diff --git a/CHANGELOG.md b/CHANGELOG.md index fa1e19e1..9d4e86fe 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,3 +1,12 @@ +## [4.0.0-alpha.179](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.179) (2022-05-01) + + +### Bug Fixes + +* manage clearing of current_action when action is interrupted ([#584](https://github.com/godot-escoria/escoria-demo-game/issues/584)) ([b8983b8](https://github.com/godot-escoria/escoria-demo-game/commit/b8983b8b4269a6e5195b6baf084d86443f7b8f00)) + + + ## [4.0.0-alpha.178](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.178) (2022-05-01) diff --git a/addons/escoria-core/game/core-scripts/esc/commands/walk.gd b/addons/escoria-core/game/core-scripts/esc/commands/walk.gd index a825d31c..652e19a6 100644 --- a/addons/escoria-core/game/core-scripts/esc/commands/walk.gd +++ b/addons/escoria-core/game/core-scripts/esc/commands/walk.gd @@ -53,7 +53,7 @@ func validate(arguments: Array): ] ) return false - + walking_object_node = (escoria.object_manager.get_object( arguments[0]).node as ESCItem ) diff --git a/addons/escoria-core/game/core-scripts/esc/commands/walk_block.gd b/addons/escoria-core/game/core-scripts/esc/commands/walk_block.gd index b36da888..00cc22f5 100644 --- a/addons/escoria-core/game/core-scripts/esc/commands/walk_block.gd +++ b/addons/escoria-core/game/core-scripts/esc/commands/walk_block.gd @@ -53,7 +53,7 @@ func validate(arguments: Array): ] ) return false - + walking_object_node = (escoria.object_manager.get_object( arguments[0]).node as ESCItem ) diff --git a/addons/escoria-core/game/core-scripts/esc/commands/walk_to_pos.gd b/addons/escoria-core/game/core-scripts/esc/commands/walk_to_pos.gd index 6f50c9fc..09635491 100644 --- a/addons/escoria-core/game/core-scripts/esc/commands/walk_to_pos.gd +++ b/addons/escoria-core/game/core-scripts/esc/commands/walk_to_pos.gd @@ -44,7 +44,7 @@ func validate(arguments: Array): ] ) return false - + walking_object_node = (escoria.object_manager.get_object( arguments[0]).node as ESCItem ) diff --git a/addons/escoria-core/game/core-scripts/esc/commands/walk_to_pos_block.gd b/addons/escoria-core/game/core-scripts/esc/commands/walk_to_pos_block.gd index 2f7abbfe..ddc80f69 100644 --- a/addons/escoria-core/game/core-scripts/esc/commands/walk_to_pos_block.gd +++ b/addons/escoria-core/game/core-scripts/esc/commands/walk_to_pos_block.gd @@ -44,7 +44,7 @@ func validate(arguments: Array): ] ) return false - + walking_object_node = (escoria.object_manager.get_object( arguments[0]).node as ESCItem ) diff --git a/addons/escoria-core/game/core-scripts/esc/esc_event_manager.gd b/addons/escoria-core/game/core-scripts/esc/esc_event_manager.gd index 16059c4b..b5d55e64 100644 --- a/addons/escoria-core/game/core-scripts/esc/esc_event_manager.gd +++ b/addons/escoria-core/game/core-scripts/esc/esc_event_manager.gd @@ -280,7 +280,7 @@ func _on_event_finished(finished_statement: ESCStatement, return_code: int, chan 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. if return_code == ESCExecution.RC_CANCEL: diff --git a/addons/escoria-core/game/core-scripts/esc/types/esc_command.gd b/addons/escoria-core/game/core-scripts/esc/types/esc_command.gd index 190654ef..7ad7b699 100644 --- a/addons/escoria-core/game/core-scripts/esc/types/esc_command.gd +++ b/addons/escoria-core/game/core-scripts/esc/types/esc_command.gd @@ -136,14 +136,14 @@ func run() -> int: # 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 +# 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: diff --git a/addons/escoria-core/game/core-scripts/esc/types/esc_execution.gd b/addons/escoria-core/game/core-scripts/esc/types/esc_execution.gd index 0a4b3727..2c6b512e 100644 --- a/addons/escoria-core/game/core-scripts/esc/types/esc_execution.gd +++ b/addons/escoria-core/game/core-scripts/esc/types/esc_execution.gd @@ -5,7 +5,7 @@ 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 +# * 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 diff --git a/addons/escoria-core/game/core-scripts/esc_item.gd b/addons/escoria-core/game/core-scripts/esc_item.gd index a5ee0933..563378be 100644 --- a/addons/escoria-core/game/core-scripts/esc_item.gd +++ b/addons/escoria-core/game/core-scripts/esc_item.gd @@ -465,7 +465,7 @@ func walk_to(pos: Vector2, p_walk_context: ESCWalkContext = null) -> void: # or teleport it directly at destination position if 'to_target' is true. # # #### Parameters -# +# # - to_target: if true, the movable node is teleport directly at its target # destination func stop_walking_now(to_target: bool = false) -> void: