TinyAdventure/addons/dialogue_manager/dialogue_manager.gd

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GDScript
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extends Node
const DialogueConstants = preload("./constants.gd")
const Builtins = preload("./utilities/builtins.gd")
const DialogueSettings = preload("./settings.gd")
const DialogueResource = preload("./dialogue_resource.gd")
const DialogueLine = preload("./dialogue_line.gd")
const DialogueResponse = preload("./dialogue_response.gd")
const DialogueManagerParser = preload("./components/parser.gd")
const DialogueManagerParseResult = preload("./components/parse_result.gd")
const ResolvedLineData = preload("./components/resolved_line_data.gd")
## Emitted when a title is encountered while traversing dialogue, usually when jumping from a
## goto line
signal passed_title(title: String)
## Emitted when a line of dialogue is encountered.
signal got_dialogue(line: DialogueLine)
## Emitted when a mutation is encountered.
signal mutated(mutation: Dictionary)
## Emitted when some dialogue has reached the end.
signal dialogue_ended(resource: DialogueResource)
## Used internally.
signal bridge_get_next_dialogue_line_completed(line: DialogueLine)
## Used inernally
signal bridge_mutated()
enum MutationBehaviour {
Wait,
DoNotWait,
Skip
}
enum TranslationSource {
None,
Guess,
CSV,
PO
}
## The list of globals that dialogue can query
var game_states: Array = []
## Allow dialogue to call singletons
var include_singletons: bool = true
## Allow dialogue to call static methods/properties on classes
var include_classes: bool = true
## Manage translation behaviour
var translation_source: TranslationSource = TranslationSource.Guess
## Used to resolve the current scene. Override if your game manages the current scene itself.
var get_current_scene: Callable = func():
var current_scene: Node = get_tree().current_scene
if current_scene == null:
current_scene = get_tree().root.get_child(get_tree().root.get_child_count() - 1)
return current_scene
var _has_loaded_autoloads: bool = false
var _autoloads: Dictionary = {}
var _node_properties: Array = []
func _ready() -> void:
# Cache the known Node2D properties
_node_properties = ["Script Variables"]
var temp_node: Node2D = Node2D.new()
for property in temp_node.get_property_list():
_node_properties.append(property.name)
temp_node.free()
# Make the dialogue manager available as a singleton
if Engine.has_singleton("DialogueManager"):
Engine.unregister_singleton("DialogueManager")
Engine.register_singleton("DialogueManager", self)
# Connect up the C# signals if need be
if DialogueSettings.check_for_dotnet_solution():
_get_dotnet_dialogue_manager().Prepare()
## Step through lines and run any mutations until we either hit some dialogue or the end of the conversation
func get_next_dialogue_line(resource: DialogueResource, key: String = "", extra_game_states: Array = [], mutation_behaviour: MutationBehaviour = MutationBehaviour.Wait) -> DialogueLine:
# You have to provide a valid dialogue resource
if resource == null:
assert(false, DialogueConstants.translate(&"runtime.no_resource"))
if resource.lines.size() == 0:
assert(false, DialogueConstants.translate(&"runtime.no_content").format({ file_path = resource.resource_path }))
# Inject any "using" states into the game_states
for state_name in resource.using_states:
var autoload = get_tree().root.get_node_or_null(state_name)
if autoload == null:
printerr(DialogueConstants.translate(&"runtime.unknown_autoload").format({ autoload = state_name }))
else:
extra_game_states = [autoload] + extra_game_states
# Get the line data
var dialogue: DialogueLine = await get_line(resource, key, extra_game_states)
# If our dialogue is nothing then we hit the end
if not is_valid(dialogue):
(func(): dialogue_ended.emit(resource)).call_deferred()
return null
# Run the mutation if it is one
if dialogue.type == DialogueConstants.TYPE_MUTATION:
var actual_next_id: String = dialogue.next_id.split(",")[0]
match mutation_behaviour:
MutationBehaviour.Wait:
await mutate(dialogue.mutation, extra_game_states)
MutationBehaviour.DoNotWait:
mutate(dialogue.mutation, extra_game_states)
MutationBehaviour.Skip:
pass
if actual_next_id in [DialogueConstants.ID_END_CONVERSATION, DialogueConstants.ID_NULL, null]:
# End the conversation
(func(): dialogue_ended.emit(resource)).call_deferred()
return null
else:
return await get_next_dialogue_line(resource, dialogue.next_id, extra_game_states, mutation_behaviour)
else:
got_dialogue.emit(dialogue)
return dialogue
func get_resolved_line_data(data: Dictionary, extra_game_states: Array = []) -> ResolvedLineData:
var text: String = translate(data)
# Resolve variables
for replacement in data.text_replacements:
var value = await resolve(replacement.expression.duplicate(true), extra_game_states)
