feat: refactor numerous areas and tokenize string literals where possible; also fixes some small bugs (#487)

Co-authored-by: Duncan Brown <duncan@bhs-consultants.com>
This commit is contained in:
Duncan Brown
2022-02-04 11:10:40 -05:00
committed by GitHub
parent 7913aadb6d
commit 99dc1e0110
50 changed files with 1103 additions and 593 deletions

View File

@@ -1,6 +1,7 @@
# The escoria main script
tool
extends Node
class_name Escoria
# Signal sent when pause menu has to be displayed
signal request_pause_menu
@@ -12,9 +13,6 @@ signal paused
signal resumed
# Escoria version number
const ESCORIA_VERSION = "0.1.0"
# Current game state
# * DEFAULT: Common game function
# * DIALOG: Game is playing a dialog
@@ -26,6 +24,16 @@ enum GAME_STATE {
}
# Escoria version number
const ESCORIA_VERSION = "0.1.0"
# Audio bus indices.
const BUS_MASTER = "Master"
const BUS_SFX = "SFX"
const BUS_MUSIC = "Music"
const BUS_SPEECH = "Speech"
# Logger used
var logger: ESCLogger
@@ -53,6 +61,9 @@ var room_manager: ESCRoomManager
# ESC object manager instance
var object_manager: ESCObjectManager
# ESC project settings manager instance
var project_settings_manager: ESCProjectSettingsManager
# ESC command registry instance
var command_registry: ESCCommandRegistry
@@ -71,15 +82,15 @@ var inventory
# These are settings that the player can affect and save/load later
var settings: ESCSaveSettings
# The current state of the game
onready var current_state = GAME_STATE.DEFAULT
# The game resolution
onready var game_size = get_viewport().size
# The main scene
onready var main = $main
# The current state of the game
onready var current_state = GAME_STATE.DEFAULT
# The escoria inputs manager
var inputs_manager: ESCInputsManager
@@ -91,8 +102,7 @@ var game_scene: ESCGame
# The compiled start script loaded from ProjectSettings
# escoria/main/game_start_script
var start_script : ESCScript
var start_script: ESCScript
# Initialize various objects
@@ -112,18 +122,21 @@ func _init():
self.save_manager = ESCSaveManager.new()
self.inputs_manager = ESCInputsManager.new()
self.room_manager = ESCRoomManager.new()
self.project_settings_manager = ESCProjectSettingsManager.new()
settings = ESCSaveSettings.new()
if ProjectSettings.get_setting("escoria/ui/game_scene") == "":
if self.project_settings_manager.get_setting(self.project_settings_manager.GAME_SCENE) == "":
logger.report_errors("escoria.gd",
["Parameter escoria/ui/game_scene is not set!"]
["Project setting '%s' is not set!" % self.project_settings_manager.GAME_SCENE]
)
else:
self.game_scene = resource_cache.get_resource(
ProjectSettings.get_setting("escoria/ui/game_scene")
game_scene = resource_cache.get_resource(
self.project_settings_manager.get_setting(self.project_settings_manager.GAME_SCENE)
).instance()
print(get_script().get_path())
# Load settings
func _ready():
@@ -131,13 +144,13 @@ func _ready():
apply_settings(settings)
room_manager.register_reserved_globals()
inputs_manager.register_core()
if ProjectSettings.get_setting("escoria/main/game_start_script").empty():
if self.project_settings_manager.get_setting(self.project_settings_manager.GAME_START_SCRIPT).empty():
logger.report_errors("escoria.gd",
[
"Project setting 'escoria/main/game_start_script' is not set!"
