mirror of
https://github.com/RPG-Research/bcirpg.git
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b15d2976e8
Creates the Merged Master game code as discussed in meeting for us all to branch and work off of.
200 lines
7.3 KiB
GDScript
200 lines
7.3 KiB
GDScript
#GAME:
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# Controls output space, loading descriptions and options for each locale and
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# appending to the history array.
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extends Control
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#Source for module file: to the GU
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#export(String, FILE, "*.json") var module_file_path:String
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#DKM TEMP:
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var module_file_path = "res://_userFiles/Module_Demo_001.json"
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onready var history_source = get_node("/root/History").historyScreensSingleton
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onready var settings = get_node("/root/GlobalSaveInstance").settingsInstance
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#Abstract class we instance when wanted in game as child of HistoryReference
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const TextOutput = preload("res://UserInterface/Response.tscn")
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const InputResponse = preload("res://UserInterface/InputResponse.tscn")
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const OptionOutput = preload("res://UserInterface/Option.tscn")
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onready var current_text = $Background/MarginContainer/Rows/GameInfo/CurrentText
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onready var options_container = $Background/MarginContainer/Rows/InputArea/ScrollContainer/OptionsContainer
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onready var pSingleton = get_node("/root/PlayerCharacter")
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onready var charSheet = $Con_charSheet/MarginContainer/VBoxContainer/CharacterSheet
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#DKM TEMP: this is just a temp file solution for grabbing map/module, will be replaced with DB
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# or desired load approach
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onready var module_map = "res://_userFiles/temp_map.save"
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var nodeArray
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func _ready() -> void:
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save_module()
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theme=load(settings.themeFile)
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#DKM TEMP: testing:
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var moduleDict = loadJSONToDict(module_file_path)
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#DKM TEMP: this needs to be refactored to reposition this initialization
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var i = 0
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#print("Looking for JSON at: " + module_file_path)
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#print("Json returned as: " + str(moduleDict))
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var initialNode = Locale.new()
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nodeArray = [initialNode]
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for moduleNode in moduleDict.values():
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if nodeArray.size() <= i:
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var newNode = Locale.new()
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nodeArray.append(newNode)
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nodeArray[i].locale_name = moduleNode.get("Id")
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nodeArray[i].locale_description = moduleNode.get("Text")
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nodeArray[i].locale_action = moduleNode.get("Action")
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var actionParameters = moduleNode.get("A_Params")
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for p in actionParameters:
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nodeArray[i].locale_action_params.append(p)
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var nodeOptions = moduleNode.get("Option_Labels")
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for option in nodeOptions:
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nodeArray[i].options_array.append(option)
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#print("For #" + str(i) + ": appended option of: " + str(option))
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var nodeDestinations = moduleNode.get("Option_GoTos")
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for dest in nodeDestinations:
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nodeArray[i].destinations_array.append(dest)
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#print("For #" + str(i) + ": appended go to destination of: " + str(dest))
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#print("Node array name for #" + str(i) + ": " + nodeArray[i].locale_name)
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i = i+1
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current_text.show()
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#Load character sheet:
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charSheet.text = pSingleton.pc.pcText
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create_response(nodeArray[0].locale_description)
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#DKM TEMP: another that needs to be broken out when ready:
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clear_prior_options()
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i = 0
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for option in nodeArray[0].options_array:
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var destArr = nodeArray[0].destinations_array
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create_option(option, destArr[i])
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i = i+1
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options_container.get_child(0).grab_focus()
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#DKM TEMP: convert JSON file to dictionary for module import:
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func loadJSONToDict(filepath:String)->Dictionary:
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var file = File.new()
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#assert file.file_exists(filepath)
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file.open(filepath,file.READ)
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var moduleDict = parse_json(file.get_as_text())
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#assert moduleDict.size() > 0
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return moduleDict
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#Handles input text
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func create_response(response_text: String):
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var response = TextOutput.instance()
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response.text = response_text
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add_response_to_game(response)
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#Copies the response output to add to both current game output, and the
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# history array.
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func add_response_to_game(response: Control):
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add_response_to_history(response)
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if(current_text.get_child_count() > 0):
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current_text.remove_child(current_text.get_child(0))
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current_text.add_child(response)
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func add_response_to_history(response: Control) -> void:
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#DKM TEMP: so here we
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#1. var response_history = response.duplicate()
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var response_for_history = response.duplicate()
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#2. get the history array from the singleton,
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#3. Add this to the history array
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history_source.output_history_array.append(response_for_history)
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func clear_prior_options() -> void:
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for n in options_container.get_children():
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options_container.remove_child(n)
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n.queue_free()
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func create_option(option: String, dest: String) -> void:
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#print("Received request to make option for label: " + option +"; and destination: " + dest)
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var optionNew = OptionOutput.instance()
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optionNew.destinationLabel = dest
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optionNew.text = option
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add_option_to_game(optionNew)
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func add_option_to_game(optionNew: Control) -> void:
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options_container.add_child(optionNew)
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var newOptNumber = options_container.get_child_count()
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if newOptNumber-1 >= 0:
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#print("New added opt is: " + str(newOptNumber-1))
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options_container.get_child(newOptNumber-1).connect("option_pressed", self, "_on_option_pressed")
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#DKM TEMP: these need to be dynamically added with the options themselves
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func _on_option_pressed(destinationSelected: String) -> void:
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#print("Destination node for pressed option is: " + destinationSelected)
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change_node(destinationSelected)
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func get_node_by_name(nodeName: String) -> Locale:
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for n in nodeArray:
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if n.locale_name == nodeName:
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return n
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return nodeArray[0]
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func change_node(destinationNode: String, destinationParams: Array = []) -> void:
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var target_Locale = get_node_by_name(destinationNode)
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#Run provided action:
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if target_Locale.locale_action == "ShowText":
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action_show_text(target_Locale)
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elif target_Locale.locale_action == "RollDice" && target_Locale.destinations_array.size() == 1:
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action_roll_die(target_Locale)
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#DKM TEMP: testing passed param handling by node to node
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elif target_Locale.locale_action == "TestHandleNodeParams":
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create_response(target_Locale.locale_description + str(destinationParams))
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clear_prior_options()
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var i = 0
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for option in target_Locale.options_array:
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var destArr = target_Locale.destinations_array
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create_option(option, destArr[i])
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i = i+1
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options_container.get_child(0).grab_focus()
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func action_show_text(newLocale: Locale) -> void:
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create_response(newLocale.locale_description)
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clear_prior_options()
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var i = 0
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for option in newLocale.options_array:
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var destArr = newLocale.destinations_array
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create_option(option, destArr[i])
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i = i+1
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func action_roll_die(newLocale: Locale) -> void:
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print("Running test action " + newLocale.locale_action + "; with parameters of: ")
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var nodeParameters = []
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for param in newLocale.locale_action_params:
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print(param)
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nodeParameters.append(param)
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#DKM TEST: testing the die roller with Andrew's code; randomly assigning percentage to pass.
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# Should this param be optional if you purely want to roll dice?
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var dieParams = nodeParameters
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DiceRoller.dieManager.clearData()
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DiceRoller.dieManager.setDieManager(dieParams, 0.5)
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var result = DiceRoller.dieManager.rollDice()
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print("Rolled values: " + str(result[0]))
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#DKM TEMP: Andrew's code for ref:
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#assigning variable names to each of them for better clarity
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# var rolledValues = result[0]
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# var percentRolled = result[1]
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# var passResult = result[2]
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# var neededPercent = result[3]
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# var degreeOfSuccess = result[4]
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# var dice = result[5]
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change_node(newLocale.destinations_array[0], result[0])
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#DKM TEMP: saves the entire scene in one packed scene file
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func save_module():
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var scene = PackedScene.new()
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scene.pack(self)
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ResourceSaver.save("user://game_01.tscn", scene)
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