Moved and split escoria._ev_left_click_on_item() function into ESCController (#371)

* Moved and split escoria._ev_left_click_on_item() function into ESCController.
Added a boolean in ESCWalkContext to hold whether interact should happen after destination is reached.

Co-authored-by: StraToN <StraToN@users.noreply.github.com>
This commit is contained in:
Julian Murgia
2021-08-24 08:19:55 +02:00
committed by GitHub
parent fc3ea147a7
commit b230966fc6
11 changed files with 396 additions and 225 deletions

View File

@@ -80,6 +80,10 @@ var inputs_manager: ESCInputsManager
# Savegames and settings manager
var save_manager: ESCSaveManager
# The controller in charge of converting an action verb on a game object
# into an actual action
var controller: ESCController
# Initialize various objects
func _init():
@@ -97,6 +101,7 @@ func _init():
self.resource_cache.start()
self.save_manager = ESCSaveManager.new()
self.inputs_manager = ESCInputsManager.new()
self.controller = ESCController.new()
# Load settings
@@ -137,9 +142,13 @@ func do(action: String, params: Array = []) -> void:
"walk":
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 self.object_manager.has(params[0]):
self.logger.report_errors(
if not escoria.object_manager.has(params[0]):
escoria.logger.report_errors(
"escoria.gd:do()",
[
"Walk action requested on inexisting " + \
@@ -148,53 +157,26 @@ func do(action: String, params: Array = []) -> void:
)
return
var moving_obj = self.object_manager.get_object(params[0])\
.node
var moving_obj = escoria.object_manager.get_object(params[0])
var target
# Walk to Position2D.
if params[1] is Vector2:
var target_position = params[1]
var is_fast: bool = false
if params.size() > 2 and params[2] == true:
is_fast = true
var walk_context = ESCWalkContext.new(
null,
target_position,
is_fast
)
moving_obj.walk_to(target_position, walk_context)
# Walk to object from its id
elif params[1] is String:
if not self.object_manager.has(params[1]):
self.logger.report_errors(
if params[1] is String:
if not escoria.object_manager.has(params[1]):
escoria.logger.report_errors(
"escoria.gd:do()",
[
"Walk action requested TOWARDS " +\
"inexisting object: %s" % params[1]
"Walk action requested to inexisting " + \
"object: %s " % params[1]
]
)
return
var object = self.object_manager.get_object(params[1])
if object:
var target_position: Vector2
if object.node is ESCLocation:
target_position = object.node.global_position
else:
target_position = object.node.interact_position
var is_fast: bool = false
if params.size() > 2 and params[2] == true:
is_fast = true
var walk_context = ESCWalkContext.new(
object,
Vector2(),
is_fast
)
moving_obj.walk_to(target_position, walk_context)
target = escoria.object_manager.get_object(params[1])
elif params[1] is Vector2:
target = params[1]
self.controller.perform_walk(moving_obj, target, walk_fast)
"item_left_click":
if params[0] is String:
self.logger.info(
@@ -202,7 +184,7 @@ func do(action: String, params: Array = []) -> void:
[params[0]]
)
var item = self.object_manager.get_object(params[0])
_ev_left_click_on_item(item, params[1])
self.controller.perform_inputevent_on_object(item, params[1])
"item_right_click":
if params[0] is String:
@@ -211,7 +193,7 @@ func do(action: String, params: Array = []) -> void:
[params[0]]
)
var item = self.object_manager.get_object(params[0])
_ev_left_click_on_item(item, params[1], true)
self.controller.perform_inputevent_on_object(item, params[1], true)
"trigger_in":
var trigger_id = params[0]
@@ -248,124 +230,6 @@ func do(action: String, params: Array = []) -> void:
pass
# Event handler when an object/item was clicked
#
# #### Parameters
#
# - ob: Object that was left clicked
# - event: Input event that was received
# - default_action: Run the inventory default action
func _ev_left_click_on_item(obj, event, default_action = false):
if obj is String:
obj = object_manager.get_object(obj)
self.logger.info(obj.global_id + " left-clicked with event ", [event])
var need_combine = false
# Check if current_action and current_tool are already set
if self.action_manager.current_action:
if self.action_manager.current_tool:
if self.action_manager.current_action in self.action_manager\
.current_tool.node.combine_if_action_used_among:
need_combine = true
else:
self.action_manager.current_tool = obj
else:
if default_action:
if self.inventory_manager.inventory_has(obj.global_id):
self.action_manager.current_action = \
obj.node.default_action_inventory
else:
self.action_manager.current_action = \
obj.node.default_action
elif self.action_manager.current_action in \
obj.node.combine_if_action_used_among:
self.action_manager.current_tool = obj
# Don't interact after player movement towards object
# (because object is inactive for example)
var dont_interact = false
var destination_position: Vector2 = main.current_scene.player.\
global_position
# Create walk context
var walk_context = ESCWalkContext.new(
obj,
Vector2(),
event.doubleclick
)
# If object not in inventory, player walks towards it
if not inventory_manager.inventory_has(obj.global_id):
var clicked_object_has_interact_position = false
if object_manager.get_object(obj.global_id).interactive:
if obj.node.get_interact_position() != null:
destination_position = obj.node.get_interact_position()
clicked_object_has_interact_position = true
else:
destination_position = obj.node.position
else:
destination_position = event.position
dont_interact = true
main.current_scene.player.walk_to(
destination_position,
walk_context
)
# Wait for the player to arrive before continuing with action.
var context: ESCWalkContext = yield(
main.current_scene.player,
"arrived"
)
self.logger.info("Context arrived: %s" % context)
if context.target_object and \
context.target_object.global_id != walk_context.\
target_object.global_id:
dont_interact = true
elif context.target_position != walk_context.target_position:
dont_interact = true
# If no interaction should happen after player has arrived, leave immediately.
if dont_interact:
return
var player_global_pos = main.current_scene.player.global_position
var clicked_position = event.position
# If player has arrived at the position he was supposed to reach so he can interact
if player_global_pos == destination_position:
# Manage exits
if obj.node.is_exit and self.action_manager.current_action == "" \
or self.action_manager.current_action == "walk":
self.action_manager.activate("exit_scene", obj)
else:
# Manage movements towards object before activating it
if self.action_manager.current_action == "" \
or self.action_manager.current_action == "walk":
if destination_position != clicked_position \
and not inventory_manager.inventory_has(obj.global_id):
self.action_manager.activate("arrived", obj)
# Manage action on object
elif self.action_manager.current_action != "" and \
self.action_manager.current_action != "walk":
# If apply_interact, perform combine between items
if need_combine:
self.action_manager.activate(
self.action_manager.current_action,
self.action_manager.current_tool,
obj
)
else:
self.action_manager.activate(
self.action_manager.current_action,
obj
)
# Apply the loaded settings
#