var index: int = text.find(replacement.value_in_text)
if index > -1:
text = text.substr(0, index) + str(value) + text.substr(index + replacement.value_in_text.length())
var parser: DialogueManagerParser = DialogueManagerParser.new()
# Resolve random groups
for found in parser.INLINE_RANDOM_REGEX.search_all(text):
var options = found.get_string(&"options").split(&"|")
text = text.replace(&"[[%s]]" % found.get_string(&"options"), options[randi_range(0, options.size() - 1)])
# Do a pass on the markers to find any conditionals
var markers: ResolvedLineData = parser.extract_markers(text)
# Resolve any conditionals and update marker positions as needed
if data.type == DialogueConstants.TYPE_DIALOGUE:
var resolved_text: String = markers.text
var conditionals: Array[RegExMatch] = parser.INLINE_CONDITIONALS_REGEX.search_all(resolved_text)
var replacements: Array = []
for conditional in conditionals:
var condition_raw: String = conditional.strings[conditional.names.condition]
var body: String = conditional.strings[conditional.names.body]
var body_else: String = ""
if &"[else]" in body:
var bits = body.split(&"[else]")
body = bits[0]
body_else = bits[1]
var condition: Dictionary = parser.extract_condition("if " + condition_raw, false, 0)
# If the condition fails then use the else of ""
if not await check_condition({ condition = condition }, extra_game_states):
body = body_else
replacements.append({
start = conditional.get_start(),
end = conditional.get_end(),
string = conditional.get_string(),
body = body
})
for i in range(replacements.size() -1, -1, -1):
var r: Dictionary = replacements[i]
resolved_text = resolved_text.substr(0, r.start) + r.body + resolved_text.substr(r.end, 9999)
# Move any other markers now that the text has changed
var offset: int = r.end - r.start - r.body.length()
for key in [&"pauses", &"speeds", &"time"]:
if markers.get(key) == null: continue
var marker = markers.get(key)
var next_marker: Dictionary = {}
for index in marker:
if index < r.start:
next_marker[index] = marker[index]
elif index > r.start:
next_marker[index - offset] = marker[index]
markers.set(key, next_marker)
var mutations: Array[Array] = markers.mutations
var next_mutations: Array[Array] = []
for mutation in mutations:
var index = mutation[0]
if index < r.start:
next_mutations.append(mutation)
elif index > r.start:
next_mutations.append([index - offset, mutation[1]])
markers.mutations = next_mutations
markers.text = resolved_text
parser.free()
return markers
## Replace any variables, etc in the character name
func get_resolved_character(data: Dictionary, extra_game_states: Array = []) -> String:
var character: String = data.get(&"character", "")
# Resolve variables
for replacement in data.get(&"character_replacements", []):
var value = await resolve(replacement.expression.duplicate(true), extra_game_states)
var index: int = character.find(replacement.value_in_text)
if index > -1:
character = character.substr(0, index) + str(value) + character.substr(index + replacement.value_in_text.length())
# Resolve random groups
var random_regex: RegEx = RegEx.new()
random_regex.compile("\\[\\[(?<options>.*?)\\]\\]")
for found in random_regex.search_all(character):
var options = found.get_string(&"options").split("|")
character = character.replace("[[%s]]" % found.get_string(&"options"), options[randi_range(0, options.size() - 1)])
return character
## Generate a dialogue resource on the fly from some text
func create_resource_from_text(text: String) -> Resource:
var parser: DialogueManagerParser = DialogueManagerParser.new()
parser.parse(text, "")
var results: DialogueManagerParseResult = parser.get_data()
var errors: Array[Dictionary] = parser.get_errors()
parser.free()
if errors.size() > 0:
printerr(DialogueConstants.translate(&"runtime.errors").format({ count = errors.size() }))
for error in errors:
printerr(DialogueConstants.translate(&"runtime.error_detail").format({
line = error.line_number + 1,
message = DialogueConstants.get_error_message(error.error)
}))
assert(false, DialogueConstants.translate(&"runtime.errors_see_details").format({ count = errors.size() }))
var resource: DialogueResource = DialogueResource.new()
resource.using_states = results.using_states
resource.titles = results.titles
resource.first_title = results.first_title
resource.character_names = results.character_names
resource.lines = results.lines
resource.raw_text = text
return resource
## Show the example balloon
func show_example_dialogue_balloon(resource: DialogueResource, title: String = "", extra_game_states: Array = []) -> CanvasLayer:
var balloon: Node = load(_get_example_balloon_path()).instantiate()
get_current_scene.call().add_child(balloon)
balloon.start(resource, title, extra_game_states)
return balloon
## Show the configured dialogue balloon
func show_dialogue_balloon(resource: DialogueResource, title: String = "", extra_game_states: Array = []) -> Node:
var balloon_path: String = DialogueSettings.get_setting(&"balloon_path", _get_example_balloon_path())
if not ResourceLoader.exists(balloon_path):
balloon_path = _get_example_balloon_path()
return show_dialogue_balloon_scene(balloon_path, resource, title, extra_game_states)
## Show a given balloon scene
func show_dialogue_balloon_scene(balloon_scene, resource: DialogueResource, title: String = "", extra_game_states: Array = []) -> Node:
if balloon_scene is String:
balloon_scene = load(balloon_scene)
if balloon_scene is PackedScene:
balloon_scene = balloon_scene.instantiate()
var balloon: Node = balloon_scene
get_current_scene.call().add_child(balloon)
if balloon.has_method(&"start"):
balloon.start(resource, title, extra_game_states)
elif balloon.has_method(&"Start"):
balloon.Start(resource, title, extra_game_states)
else:
assert(false, DialogueConstants.translate(&"runtime.dialogue_balloon_missing_start_method"))
return balloon
# Get the path to the example balloon
func _get_example_balloon_path() -> String:
var is_small_window: bool = ProjectSettings.get_setting("display/window/size/viewport_width") < 400
var balloon_path: String = "/example_balloon/small_example_balloon.tscn" if is_small_window else "/example_balloon/example_balloon.tscn"
return get_script().resource_path.get_base_dir() + balloon_path
### Dotnet bridge
func _get_dotnet_dialogue_manager() -> Node:
return load(get_script().resource_path.get_base_dir() + "/DialogueManager.cs").new()
func _bridge_get_next_dialogue_line(resource: DialogueResource, key: String, extra_game_states: Array = []) -> void:
# dotnet needs at least one await tick of the signal gets called too quickly
await get_tree().process_frame
var line = await get_next_dialogue_line(resource, key, extra_game_states)
bridge_get_next_dialogue_line_completed.emit(line)
func _bridge_mutate(mutation: Dictionary, extra_game_states: Array, is_inline_mutation: bool = false) -> void:
await mutate(mutation, extra_game_states, is_inline_mutation)
bridge_mutated.emit()
### Helpers
# Get a line by its ID
func get_line(resource: DialogueResource, key: String, extra_game_states: Array) -> DialogueLine:
key = key.strip_edges()
# See if we were given a stack instead of just the one key
var stack: Array = key.split("|")
key = stack.pop_front()
var id_trail: String = "" if stack.size() == 0 else "|" + "|".join(stack)
# Key is blank so just use the first title
if key == null or key == "":
key = resource.first_title
# See if we just ended the conversation
if key in [DialogueConstants.ID_END, DialogueConstants.ID_NULL, null]:
if stack.size() > 0:
return await get_line(resource, "|".join(stack), extra_game_states)
else:
return null
elif key == DialogueConstants.ID_END_CONVERSATION:
return null
# See if it is a title
if key.begins_with("~ "):
key = key.substr(2)
if resource.titles.has(key):
key = resource.titles.get(key)
if key in resource.titles.values():
passed_title.emit(resource.titles.find_key(key))
if not resource.lines.has(key):
assert(false, DialogueConstants.translate(&"errors.key_not_found").format({ key = key }))
var data: Dictionary = resource.lines.get(key)
# This title key points to another title key so we should jump there instead
if data.type == DialogueConstants.TYPE_TITLE and data.next_id in resource.titles.values():
return await get_line(resource, data.next_id + id_trail, extra_game_states)
# Check for weighted random lines
if data.has(&"siblings"):
var target_weight: float = randf_range(0, data.siblings.reduce(func(total, sibling): return total + sibling.weight, 0))
var cummulative_weight: float = 0
for sibling in data.siblings:
if target_weight < cummulative_weight + sibling.weight:
data = resource.lines.get(sibling.id)
break
else:
cummulative_weight += sibling.weight
# Check condtiions
if data.type == DialogueConstants.TYPE_CONDITION:
# "else" will have no actual condition
if await check_condition(data, extra_game_states):
return await get_line(resource, data.next_id + id_trail, extra_game_states)
else:
return await get_line(resource, data.next_conditional_id + id_trail, extra_game_states)
# Evaluate jumps
elif data.type == DialogueConstants.TYPE_GOTO:
if data.is_snippet:
id_trail = "|" + data.next_id_after + id_trail
return await get_line(resource, data.next_id + id_trail, extra_game_states)
elif data.type == DialogueConstants.TYPE_DIALOGUE:
if not data.has(&"id"):
data.id = key
# Set up a line object
var line: DialogueLine = await create_dialogue_line(data, extra_game_states)
# If the jump point somehow has no content then just end
if not line: return null
# If we are the first of a list of responses then get the other ones
if data.type == DialogueConstants.TYPE_RESPONSE:
