Misc cleanup and game script refactoring
This commit is contained in:
MacDugRPG 2022-10-02 15:34:03 -04:00
parent d5a2e1fcf6
commit b31d6cb5f4

View File

@ -4,7 +4,7 @@
extends Control
#Source for module file: to the GU
#Source for module file:
#export(String, FILE, "*.json") var module_file_path:String
#DKM TEMP:
var module_file_path = "res://_userFiles/Module_Demo_001.json"
@ -22,24 +22,20 @@ onready var options_container = $Background/MarginContainer/Rows/InputArea/Scrol
onready var pSingleton = get_node("/root/PlayerCharacter")
onready var charSheet = $Con_charSheet/MarginContainer/VBoxContainer/CharacterSheet
#DKM TEMP: this is just a temp file solution for grabbing map/module, will be replaced with DB
# or desired load approach
onready var module_map = "res://_userFiles/temp_map.save"
var nodeArray
func _ready() -> void:
save_module()
theme=load(settings.themeFile)
#Initialize module and display text:
load_new_module()
current_text.show()
#Load character sheet:
charSheet.text = pSingleton.pc.pcText
#DKM TEMP: testing:
var moduleDict = loadJSONToDict(module_file_path)
#DKM TEMP: this needs to be refactored to reposition this initialization
#Initializes the default module:
func load_new_module() -> void:
var moduleDict = load_JSON_to_dict(module_file_path)
var i = 0
#print("Looking for JSON at: " + module_file_path)
#print("Json returned as: " + str(moduleDict))
var initialNode = Locale.new()
nodeArray = [initialNode]
for moduleNode in moduleDict.values():
@ -62,14 +58,8 @@ func _ready() -> void:
#print("For #" + str(i) + ": appended go to destination of: " + str(dest))
#print("Node array name for #" + str(i) + ": " + nodeArray[i].locale_name)
i = i+1
current_text.show()
#Load character sheet:
charSheet.text = pSingleton.pc.pcText
create_response(nodeArray[0].locale_description)
#DKM TEMP: another that needs to be broken out when ready:
clear_prior_options()
i = 0
for option in nodeArray[0].options_array:
@ -78,17 +68,28 @@ func _ready() -> void:
i = i+1
options_container.get_child(0).grab_focus()
#DKM TEMP: convert JSON file to dictionary for module import:
func loadJSONToDict(filepath:String)->Dictionary:
var file = File.new()
#assert file.file_exists(filepath)
file.open(filepath,file.READ)
var moduleDict = parse_json(file.get_as_text())
#assert moduleDict.size() > 0
return moduleDict
#Master method for handling user interaction:
func change_node(destinationNode: String, destinationParams: Array = []) -> void:
var target_Locale = get_node_by_name(destinationNode)
#Run provided action:
if target_Locale.locale_action == "ShowText":
action_show_text(target_Locale)
elif target_Locale.locale_action == "RollDice" && target_Locale.destinations_array.size() == 1:
action_roll_die(target_Locale)
#DKM TEMP: testing passed param handling by node to node
elif target_Locale.locale_action == "TestHandleNodeParams":
action_handle_node_params_testing(target_Locale, destinationParams)
#DKM TEMP: running an ability check test on passed node:
elif target_Locale.locale_action == "TestAbstractAbilityCheck":
action_ability_check_testing(target_Locale, destinationParams)
options_container.get_child(0).grab_focus()
#Handles input text
####################################################
#DISPLAY METHODS:
# Handles output text and options
####################################################
func create_response(response_text: String):
var response = TextOutput.instance()
response.text = response_text
@ -103,11 +104,7 @@ func add_response_to_game(response: Control):
current_text.add_child(response)
func add_response_to_history(response: Control) -> void:
#DKM TEMP: so here we
#1. var response_history = response.duplicate()
var response_for_history = response.duplicate()
#2. get the history array from the singleton,
#3. Add this to the history array
history_source.output_history_array.append(response_for_history)
func clear_prior_options() -> void:
@ -129,61 +126,15 @@ func add_option_to_game(optionNew: Control) -> void:
#print("New added opt is: " + str(newOptNumber-1))
options_container.get_child(newOptNumber-1).connect("option_pressed", self, "_on_option_pressed")
#DKM TEMP: these need to be dynamically added with the options themselves
func _on_option_pressed(destinationSelected: String) -> void:
#print("Destination node for pressed option is: " + destinationSelected)
change_node(destinationSelected)
func get_node_by_name(nodeName: String) -> Locale:
for n in nodeArray:
if n.locale_name == nodeName:
return n
return nodeArray[0]
func change_node(destinationNode: String, destinationParams: Array = []) -> void:
var target_Locale = get_node_by_name(destinationNode)
#Run provided action:
if target_Locale.locale_action == "ShowText":
action_show_text(target_Locale)
elif target_Locale.locale_action == "RollDice" && target_Locale.destinations_array.size() == 1:
action_roll_die(target_Locale)
#DKM TEMP: testing passed param handling by node to node
elif target_Locale.locale_action == "TestHandleNodeParams":
create_response(target_Locale.locale_description + str(destinationParams))
clear_prior_options()
var i = 0
for option in target_Locale.options_array:
var destArr = target_Locale.destinations_array
create_option(option, destArr[i])
i = i+1
#DKM TEMP: running an ability check test on passed node: -- this is only built out for agility and strength in this test
# Def needs all kinds of refactor
elif target_Locale.locale_action == "TestAbstractAbilityCheck":
var check_result ="NA"
print("DKM TEMP: passed stat is :" +target_Locale.locale_action_params[0])
if(target_Locale.locale_action_params[0] in pSingleton.pc.viableCharStats):
match target_Locale.locale_action_params[0]:
"AG":
if(int(destinationParams[0])<= pSingleton.pc.agility):
check_result = "PASS"
else:
check_result = "FAIL"
"ST":
if(int(destinationParams[0])<= pSingleton.pc.strength):
check_result = "PASS"
else:
check_result = "FAIL"
create_response(target_Locale.locale_description + check_result + " with roll of: " + str(destinationParams) + "; on ability of: " + str(pSingleton.pc.strength))
clear_prior_options()
var i = 0
for option in target_Locale.options_array:
var destArr = target_Locale.destinations_array
create_option(option, destArr[i])
i = i+1
options_container.get_child(0).grab_focus()
####################################################
#ACTION HANDLERS:
# Process actions from selected nodes
####################################################
func action_show_text(newLocale: Locale) -> void:
create_response(newLocale.locale_description)
clear_prior_options()
@ -214,17 +165,58 @@ func action_roll_die(newLocale: Locale) -> void:
else:
change_node(newLocale.destinations_array[0], result[0])
#DKM TEMP: Andrew's code for ref:
#assigning variable names to each of them for better clarity
# var rolledValues = result[0]
# var percentRolled = result[1]
# var passResult = result[2]
# var neededPercent = result[3]
# var degreeOfSuccess = result[4]
# var dice = result[5]
#DKM TEMP: saves the entire scene in one packed scene file
func save_module():
var scene = PackedScene.new()
scene.pack(self)
ResourceSaver.save("user://game_01.tscn", scene)
#TESTING ACTIONS:
#Test version of ability check -- only built our for strength and agility with this output
func action_ability_check_testing(t_Locale: Locale, d_Params: Array = []) -> void:
var check_result ="NA"
print("Testing: passed stat is :" +t_Locale.locale_action_params[0])
if(t_Locale.locale_action_params[0] in pSingleton.pc.viableCharStats):
match t_Locale.locale_action_params[0]:
"AG":
if(int(d_Params[0])<= pSingleton.pc.agility):
check_result = "PASS"
else:
check_result = "FAIL"
"ST":
if(int(d_Params[0])<= pSingleton.pc.strength):
check_result = "PASS"
else:
check_result = "FAIL"
create_response(t_Locale.locale_description + check_result + " with roll of: " + str(d_Params) + "; on ability of: " + str(pSingleton.pc.strength))
clear_prior_options()
var i = 0
for option in t_Locale.options_array:
var destArr = t_Locale.destinations_array
create_option(option, destArr[i])
i = i+1
func action_handle_node_params_testing(t_Locale: Locale, d_Params: Array = []) -> void:
create_response(t_Locale.locale_description + str(d_Params))
clear_prior_options()
var i = 0
for option in t_Locale.options_array:
var destArr = t_Locale.destinations_array
create_option(option, destArr[i])
i = i+1
####################################################
#HELPER METHODS:
####################################################
func get_node_by_name(nodeName: String) -> Locale:
for n in nodeArray:
if n.locale_name == nodeName:
return n
return nodeArray[0]
#Convert JSON file to dictionary for module import:
# DKM TEMP: JSON only for development work -- will come from alt data source
func load_JSON_to_dict(filepath:String)->Dictionary:
var file = File.new()
#assert file.file_exists(filepath)
file.open(filepath,file.READ)
var moduleDict = parse_json(file.get_as_text())
#assert moduleDict.size() > 0
return moduleDict