536 lines
12 KiB
GDScript
536 lines
12 KiB
GDScript
extends Node
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class_name Dialogic
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static func start(timeline:String = "", default_timeline:String = "", dialog_scene_path:String = "res://addons/dialogic/Nodes/DialogNode.tscn", use_canvas_instead = true):
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var dialog_scene = load(dialog_scene_path)
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var dialog_node = null
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var canvas_dialog_node = null
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var returned_dialog_node = null
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if use_canvas_instead:
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var canvas_dialog_script = load("res://addons/dialogic/Nodes/canvas_dialog_node.gd")
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canvas_dialog_node = canvas_dialog_script.new()
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canvas_dialog_node.set_dialog_node_scene(dialog_scene)
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dialog_node = canvas_dialog_node.dialog_node
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else :
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dialog_node = dialog_scene.instance()
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returned_dialog_node = dialog_node if not canvas_dialog_node else canvas_dialog_node
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if timeline == "":
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if (Engine.get_main_loop().has_meta("last_dialog_state")
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and not Engine.get_main_loop().get_meta("last_dialog_state").empty()
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and not Engine.get_main_loop().get_meta("last_dialog_state").get("timeline", "").empty()):
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dialog_node.resume_state_from_info(Engine.get_main_loop().get_meta("last_dialog_state"))
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return returned_dialog_node
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elif (Engine.get_main_loop().has_meta("current_timeline")
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and not Engine.get_main_loop().get_meta("current_timeline").empty()):
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timeline = Engine.get_main_loop().get_meta("current_timeline")
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else :
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timeline = default_timeline
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if timeline.ends_with(".json"):
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for t in DialogicUtil.get_timeline_list():
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if t["file"] == timeline:
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dialog_node.timeline = t["file"]
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return returned_dialog_node
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dialog_node.dialog_script = {
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"events":[
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{"event_id":"dialogic_001",
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"character":"",
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"portrait":"",
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"text":"[Dialogic Error] Loading dialog [color=red]" + timeline + "[/color]. It seems like the timeline doesn't exists. Maybe the name is wrong?"
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}]
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}
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return returned_dialog_node
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var timeline_file = _get_timeline_file_from_name(timeline)
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if timeline_file:
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dialog_node.timeline = timeline_file
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return returned_dialog_node
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return returned_dialog_node
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static func change_timeline(timeline:String)->void :
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set_current_timeline(timeline)
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if has_current_dialog_node():
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var dialog_node = Engine.get_main_loop().get_meta("latest_dialogic_node")
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var timeline_file = _get_timeline_file_from_name(timeline)
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dialog_node.change_timeline(timeline_file)
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else :
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print("[D] Tried to change timeline, but no DialogNode exists!")
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static func next_event(discreetly:bool = false):
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if has_current_dialog_node():
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var dialog_node = Engine.get_main_loop().get_meta("latest_dialogic_node")
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dialog_node.next_event(discreetly)
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static func timeline_exists(timeline:String):
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var timeline_file = _get_timeline_file_from_name(timeline)
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if timeline_file:
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return true
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else :
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return false
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static func load(slot_name:String = ""):
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_load_from_slot(slot_name)
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Engine.get_main_loop().set_meta("current_save_slot", slot_name)
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static func save(slot_name:String = "", is_autosave = false)->void :
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if is_autosave and not get_autosave():
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return
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var current_dialog_info = {}
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if has_current_dialog_node():
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current_dialog_info = Engine.get_main_loop().get_meta("latest_dialogic_node").get_current_state_info()
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var game_state = {}
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if Engine.get_main_loop().has_meta("game_state"):
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game_state = Engine.get_main_loop().get_meta("game_state")
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var save_data = {
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"game_state":game_state,
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"dialog_state":current_dialog_info
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}
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_save_state_and_definitions(slot_name, save_data)
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static func get_slot_names()->Array:
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return DialogicResources.get_saves_folders()
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static func erase_slot(slot_name:String)->void :
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DialogicResources.remove_save_folder(slot_name)
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static func has_current_dialog_node()->bool:
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return Engine.get_main_loop().has_meta("latest_dialogic_node") and is_instance_valid(Engine.get_main_loop().get_meta("latest_dialogic_node"))
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static func reset_saves(slot_name:String = "", reload: = true)->void :
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DialogicResources.reset_save(slot_name)
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if reload:_load_from_slot(slot_name)
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static func get_current_slot():
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if Engine.get_main_loop().has_meta("current_save_slot"):
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return Engine.get_main_loop().get_meta("current_save_slot")
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else :
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return ""
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static func export (dialog_node = null)->Dictionary:
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var current_dialog_info = {}
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if dialog_node == null and has_current_dialog_node():
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dialog_node = Engine.get_main_loop().get_meta("latest_dialogic_node")
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if dialog_node:
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current_dialog_info = dialog_node.get_current_state_info()
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return {
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"definitions":_get_definitions(),
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"state":Engine.get_main_loop().get_meta("game_state"),
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"dialog_state":current_dialog_info
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}
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static func import(data:Dictionary)->void :
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Engine.get_main_loop().set_meta("current_save_lot", "/")
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Engine.get_main_loop().set_meta("definitions", data["definitions"])
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Engine.get_main_loop().set_meta("game_state", data["state"])
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Engine.get_main_loop().set_meta("last_dialog_state", data.get("dialog_state", null))
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set_current_timeline(get_saved_state_general_key("timeline"))
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static func clear_all_variables():
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for d in _get_definitions()["variables"]:
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d["value"] = ""
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static func set_variable(name:String, value):
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var exists = false
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if "/" in name:
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var variable_id = _get_variable_from_file_name(name)
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if variable_id != "":
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for d in _get_definitions()["variables"]:
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if d["id"] == variable_id:
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d["value"] = str(value)
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exists = true
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else :
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for d in _get_definitions()["variables"]:
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if d["name"] == name:
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d["value"] = str(value)
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exists = true
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if exists == false:
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print("[Dialogic] Warning! the variable [" + name + "] doesn't exists. Create it from the Dialogic editor.")
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return value
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static func get_variable(name:String, default = null):
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if "/" in name:
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var variable_id = _get_variable_from_file_name(name)
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for d in _get_definitions()["variables"]:
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if d["id"] == variable_id:
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return d["value"]
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print("[Dialogic] Warning! the variable [" + name + "] doesn't exists.")
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return default
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else :
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for d in _get_definitions()["variables"]:
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if d["name"] == name:
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return d["value"]
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print("[Dialogic] Warning! the variable [" + name + "] doesn't exists.")
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return default
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static func get_saved_state_general_key(key:String, default = "")->String:
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if not Engine.get_main_loop().has_meta("game_state"):
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return default
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if key in Engine.get_main_loop().get_meta("game_state").keys():
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return Engine.get_main_loop().get_meta("game_state")[key]
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else :
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return default
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static func set_saved_state_general_key(key:String, value)->void :
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if not Engine.get_main_loop().has_meta("game_state"):
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Engine.get_main_loop().set_meta("game_state", {})
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Engine.get_main_loop().get_meta("game_state")[key] = str(value)
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save("", true)
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static func toggle_history():
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if has_current_dialog_node():
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var dialog_node = Engine.get_main_loop().get_meta("latest_dialogic_node")
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dialog_node.HistoryTimeline._on_toggle_history()
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else :
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print("[D] Tried to toggle history, but no dialog node exists.")
