bcirpggithubmirror/Phase2/Godot_Toolset/Luke/addons/dialogic/Other/DialogicClass.gd

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extends Node
## Exposed and safe to use methods for Dialogic
## See documentation under 'https://github.com/coppolaemilio/dialogic' or in the editor:
## ### /!\ ###
## Do not use methods from other classes as it could break the plugin's integrity
## ### /!\ ###
## Trying to follow this documentation convention: https://github.com/godotengine/godot/pull/41095
class_name Dialogic
## Refactor the start function for 2.0 there should be a cleaner way to do it :)
## Starts the dialog for the given timeline and returns a Dialog node.
## You must then add it manually to the scene to display the dialog.
##
## Example:
## var new_dialog = Dialogic.start('Your Timeline Name Here')
## add_child(new_dialog)
##
## This is similar to using the editor:
## you can drag and drop the scene located at /addons/dialogic/Dialog.tscn
## and set the current timeline via the inspector.
##
## @param timeline The timeline to load. You can provide the timeline name or the filename.
## If you leave it empty, it will try to load from current data
## In that case, you should do Dialogic.load() or Dialogic.import() before.
## @param default_timeline If timeline == '' and no valid data was found, this will be loaded.
## @param dialog_scene_path If you made a custom Dialog scene or moved it from its default path, you can specify its new path here.
## @param use_canvas_instead Create the Dialog inside a canvas layer to make it show up regardless of the camera 2D/3D situation.
## @returns A Dialog node to be added into the scene tree.
static func start(timeline: String = '', default_timeline: String ='', dialog_scene_path: String="res://addons/dialogic/Nodes/DialogNode.tscn", use_canvas_instead=true):
var dialog_scene = load(dialog_scene_path)
var dialog_node = null
var canvas_dialog_node = null
var returned_dialog_node = null
if use_canvas_instead:
var canvas_dialog_script = load("res://addons/dialogic/Nodes/canvas_dialog_node.gd")
canvas_dialog_node = canvas_dialog_script.new()
canvas_dialog_node.set_dialog_node_scene(dialog_scene)
dialog_node = canvas_dialog_node.dialog_node
else:
dialog_node = dialog_scene.instance()
returned_dialog_node = dialog_node if not canvas_dialog_node else canvas_dialog_node
## 1. Case: A slot has been loaded OR data has been imported
if timeline == '':
if (Engine.get_main_loop().has_meta('last_dialog_state')
and not Engine.get_main_loop().get_meta('last_dialog_state').empty()
and not Engine.get_main_loop().get_meta('last_dialog_state').get('timeline', '').empty()):
dialog_node.resume_state_from_info(Engine.get_main_loop().get_meta('last_dialog_state'))
return returned_dialog_node
## The loaded data isn't complete
elif (Engine.get_main_loop().has_meta('current_timeline')
and not Engine.get_main_loop().get_meta('current_timeline').empty()):
timeline = Engine.get_main_loop().get_meta('current_timeline')
## Else load the default timeline
else:
timeline = default_timeline
## 2. Case: A specific timeline should be started
# check if it's a file name
if timeline.ends_with('.json'):
for t in DialogicUtil.get_timeline_list():
if t['file'] == timeline:
dialog_node.timeline = t['file']
dialog_node.timeline_name = timeline
return returned_dialog_node
# No file found. Show error
dialog_node.dialog_script = {
"events":[
{"event_id":'dialogic_001',
"character":"",
"portrait":"",
"text":"[Dialogic Error] Loading dialog [color=red]" + timeline + "[/color]. It seems like the timeline doesn't exists. Maybe the name is wrong?"
}]
}
return returned_dialog_node
# else get the file from the name
var timeline_file = _get_timeline_file_from_name(timeline)
if timeline_file:
dialog_node.timeline = timeline_file
dialog_node.timeline_name = timeline
return returned_dialog_node
# Just in case everything else fails.
return returned_dialog_node
# Loads the given timeline into the active DialogNode
# This means it's state (theme, characters, background, music) is preserved.
#
# @param timeline the name of the timeline to load
static func change_timeline(timeline: String) -> void:
# Set Timeline
set_current_timeline(timeline)
# If there is a dialog node
if has_current_dialog_node():
var dialog_node = Engine.get_main_loop().get_meta('latest_dialogic_node')
# Get file name
var timeline_file = _get_timeline_file_from_name(timeline)
dialog_node.change_timeline(timeline_file)
else:
print("[D] Tried to change timeline, but no DialogNode exists!")
