
# `slide_block object target [speed]`
|
||||
#
|
||||
# Moves `object` towards the position of `target`. This command is
|
||||
# blocking.
|
||||
#
|
||||
# - *object*: Global ID of the object to move
|
||||
# - *target*: Global ID of the target object
|
||||
# - *speed*: The speed at which to slide in pixels per second (will default to
|
||||
# the speed configured on the `object`)
|
||||
#
|
||||
# **Warning** This command does not respect the room's navigation polygons, so
|
||||
# `object` can be moved even when outside walkable areas.
|
||||
#
|
||||
# @ESC
|
||||
extends SlideCommand
|
||||
class_name SlideBlockCommand
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
var tween = _slide_object(
|
||||
escoria.object_manager.get_object(command_params[0]),
|
||||
escoria.object_manager.get_object(command_params[1]),
|
||||
command_params[2]
|
||||
)
|
||||
yield(tween, "tween_all_completed")
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
.interrupt()
|
||||
@@ -1,95 +0,0 @@
|
||||
# `spawn identifier path [is_active] [position_target]`
|
||||
#
|
||||
# Programmatically adds a new item to the scene.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *identifier*: Global ID to use for the new object
|
||||
# - *path*: Path to the scene file of the object
|
||||
# - *is_active*: Whether the new object should be set to active (default: `true`)
|
||||
# - *position_target*: Global ID of another object that will be used to
|
||||
# position the new object (when omitted, the new object's position is not specified)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name SpawnCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_STRING, TYPE_BOOL, TYPE_STRING],
|
||||
[null, null, true, null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if arguments[0].empty() \
|
||||
or arguments[0] in escoria.object_manager.RESERVED_OBJECTS:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: global_id (%s) is invalid. The global_id was either empty or is reserved."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
if not ResourceLoader.exists(arguments[1]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: Invalid scene path: %s not found."
|
||||
% [get_command_name(), arguments[1]]
|
||||
)
|
||||
return false
|
||||
if arguments[3] and not escoria.object_manager.has(arguments[3]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid object: Object with global id %s not found."
|
||||
% [get_command_name(), arguments[3]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
var res_scene = escoria.resource_cache.get_resource(command_params[1])
|
||||
|
||||
# Load room scene
|
||||
var scene = res_scene.instance()
|
||||
if scene:
|
||||
escoria.main.get_node("/root").add_child(scene)
|
||||
if command_params[3]:
|
||||
var obj = escoria.object_manager.get_object(command_params[3])
|
||||
scene.set_position(obj.get_global_position())
|
||||
escoria.inputs_manager.hotspot_focused = ""
|
||||
|
||||
escoria.object_manager.register_object(
|
||||
ESCObject.new(
|
||||
command_params[0],
|
||||
scene
|
||||
),
|
||||
null,
|
||||
true
|
||||
)
|
||||
|
||||
escoria.object_manager.get_object(command_params[0]).active = \
|
||||
command_params[2]
|
||||
|
||||
else:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: Invalid scene. Failed to load scene %s."
|
||||
% [get_command_name(), command_params[1]]
|
||||
)
|
||||
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,29 +0,0 @@
|
||||
# `stop`
|
||||
#
|
||||
# Stops the current event's execution. Note that this will stop the current
|
||||
# script entirely - if you're within a conditional block, the code after the
|
||||
# conditional block will not be executed.
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name StopCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
0,
|
||||
[],
|
||||
[]
|
||||
)
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
return ESCExecution.RC_CANCEL
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,68 +0,0 @@
|
||||
# `stop_snd [audio_bus]`
|
||||
#
|
||||
# Stops the given audio bus's stream.
|
||||
#
|
||||
# By default there are 3 audio buses set up by Escoria : `_sound`, which is
|
||||
# used to play non-looping sound effects; `_music`, which plays looping music;
|
||||
# and `_speech`, which plays non-looping voice files (default: `_music`).
|
||||
#
|
||||
# Each simultaneous sound (e.g. multiple game sound effects) will require its
|
||||
# own bus. To create additional buses, see the Godot sound documentation :
|
||||
# [Audio buses](https://docs.godotengine.org/en/stable/tutorials/audio/audio_buses.html#doc-audio-buses)
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *audio_bus*: Bus to stop ("_sound", "_music", "_speech", or a custom
|
||||
# audio bus you have created.)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name StopSndCommand
|
||||
|
||||
|
||||
# The specified sound player
|
||||
var _snd_player: String
|
||||
|
||||
# The previous sound state, saved for interrupting
|
||||
var previous_snd_state: String
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
0,
|
||||
[TYPE_STRING],
|
||||
["_music"]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid sound player. Sound player %s not registered."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
_snd_player = arguments[0]
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
previous_snd_state = escoria.object_manager.get_object(command_params[0]).node.state
|
||||
escoria.object_manager.get_object(command_params[0]).node.set_state(
|
||||
"off"
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.object_manager.get_object(_snd_player).node.set_state(
|
||||
previous_snd_state
|
||||
)
|
||||
@@ -1,68 +0,0 @@
|
||||
# `teleport object target`
|
||||
#
|
||||
# Instantly moves an object to a new position.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object*: Global ID of the object to move
|
||||
# - *target*: Global ID of the object to use as the destination coordinates
|
||||
# for `object`
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name TeleportCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_STRING],
|
||||
[null, null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid first object. Object to teleport with global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
|
||||
if not (escoria.object_manager.get_object(arguments[0]).node as ESCItem):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid first object. Object to teleport with global id %s must be of or derived from type ESCItem."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[1]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid second object. Destination location to teleport to with global id %s not found."
|
||||
% [get_command_name(), arguments[1]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(command_params[0]).node as ESCItem) \
|
||||
.teleport(
|
||||
escoria.object_manager.get_object(command_params[1]).node
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,62 +0,0 @@
|
||||
# `teleport_pos object x y`
|
||||
#
|
||||
# Instantly moves an object to the specified (absolute) coordinates.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object*: Global ID of the object to move
|
||||
# - *x*: X-coordinate of destination position
|
||||
# - *y*: Y-coordinate of destination position
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name TeleportPosCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
3,
|
||||
[TYPE_STRING, TYPE_INT, TYPE_INT],
|
||||
[null, null, null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid first object. Object to teleport with global id %s not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
|
||||
if not (escoria.object_manager.get_object(arguments[0]).node as ESCItem):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid first object. Object to teleport with global id %s must be of or derived from type ESCItem."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(command_params[0]).node as ESCItem) \
|
||||
.teleport_to(
|
||||
Vector2(int(command_params[1]), int(command_params[2])
|
||||
)
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,90 +0,0 @@
|
||||
# `transition transition_name mode [delay]`
|
||||
#
|
||||
# Runs a transition effect - generally used when entering or leaving a room.
|
||||
# Transitions are implemented as Godot shaders. Custom transitions can be made
|
||||
# by creating a shader in the `game/scenes/transitions/shaders/` folder within
|
||||
# the escoria-core plugin folder.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *transition_name*: Name of the transition shader from one of the transition
|
||||
# directories
|
||||
# - *mode*: Set to `in` to transition into or `out` to transition out of the room
|
||||
# - *delay*: Delay in seconds before starting the transition (default: `1.0`)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name TransitionCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_STRING, TYPE_REAL],
|
||||
[null, null, 1.0]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.main.scene_transition.has_transition(arguments[0]) \
|
||||
and not arguments[0].empty():
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: argument invalid. Transition with name '%s' doesn't exist."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
if not arguments[1] in ["in", "out"]:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: argument invalid" +
|
||||
"Transition type 'in' or 'out' expected, but '%s' was provided."
|
||||
% [get_command_name(), arguments[1]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
var transition_id = escoria.main.scene_transition.transition(
|
||||
command_params[0],
|
||||
ESCTransitionPlayer.TRANSITION_MODE.OUT if command_params[1] == "out" \
|
||||
else ESCTransitionPlayer.TRANSITION_MODE.IN,
|
||||
command_params[2]
|
||||
)
|
||||
|
||||
if transition_id == ESCTransitionPlayer.TRANSITION_ID_INSTANT:
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"Performing instant transition."
|
||||
)
|
||||
escoria.main.scene_transition.reset_shader_cutoff()
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"Starting transition #%s [%s, %s]."
|
||||
% [transition_id, command_params[0], command_params[1]]
|
||||
)
|
||||
while yield(
|
||||
escoria.main.scene_transition,
|
||||
"transition_done"
|
||||
) != transition_id:
|
||||
pass
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"Ending transition #%s [%s, %s]."
|
||||
% [transition_id, command_params[0], command_params[1]])
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
# Do nothing
|
||||
pass
|
||||
@@ -1,79 +0,0 @@
|
||||
# `turn_to object object_to_face [wait]`
|
||||
#
|
||||
# Turns `object` to face another object.
|
||||
#
|
||||
# Unlike movement commands, `turn_to` will not automatically reference an
|
||||
# `ESCLocation` that is a child of an `ESCItem.`
|
||||
# To turn towards an `ESCLocation` that is a child of an `ESCItem`, give the
|
||||
# `ESCLocation` a `Global ID` and use this value as the `object_to_face`
|
||||
# parameter.
|
||||
#
|
||||
# While turning, the number of directions the item faces will depend on
|
||||
# the number of `directions` defined for the object. A 16 direction character
|
||||
# for example will display 8 directions of animation while turning to face an
|
||||
# object that is 180 degrees away, a 4 direction character would only face 2
|
||||
# directions to make the same turn. As the idle animation will be played for
|
||||
# `wait` seconds for each direction the object faces, a 16 direction character
|
||||
# would take 8 seconds to rotate 180 degrees with a 1 second `wait` time,
|
||||
# whereas a 4 direction character would only take 2 seconds to make the same
|
||||
# rotation.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object*: Global ID of the object to be turned
|
||||
# - *object_to_face*: Global ID of the object to turn towards
|
||||
# - *wait*: Length of time to wait in seconds for each intermediate angle.
|
||||
# If set to 0, the turnaround is immediate (default: `0`)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name TurnToCommand
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_STRING, TYPE_REAL],
|
||||
[null, null, 0.0]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: Cannot turn \"%s\". Object not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
if not escoria.object_manager.has(arguments[1]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: Cannot turn \"%s\" towards \"%s\". \"%s\" was not found."
|
||||
% [get_command_name(), arguments[0], arguments[1] , arguments[1]]
|
||||
)
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
(escoria.object_manager.get_object(command_params[0]).node as ESCItem)\
|
||||
.turn_to(
|
||||
escoria.object_manager.get_object(command_params[1]).node,
|
||||
command_params[2]
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
escoria.logger.debug(
|
||||
self,
|
||||
"[%s] interrupt() function not implemented." % get_command_name()
|
||||
)
|
||||
@@ -1,58 +0,0 @@
|
||||
# `wait seconds`
|
||||
#
|
||||
# Blocks execution of the current event.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *seconds*: Number of seconds to block
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name WaitCommand
|
||||
|
||||
# Timer to wait for
|
||||
var timer: Timer
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
1,
|
||||
[[TYPE_INT, TYPE_REAL]],
|
||||
[null]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
# We can't wait for 0 or fewer seconds, now, can we?
|
||||
if arguments[0] <= 0.0:
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: argument invalid. %s is an invalid amount of time to wait (must be positive)."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
timer = Timer.new()
|
||||
timer.wait_time = float(command_params[0])
|
||||
escoria.add_child(timer)
|
||||
timer.start()
|
||||
yield(timer, "timeout")
|
||||
escoria.remove_child(timer)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
if timer == null:
|
||||
return
|
||||
|
||||
timer.emit_signal("timeout")
|
||||
@@ -1,77 +0,0 @@
|
||||
# `walk object target [walk_fast]`
|
||||
#
|
||||
# Moves the specified `ESCPlayer` or movable `ESCItem` to the `target`
|
||||
# ESCItem's location while playing `object`'s walking animation. This command
|
||||
# is non-blocking.
|
||||
# This command will use the normal walk speed by default.
|
||||
# If the `target` ESCItem has a child ESCLocation node, the walk destination
|
||||
# will be the position of the ESCLocation.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object*: Global ID of the object to move
|
||||
# - *target*: Global ID of the target object
|
||||
# - *walk_fast*: Whether to walk fast (`true`) or normal speed (`false`)
|
||||
# (default: false)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
class_name WalkCommand
|
||||
|
||||
|
||||
# Walking object
|
||||
var walking_object_node: ESCItem
|
||||
|
||||
# Target object
|
||||
var target_object_node: ESCObject
|
||||
|
||||
|
||||
# Return the descriptor of the arguments of this command
|
||||
func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new(
|
||||
2,
|
||||
[TYPE_STRING, TYPE_STRING, TYPE_BOOL],
|
||||
[null, null, false]
|
||||
)
|
||||
|
||||
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not .validate(arguments):
|
||||
return false
|
||||
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid first object. The object with global id %s to make walk was not found."
|
||||
% [get_command_name(), arguments[0]]
|
||||
)
|
||||
return false
|
||||
if not escoria.object_manager.has(arguments[1]):
|
||||
escoria.logger.error(
|
||||
self,
|
||||
"[%s]: invalid second object. The object to walk to with global id %s was not found."
|
||||
% [get_command_name(), arguments[1]]
|
||||
)
|
||||
return false
|
||||
|
||||
walking_object_node = (escoria.object_manager.get_object(
|
||||
arguments[0]).node as ESCItem
|
||||
)
|
||||
target_object_node = escoria.object_manager.get_object(arguments[1])
|
||||
return true
|
||||
|
||||
|
||||
# Run the command
|
||||
func run(command_params: Array) -> int:
|
||||
escoria.action_manager.do(
|
||||
escoria.action_manager.ACTION.BACKGROUND_CLICK,
|
||||
command_params
|
||||
)
|
||||
return ESCExecution.RC_OK
|
||||
|
||||
|
||||
# Function called when the command is interrupted.
|
||||
func interrupt():
|
||||
if walking_object_node != null:
|
||||
walking_object_node.stop_walking_now()
|
||||
@@ -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()
|
||||
@@ -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()
|
||||
@@ -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()
|
||||
@@ -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
|
||||
@@ -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)
|
||||
@@ -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
|
||||
@@ -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
|
||||
)
|
||||
@@ -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]
|
||||
@@ -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)
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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()
|
||||
)
|
||||
@@ -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()
|
||||
]
|
||||
)
|
||||
@@ -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)]
|
||||
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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()
|
||||
|
||||
@@ -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}
|
||||
@@ -1,35 +0,0 @@
|
||||
# A group of ESC commands
|
||||
extends ESCStatement
|
||||
class_name ESCGroup
|
||||
|
||||
|
||||
# A RegEx identifying a group
|
||||
const REGEX = '^([^>]*)>\\s*(\\[(?<conditions>[^\\]]+)\\])?$'
|
||||
|
||||
|
||||
# A list of ESCConditions to run this group
|
||||
# Conditions are combined using logical AND
|
||||
var conditions: Array = []
|
||||
|
||||
|
||||
# Construct an ESC group of an ESC script line
|
||||
func _init(group_string: String):
|
||||
var group_regex = RegEx.new()
|
||||
group_regex.compile(REGEX)
|
||||
|
||||
if group_regex.search(group_string):
|
||||
for result in group_regex.search_all(group_string):
|
||||
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 group detected: %s\nGroup regexp didn't match."
|
||||
% group_string
|
||||
)
|
||||