One_Eleven_Android/addons/dialogic/Other/DialogicClass.gd
2024-11-10 03:34:28 +03:00

536 lines
12 KiB
GDScript

extends Node
class_name Dialogic
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
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
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 :
timeline = default_timeline
if timeline.ends_with(".json"):
for t in DialogicUtil.get_timeline_list():
if t["file"] == timeline:
dialog_node.timeline = t["file"]
return returned_dialog_node
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
var timeline_file = _get_timeline_file_from_name(timeline)
if timeline_file:
dialog_node.timeline = timeline_file
return returned_dialog_node
return returned_dialog_node
static func change_timeline(timeline:String)->void :
set_current_timeline(timeline)
if has_current_dialog_node():
var dialog_node = Engine.get_main_loop().get_meta("latest_dialogic_node")
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!")
static func next_event(discreetly:bool = false):
if has_current_dialog_node():
var dialog_node = Engine.get_main_loop().get_meta("latest_dialogic_node")
dialog_node.next_event(discreetly)
static func timeline_exists(timeline:String):
var timeline_file = _get_timeline_file_from_name(timeline)
if timeline_file:
return true
else :
return false
static func load(slot_name:String = ""):
_load_from_slot(slot_name)
Engine.get_main_loop().set_meta("current_save_slot", slot_name)
static func save(slot_name:String = "", is_autosave = false)->void :
if is_autosave and not get_autosave():
return
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_state_and_definitions(slot_name, save_data)
static func get_slot_names()->Array:
return DialogicResources.get_saves_folders()
static func erase_slot(slot_name:String)->void :
DialogicResources.remove_save_folder(slot_name)
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"))
static func reset_saves(slot_name:String = "", reload: = true)->void :
DialogicResources.reset_save(slot_name)
if reload:_load_from_slot(slot_name)
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 ""
static func export (dialog_node = null)->Dictionary:
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 {
"definitions":_get_definitions(),
"state":Engine.get_main_loop().get_meta("game_state"),
"dialog_state":current_dialog_info
}
static func import(data:Dictionary)->void :
Engine.get_main_loop().set_meta("current_save_lot", "/")
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"))
static func clear_all_variables():
for d in _get_definitions()["variables"]:
d["value"] = ""
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:
print("[Dialogic] Warning! the variable [" + name + "] doesn't exists. Create it from the Dialogic editor.")
return value
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
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
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)
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.")
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
static func get_action_button():
return DialogicResources.get_settings_value("input", "default_action_key", "dialogic_default_action")
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", {})
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
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
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"]
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)
static func _get_timeline_file_from_name(timeline_name_path:String)->String:
var timelines = DialogicUtil.get_full_resource_folder_structure()["folders"]["Timelines"]
if "/" in timeline_name_path:
if (timeline_name_path.left(1) != "/"):
timeline_name_path = "/" + timeline_name_path
var parts = timeline_name_path.split("/", false)
if parts.size() == 1:
for t in DialogicUtil.get_timeline_list():
for f in timelines["files"]:
if t["file"] == f and 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:
if (timelines["folders"].has(p)):
current_data = timelines["folders"][p]
else :
return ""
elif current_depth == parts.size() - 1:
for t in DialogicUtil.get_timeline_list():
for f in current_data["files"]:
if t["file"] == f and t["name"] == p:
return t["file"]
else :
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 :
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:
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)
if parts.size() == 1:
for t in _get_definitions()["variables"]:
for f in definitions["files"]:
if t["id"] == f and 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:
if (definitions["folders"].has(p)):
current_data = definitions["folders"][p]
else :
return ""
elif current_depth == parts.size() - 1:
for t in _get_definitions()["variables"]:
for f in current_data["files"]:
if t["id"] == f and t["name"] == p:
return t["id"]
else :
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 ""