# Immediately plays the next event.
#
# @param discreetly determines whether the Passing Audio will be played in the process
static func next_event(discreetly: bool = false):
# If there is a dialog node
if has_current_dialog_node():
var dialog_node = Engine.get_main_loop().get_meta('latest_dialogic_node')
dialog_node.next_event(discreetly)
################################################################################
## Test to see if a timeline exists
################################################################################
## Check to see if a timeline with a given name/path exists. Useful for verifying
## before calling a timeline, or for automated tests to make sure timeline calls
## are valid. Returns a boolean of true if the timeline exists, and false if it
## does not.
static func timeline_exists(timeline: String):
var timeline_file = _get_timeline_file_from_name(timeline)
if timeline_file:
return true
else:
return false
################################################################################
## BUILT-IN SAVING/LOADING
################################################################################
## Loads the given slot
static func load(slot_name: String = ''):
_load_from_slot(slot_name)
Engine.get_main_loop().set_meta('current_save_slot', slot_name)
## Saves the current definitions and the latest added dialog nodes state info.
##
## @param slot_name The name of the save slot. To load this save you have to specify the same
## If the slot folder doesn't exist it will be created.
static func save(slot_name: String = '', is_autosave = false) -> void:
# check if to save (if this is a autosave)
if is_autosave and not get_autosave():
return
# gather the info
var current_dialog_info = {}
if has_current_dialog_node():
current_dialog_info = Engine.get_main_loop().get_meta('latest_dialogic_node').get_current_state_info()
var game_state = {}
if Engine.get_main_loop().has_meta('game_state'):
game_state = Engine.get_main_loop().get_meta('game_state')
var save_data = {
'game_state': game_state,
'dialog_state': current_dialog_info
}
# save the information
_save_state_and_definitions(slot_name, save_data)
## Returns an array with the names of all available slots.
static func get_slot_names() -> Array:
return DialogicResources.get_saves_folders()
## Will permanently erase the data in the given save_slot.
##
## @param slot_name The name of the slot folder.
static func erase_slot(slot_name: String) -> void:
DialogicResources.remove_save_folder(slot_name)
## Whether a save can be performed
##
## @returns True if a save can be performed; otherwise False
static func has_current_dialog_node() -> bool:
return Engine.get_main_loop().has_meta('latest_dialogic_node') and is_instance_valid(Engine.get_main_loop().get_meta('latest_dialogic_node'))
## Resets the state and definitions of the given save slot
##
## By default this will also LOAD that reseted save
static func reset_saves(slot_name: String = '', reload:= true) -> void:
DialogicResources.reset_save(slot_name)
if reload: _load_from_slot(slot_name)
## Returns the currently loaded save slot
static func get_current_slot():
if Engine.get_main_loop().has_meta('current_save_slot'):
return Engine.get_main_loop().get_meta('current_save_slot')
else:
return ''
## +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
## EXPORT / IMPORT
## +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# this returns a dictionary with the DEFINITIONS, the GAME STATE and the DIALOG STATE
static func export(dialog_node = null) -> Dictionary:
# gather the data
var current_dialog_info = {}
if dialog_node == null and has_current_dialog_node():
dialog_node = Engine.get_main_loop().get_meta('latest_dialogic_node')
if dialog_node:
current_dialog_info = dialog_node.get_current_state_info()
# return it
return {
'definitions': _get_definitions(),
'state': Engine.get_main_loop().get_meta('game_state'),
'dialog_state': current_dialog_info
}
# this loads a dictionary with GAME STATE, DEFINITIONS and DIALOG_STATE
static func import(data: Dictionary) -> void:
## Tell the future we want to use the imported data
Engine.get_main_loop().set_meta('current_save_lot', '/')
# load the data
Engine.get_main_loop().set_meta('definitions', data['definitions'])
Engine.get_main_loop().set_meta('game_state', data['state'])
Engine.get_main_loop().set_meta('last_dialog_state', data.get('dialog_state', null))
set_current_timeline(get_saved_state_general_key('timeline'))
## +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
## DEFINITIONS
## +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# clears all variables
static func clear_all_variables():
for d in _get_definitions()['variables']:
d['value'] = ""
# sets the value of the value definition with the given name
static func set_variable(name: String, value):
var exists = false
if '/' in name:
var variable_id = _get_variable_from_file_name(name)
if variable_id != '':
for d in _get_definitions()['variables']:
if d['id'] == variable_id:
d['value'] = str(value)
exists = true
else:
for d in _get_definitions()['variables']:
if d['name'] == name:
d['value'] = str(value)
exists = true
if exists == false:
# TODO it would be great to automatically generate that missing variable here so they don't
# have to create it from the editor.
print("[Dialogic] Warning! the variable [" + name + "] doesn't exists. Create it from the Dialogic editor.")
return value
# returns the value of the value definition with the given name
static func get_variable(name: String, default = null):
if '/' in name:
var variable_id = _get_variable_from_file_name(name)
for d in _get_definitions()['variables']:
if d['id'] == variable_id:
return d['value']
print("[Dialogic] Warning! the variable [" + name + "] doesn't exists.")
return default
else:
for d in _get_definitions()['variables']:
if d['name'] == name:
return d['value']
print("[Dialogic] Warning! the variable [" + name + "] doesn't exists.")
return default
## +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
## GAME STATE
## +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# the game state is a global dictionary that can be used to store custom data
# these functions should be renamed in 2.0! These names are outdated.
# this sets a value in the GAME STATE dictionary
static func get_saved_state_general_key(key: String, default = '') -> String:
if not Engine.get_main_loop().has_meta('game_state'):
return default
if key in Engine.get_main_loop().get_meta('game_state').keys():
return Engine.get_main_loop().get_meta('game_state')[key]
else:
return default
# this gets a value from the GAME STATE dictionary
static func set_saved_state_general_key(key: String, value) -> void:
if not Engine.get_main_loop().has_meta('game_state'):
Engine.get_main_loop().set_meta('game_state', {})
Engine.get_main_loop().get_meta('game_state')[key] = str(value)
save('', true)
################################################################################
## HISTORY
################################################################################
# Used to toggle the history timeline display. Only useful if you do not wish to
# use the provided buttons
static func toggle_history():
if has_current_dialog_node():
var dialog_node = Engine.get_main_loop().get_meta('latest_dialogic_node')
dialog_node.HistoryTimeline._on_toggle_history()
else:
print('[D] Tried to toggle history, but no dialog node exists.')
################################################################################
## COULD BE USED
################################################################################
# these are old things, that have little use.
static func get_autosave() -> bool:
if Engine.get_main_loop().has_meta('autoload'):
return Engine.get_main_loop().get_meta('autoload')
return true
static func set_autosave(autoload):
Engine.get_main_loop().set_meta('autoload', autoload)
static func set_current_timeline(timeline):
Engine.get_main_loop().set_meta('current_timeline', timeline)
return timeline
static func get_current_timeline():
var timeline
timeline = Engine.get_main_loop().get_meta('current_timeline')
if timeline == null:
timeline = ''
return timeline
# Returns a string with the action button set on the project settings
static func get_action_button():
return DialogicResources.get_settings_value('input', 'default_action_key', 'dialogic_default_action')
################################################################################
## NOT TO BE USED FROM OUTSIDE
################################################################################
## this loads the saves definitions and returns the saves state_info ditionary
static func _load_from_slot(slot_name: String = '') -> Dictionary:
Engine.get_main_loop().set_meta('definitions', DialogicResources.get_saved_definitions(slot_name))
var state_info = DialogicResources.get_saved_state_info(slot_name)
Engine.get_main_loop().set_meta('last_dialog_state', state_info.get('dialog_state', null))
Engine.get_main_loop().set_meta('game_state', state_info.get('game_state', null))
return state_info.get('dialog_state', {})
## this saves the current definitions and the given state info into the save folder @save_name
static func _save_state_and_definitions(save_name: String, state_info: Dictionary) -> void:
DialogicResources.save_definitions(save_name, _get_definitions())
DialogicResources.save_state_info(save_name, state_info)
static func _get_definitions() -> Dictionary:
var definitions
if Engine.get_main_loop().has_meta('definitions'):
definitions = Engine.get_main_loop().get_meta('definitions')
else:
definitions = DialogicResources.get_default_definitions()
Engine.get_main_loop().set_meta('definitions', definitions)
return definitions
# used by the DialogNode
static func set_glossary_from_id(id: String, title: String, text: String, extra:String) -> void:
var target_def: Dictionary;
for d in _get_definitions()['glossary']:
if d['id'] == id:
target_def = d;
if target_def != null:
if title and title != "[No Change]":
target_def['title'] = title
if text and text != "[No Change]":
target_def['text'] = text
if extra and extra != "[No Change]":
target_def['extra'] = extra
# used by the DialogNode
static func set_variable_from_id(id: String, value: String, operation: String) -> void:
var target_def: Dictionary;
for d in _get_definitions()['variables']:
if d['id'] == id:
target_def = d;
if target_def != null:
var converted_set_value = value
var converted_target_value = target_def['value']
var is_number = converted_set_value.is_valid_float() and converted_target_value.is_valid_float()
if is_number:
converted_set_value = float(value)
converted_target_value = float(target_def['value'])
var result = target_def['value']
# Do nothing for -, * and / operations on string
match operation:
'=':
result = converted_set_value
'+':
result = converted_target_value + converted_set_value
'-':
if is_number:
result = converted_target_value - converted_set_value
'*':
if is_number:
result = converted_target_value * converted_set_value
'/':
if is_number:
result = converted_target_value / converted_set_value
target_def['value'] = str(result)
# tries to find the path of a given timeline
static func _get_timeline_file_from_name(timeline_name_path: String) -> String:
var timelines = DialogicUtil.get_full_resource_folder_structure()['folders']['Timelines']
# Checks for slash in the name, and uses the folder search if there is
if '/' in timeline_name_path:
#Add leading slash if its a path and it is missing, for paths that have subfolders but no leading slash
if(timeline_name_path.left(1) != '/'):
timeline_name_path = "/" + timeline_name_path
var parts = timeline_name_path.split('/', false)
# First check if it's a timeline in the root folder
if parts.size() == 1:
for t in DialogicUtil.get_timeline_list():
for f in timelines['files']:
if t['file'] == f && t['name'] == parts[0]:
return t['file']
if parts.size() > 1:
var current_data
var current_depth = 0
for p in parts:
if current_depth == 0:
# Starting the crawl
if (timelines['folders'].has(p) ):
current_data = timelines['folders'][p]
else:
return ''
elif current_depth == parts.size() - 1:
# The final destination
for t in DialogicUtil.get_timeline_list():
for f in current_data['files']:
if t['file'] == f && t['name'] == p:
return t['file']
else:
# Still going deeper
if (current_data['folders'].size() > 0):
if p in current_data['folders']:
current_data = current_data['folders'][p]
else:
return ''
else:
return ''
current_depth += 1
return ''
else:
# Searching for any timeline that could match that name
for t in DialogicUtil.get_timeline_list():
if t['name'] == timeline_name_path:
return t['file']
return ''
static func _get_variable_from_file_name(variable_name_path: String) -> String:
#First add the leading slash if it is missing so algorithm works properly
if(variable_name_path.left(1) != '/'):
variable_name_path = "/" + variable_name_path
var definitions = DialogicUtil.get_full_resource_folder_structure()['folders']['Definitions']
var parts = variable_name_path.split('/', false)
# Check the root if it's a variable in the root folder
if parts.size() == 1:
for t in _get_definitions()['variables']:
for f in definitions['files']:
if t['id'] == f && t['name'] == parts[0]:
return t['id']
if parts.size() > 1:
var current_data
var current_depth = 0
for p in parts:
if current_depth == 0:
# Starting the crawl
if (definitions['folders'].has(p)):
current_data = definitions['folders'][p]
else:
return ''
elif current_depth == parts.size() - 1:
# The final destination
for t in _get_definitions()['variables']:
for f in current_data['files']:
if t['id'] == f && t['name'] == p:
return t['id']
else:
# Still going deeper
if (current_data['folders'].size() > 0):
if p in current_data['folders']:
current_data = current_data['folders'][p]
else:
return ''
else:
return ''
current_depth += 1
return ''