"Project setting '%s' is not set!" % self.project_settings_manager.GAME_START_SCRIPT
])
start_script = self.esc_compiler.load_esc_file(
ProjectSettings.get_setting("escoria/main/game_start_script")
self.project_settings_manager.get_setting(self.project_settings_manager.GAME_START_SCRIPT)
)
@@ -155,126 +168,12 @@ func _notification(what):
# Usually you'll want to show some logos animations before spawning the main
# menu in the escoria/main/game_start_script 's :init event
func init():
run_event_from_script(start_script, "init")
run_event_from_script(start_script, self.event_manager.EVENT_INIT)
# Called by Main menu "start new game"
func new_game():
run_event_from_script(start_script, "newgame")
# Run a generic action
#
# #### Parameters
#
# - action: type of the action to run
# - params: Parameters for the action
# - can_interrupt: if true, this command will interrupt any ongoing event
# before it is finished
func do(action: String, params: Array = [], can_interrupt: bool = false) -> void:
if current_state == GAME_STATE.DEFAULT:
match action:
"walk":
if can_interrupt:
event_manager.interrupt_running_event()
self.action_manager.clear_current_action()
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.report_errors(
"escoria.gd:do()",
[
"Walk action requested on inexisting " + \
"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.report_errors(
"escoria.gd:do()",
[
"Walk action requested to inexisting " + \
"object: %s " % params[1]
]
)
return
target = escoria.object_manager.get_object(params[1])
elif params[1] is Vector2:
target = params[1]
self.action_manager.perform_walk(moving_obj, target, walk_fast)
"item_left_click":
if params[0] is String:
self.logger.info(
"escoria.do(): item_left_click on item ",
[params[0]]
)
if can_interrupt:
event_manager.interrupt_running_event()
var item = self.object_manager.get_object(params[0])
self.action_manager.perform_inputevent_on_object(item, params[1])
"item_right_click":
if params[0] is String:
self.logger.info(
"escoria.do(): item_right_click on item ",
[params[0]]
)
if can_interrupt:
event_manager.interrupt_running_event()
var item = self.object_manager.get_object(params[0])
self.action_manager.perform_inputevent_on_object(item, params[1], true)
"trigger_in":
var trigger_id = params[0]
var object_id = params[1]
var trigger_in_verb = params[2]
self.logger.info("escoria.do(): trigger_in %s by %s" % [
trigger_id,
object_id
])
self.event_manager.queue_event(
object_manager.get_object(trigger_id).events[
trigger_in_verb
]
)
"trigger_out":
var trigger_id = params[0]
var object_id = params[1]
var trigger_out_verb = params[2]
self.logger.info("escoria.do(): trigger_out %s by %s" % [
trigger_id,
object_id
])
self.event_manager.queue_event(
object_manager.get_object(trigger_id).events[
trigger_out_verb
]
)
_:
self.logger.report_warnings("escoria.gd:do()",
["Action received:", action, "with params ", params])
elif current_state == GAME_STATE.WAIT:
pass
run_event_from_script(start_script, self.event_manager.EVENT_NEW_GAME)
# Apply the loaded settings
@@ -290,19 +189,19 @@ func apply_settings(p_settings: ESCSaveSettings) -> void:
settings = ESCSaveSettings.new()
AudioServer.set_bus_volume_db(
AudioServer.get_bus_index("Master"),
AudioServer.get_bus_index(BUS_MASTER),
linear2db(settings.master_volume)
)
AudioServer.set_bus_volume_db(
AudioServer.get_bus_index("SFX"),
AudioServer.get_bus_index(BUS_SFX),
linear2db(settings.sfx_volume)
)
AudioServer.set_bus_volume_db(
AudioServer.get_bus_index("Music"),
AudioServer.get_bus_index(BUS_MUSIC),
linear2db(settings.music_volume)
)
AudioServer.set_bus_volume_db(
AudioServer.get_bus_index("Speech"),
AudioServer.get_bus_index(BUS_SPEECH),
linear2db(settings.speech_volume)
)
TranslationServer.set_locale(settings.text_lang)
@@ -312,10 +211,10 @@ func apply_settings(p_settings: ESCSaveSettings) -> void:
# Input function to manage specific input keys
func _input(event):
if InputMap.has_action("esc_show_debug_prompt") \
and event.is_action_pressed("esc_show_debug_prompt"):
if InputMap.has_action(ESCInputsManager.ESC_SHOW_DEBUG_PROMPT) \
and event.is_action_pressed(ESCInputsManager.ESC_SHOW_DEBUG_PROMPT):
escoria.main.get_node("layers/debug_layer/esc_prompt_popup").popup()
if event.is_action_pressed("ui_cancel"):
emit_signal("request_pause_menu")
@@ -356,24 +255,7 @@ func run_event_from_script(script: ESCScript, event_name: String):
[]
)
return
# Register a new project setting if it hasn't been defined already
#
# #### Parameters
#
# - name: Name of the project setting
# - default: Default value
# - info: Property info for the setting
func register_setting(name: String, default, info: Dictionary):
if not ProjectSettings.has_setting(name):
ProjectSettings.set_setting(
name,
default
)
info.name = name
ProjectSettings.add_property_info(info)
# Register a user interface. This should be called in a deferred way
# from the addon's _enter_tree.
@@ -381,7 +263,11 @@ func register_setting(name: String, default, info: Dictionary):
# #### Parameters
# - game_scene: Path to the game scene extending ESCGame
func register_ui(game_scene: String):
if not ProjectSettings.get_setting("escoria/ui/game_scene") in [
var game_scene_setting_value = escoria.project_settings_manager.get_setting(
escoria.project_settings_manager.GAME_SCENE
)
if not game_scene_setting_value in [
"",
game_scene
]:
@@ -389,11 +275,11 @@ func register_ui(game_scene: String):
"escoria.gd:register_ui()",
[
"Can't register user interface because %s is registered" % \
ProjectSettings.get_setting("escoria/ui/game_scene")
game_scene_setting_value
]
)
ProjectSettings.set_setting(
"escoria/ui/game_scene",
escoria.project_settings_manager.set_setting(
escoria.project_settings_manager.GAME_SCENE,
game_scene
)
@@ -403,18 +289,22 @@ func register_ui(game_scene: String):
# #### Parameters
# - game_scene: Path to the game scene extending ESCGame
func deregister_ui(game_scene: String):
if ProjectSettings.get_setting("escoria/ui/game_scene") != game_scene:
var game_scene_setting_value = escoria.project_settings_manager.get_setting(
escoria.project_settings_manager.GAME_SCENE
)
if game_scene_setting_value != game_scene:
logger.report_errors(
"escoria.gd:deregister_ui()",
[
(
"Can't deregister user interface %s because it " +
"is not registered."
) % ProjectSettings.get_setting("escoria/ui/game_scene")
) % game_scene_setting_value
]
)
ProjectSettings.set_setting(
"escoria/ui/game_scene",
escoria.project.set_setting(
escoria.project_settings_manager.GAME_SCENE,
""
)
@@ -425,26 +315,30 @@ func deregister_ui(game_scene: String):
# #### Parameters
# - manager_class: Path to the manager class script
func register_dialog_manager(manager_class: String):
var dialog_managers: Array = ProjectSettings.get_setting(
"escoria/ui/dialog_managers"
)
if manager_class in dialog_managers:
return
dialog_managers.push_back(manager_class)
ProjectSettings.set_setting(
"escoria/ui/dialog_managers",
dialog_managers
var dialog_managers: Array = escoria.project_settings_manager.get_setting(
escoria.project_settings_manager.DIALOG_MANAGERS
)
if manager_class in dialog_managers:
return
dialog_managers.push_back(manager_class)
escoria.project_settings_manager.set_setting(
escoria.project_settings_manager.DIALOG_MANAGERS,
dialog_managers
)
# Deregister a dialog manager addon
#
# #### Parameters
# - manager_class: Path to the manager class script
func deregister_dialog_manager(manager_class: String):
var dialog_managers: Array = ProjectSettings.get_setting(
"escoria/ui/dialog_managers"
var dialog_managers: Array = escoria.project_settings_manager.get_setting(
escoria.project_settings_manager.DIALOG_MANAGERS
)
if not manager_class in dialog_managers:
logger.report_warnings(
"escoria.gd:deregister_dialog_manager()",
@@ -456,8 +350,8 @@ func deregister_dialog_manager(manager_class: String):
dialog_managers.erase(manager_class)
ProjectSettings.set_setting(
"escoria/ui/dialog_managers",
escoria.project_settings_manager.set_setting(
escoria.project_settings_manager.DIALOG_MANAGERS,
dialog_managers
)