feat: allows for the skipping of dialogue after the text is fully visible; still need to look at integrating with user options
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committed by
Julian Murgia
parent
886f402395
commit
bd2f28214b
32
addons/escoria-core/patterns/state_machine/state.gd
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32
addons/escoria-core/patterns/state_machine/state.gd
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"""
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Base interface for all states: it doesn't do anything in itself
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but forces us to pass the right arguments to the methods below
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and makes sure every State object had all of these methods.
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"""
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extends Node
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class_name State
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signal finished(next_state_name)
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# Initialize the state. E.g. change the animation
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func enter():
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return
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# Clean up the state. Reinitialize values like a timer
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func exit():
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return
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func handle_input(_event):
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return
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func update(_delta):
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return
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func _on_animation_finished(_anim_name):
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return
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93
addons/escoria-core/patterns/state_machine/state_machine.gd
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93
addons/escoria-core/patterns/state_machine/state_machine.gd
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"""
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Base interface for a generic state machine
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It handles initializing, setting the machine active or not
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delegating _physics_process, _input calls to the State nodes,
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and changing the current/active state.
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"""
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extends Node
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class_name StateMachine
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signal state_changed(current_state)
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"""
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You must set a starting node from the inspector or on
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the node that inherits from this state machine interface
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If you don't the game will crash (on purpose, so you won't
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forget to initialize the state machine)
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"""
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export(NodePath) var START_STATE
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var states_map = {}
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var states_stack = [] # can also be used as a pushdown automaton
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var current_state = null
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var current_state_name = ""
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var _active = false setget set_active
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func initialize(start_state):
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for child in get_children():
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child.connect("finished", self, "_change_state")
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set_active(true)
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states_stack.push_front(start_state)
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current_state = states_stack[0]
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current_state.enter()
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func set_active(value):
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_active = value
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set_physics_process(value)
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set_process_input(value)
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if not _active:
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states_stack = []
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current_state = null
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func _input(event):
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current_state.handle_input(event)
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func _physics_process(delta):
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current_state.update(delta)
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func _on_animation_finished(anim_name):
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if not _active:
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return
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current_state._on_animation_finished(anim_name)
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func _change_state(state_name):
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if not _active:
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return
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escoria.logger.trace(
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self,
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"Dialog State Machine: Changing state from '%s' to '%s'." % [current_state_name, state_name]
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)
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current_state.exit()
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if state_name == "previous":
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states_stack.pop_front()
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else:
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states_stack[0] = states_map[state_name]
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current_state = states_stack[0]
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emit_signal("state_changed", current_state)
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#if state_name != "previous":
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current_state.enter()
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current_state_name = state_name
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func get_current_state_name():
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for key in states_map.keys():
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if states_map[key] == current_state:
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return key
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return null
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