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static func get_autosave()->bool:
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if Engine.get_main_loop().has_meta("autoload"):
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return Engine.get_main_loop().get_meta("autoload")
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return true
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static func set_autosave(autoload):
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Engine.get_main_loop().set_meta("autoload", autoload)
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static func set_current_timeline(timeline):
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Engine.get_main_loop().set_meta("current_timeline", timeline)
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return timeline
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static func get_current_timeline():
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var timeline
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timeline = Engine.get_main_loop().get_meta("current_timeline")
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if timeline == null:
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timeline = ""
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return timeline
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static func get_action_button():
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return DialogicResources.get_settings_value("input", "default_action_key", "dialogic_default_action")
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static func _load_from_slot(slot_name:String = "")->Dictionary:
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Engine.get_main_loop().set_meta("definitions", DialogicResources.get_saved_definitions(slot_name))
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var state_info = DialogicResources.get_saved_state_info(slot_name)
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Engine.get_main_loop().set_meta("last_dialog_state", state_info.get("dialog_state", null))
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Engine.get_main_loop().set_meta("game_state", state_info.get("game_state", null))
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return state_info.get("dialog_state", {})
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static func _save_state_and_definitions(save_name:String, state_info:Dictionary)->void :
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DialogicResources.save_definitions(save_name, _get_definitions())
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DialogicResources.save_state_info(save_name, state_info)
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static func _get_definitions()->Dictionary:
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var definitions
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if Engine.get_main_loop().has_meta("definitions"):
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definitions = Engine.get_main_loop().get_meta("definitions")
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else :
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definitions = DialogicResources.get_default_definitions()
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Engine.get_main_loop().set_meta("definitions", definitions)
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return definitions
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static func set_glossary_from_id(id:String, title:String, text:String, extra:String)->void :
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var target_def:Dictionary;
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for d in _get_definitions()["glossary"]:
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if d["id"] == id:
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target_def = d;
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if target_def != null:
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if title and title != "[No Change]":
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target_def["title"] = title
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if text and text != "[No Change]":
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target_def["text"] = text
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if extra and extra != "[No Change]":
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target_def["extra"] = extra
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static func set_variable_from_id(id:String, value:String, operation:String)->void :
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var target_def:Dictionary;
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for d in _get_definitions()["variables"]:
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if d["id"] == id:
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target_def = d;
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if target_def != null:
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var converted_set_value = value
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var converted_target_value = target_def["value"]
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var is_number = converted_set_value.is_valid_float() and converted_target_value.is_valid_float()
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if is_number:
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converted_set_value = float(value)
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converted_target_value = float(target_def["value"])
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var result = target_def["value"]
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match operation:
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"=":
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result = converted_set_value
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"+":
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result = converted_target_value + converted_set_value
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"-":
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if is_number:
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result = converted_target_value - converted_set_value
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"*":
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if is_number:
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result = converted_target_value * converted_set_value
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"/":
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if is_number:
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result = converted_target_value / converted_set_value
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target_def["value"] = str(result)
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static func _get_timeline_file_from_name(timeline_name_path:String)->String:
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var timelines = DialogicUtil.get_full_resource_folder_structure()["folders"]["Timelines"]
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if "/" in timeline_name_path:
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if (timeline_name_path.left(1) != "/"):
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timeline_name_path = "/" + timeline_name_path
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var parts = timeline_name_path.split("/", false)
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if parts.size() == 1:
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for t in DialogicUtil.get_timeline_list():
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for f in timelines["files"]:
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if t["file"] == f and t["name"] == parts[0]:
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return t["file"]
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if parts.size() > 1:
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var current_data
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var current_depth = 0
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for p in parts:
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if current_depth == 0:
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if (timelines["folders"].has(p)):
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current_data = timelines["folders"][p]
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else :
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return ""
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elif current_depth == parts.size() - 1:
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for t in DialogicUtil.get_timeline_list():
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for f in current_data["files"]:
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if t["file"] == f and t["name"] == p:
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return t["file"]
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else :
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if (current_data["folders"].size() > 0):
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if p in current_data["folders"]:
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current_data = current_data["folders"][p]
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else :
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return ""
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else :
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return ""
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current_depth += 1
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return ""
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else :
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for t in DialogicUtil.get_timeline_list():
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if t["name"] == timeline_name_path:
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return t["file"]
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return ""
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static func _get_variable_from_file_name(variable_name_path:String)->String:
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if (variable_name_path.left(1) != "/"):
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variable_name_path = "/" + variable_name_path
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var definitions = DialogicUtil.get_full_resource_folder_structure()["folders"]["Definitions"]
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var parts = variable_name_path.split("/", false)
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if parts.size() == 1:
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for t in _get_definitions()["variables"]:
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for f in definitions["files"]:
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if t["id"] == f and t["name"] == parts[0]:
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return t["id"]
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if parts.size() > 1:
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var current_data
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var current_depth = 0
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for p in parts:
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if current_depth == 0:
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if (definitions["folders"].has(p)):
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current_data = definitions["folders"][p]
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else :
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return ""
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elif current_depth == parts.size() - 1:
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for t in _get_definitions()["variables"]:
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for f in current_data["files"]:
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if t["id"] == f and t["name"] == p:
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return t["id"]
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else :
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if (current_data["folders"].size() > 0):
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if p in current_data["folders"]:
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current_data = current_data["folders"][p]
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else :
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return ""
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else :
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return ""
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current_depth += 1
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return ""
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