# Note: For some reason C# has occasional issues with using the responses property directly
# so instead we use set and get here.
line.set(&"responses", await get_responses(data.get(&"responses", []), resource, id_trail, extra_game_states))
return line
# Inject the next node's responses if they have any
if resource.lines.has(line.next_id):
var next_line: Dictionary = resource.lines.get(line.next_id)
# If the response line is marked as a title then make sure to emit the passed_title signal.
if line.next_id in resource.titles.values():
passed_title.emit(resource.titles.find_key(line.next_id))
# If the next line is a title then check where it points to see if that is a set of responses.
if next_line.type == DialogueConstants.TYPE_GOTO and resource.lines.has(next_line.next_id):
next_line = resource.lines.get(next_line.next_id)
if next_line != null and next_line.type == DialogueConstants.TYPE_RESPONSE:
# Note: For some reason C# has occasional issues with using the responses property directly
# so instead we use set and get here.
line.set(&"responses", await get_responses(next_line.get(&"responses", []), resource, id_trail, extra_game_states))
line.next_id = "|".join(stack) if line.next_id == DialogueConstants.ID_NULL else line.next_id + id_trail
return line
# Show a message or crash with error
func show_error_for_missing_state_value(message: String, will_show: bool = true) -> void:
if not will_show: return
if DialogueSettings.get_setting(&"ignore_missing_state_values", false):
push_error(message)
elif will_show:
# If you're here then you're missing a method or property in your game state. The error
# message down in the debugger will give you some more information.
assert(false, message)
# Translate a string
func translate(data: Dictionary) -> String:
if translation_source == TranslationSource.None:
return data.text
if data.translation_key == "" or data.translation_key == data.text:
return tr(data.text)
else:
# Line IDs work slightly differently depending on whether the translation came from a
# CSV or a PO file. CSVs use the line ID (or the line itself) as the translatable string
# whereas POs use the ID as context and the line itself as the translatable string.
match translation_source:
TranslationSource.PO:
return tr(data.text, StringName(data.translation_key))
TranslationSource.CSV:
return tr(data.translation_key)
TranslationSource.Guess:
var translation_files: Array = ProjectSettings.get_setting(&"internationalization/locale/translations")
if translation_files.filter(func(f: String): return f.get_extension() in [&"po", &"mo"]).size() > 0:
# Assume PO
return tr(data.text, StringName(data.translation_key))
else:
# Assume CSV
return tr(data.translation_key)
return tr(data.translation_key)
# Create a line of dialogue
func create_dialogue_line(data: Dictionary, extra_game_states: Array) -> DialogueLine:
match data.type:
DialogueConstants.TYPE_DIALOGUE:
var resolved_data: ResolvedLineData = await get_resolved_line_data(data, extra_game_states)
return DialogueLine.new({
id = data.get(&"id", ""),
type = DialogueConstants.TYPE_DIALOGUE,
next_id = data.next_id,
character = await get_resolved_character(data, extra_game_states),
character_replacements = data.character_replacements,
text = resolved_data.text,
text_replacements = data.text_replacements,
translation_key = data.translation_key,
pauses = resolved_data.pauses,
speeds = resolved_data.speeds,
inline_mutations = resolved_data.mutations,
time = resolved_data.time,
tags = data.get(&"tags", []),
extra_game_states = extra_game_states
})
DialogueConstants.TYPE_RESPONSE:
return DialogueLine.new({
id = data.get(&"id", ""),
type = DialogueConstants.TYPE_RESPONSE,
next_id = data.next_id,
tags = data.get(&"tags", []),
extra_game_states = extra_game_states
})
DialogueConstants.TYPE_MUTATION:
return DialogueLine.new({
id = data.get(&"id", ""),
type = DialogueConstants.TYPE_MUTATION,
next_id = data.next_id,
mutation = data.mutation,
extra_game_states = extra_game_states
})
return null
# Create a response
func create_response(data: Dictionary, extra_game_states: Array) -> DialogueResponse:
var resolved_data: ResolvedLineData = await get_resolved_line_data(data, extra_game_states)
return DialogueResponse.new({
id = data.get(&"id", ""),
type = DialogueConstants.TYPE_RESPONSE,
next_id = data.next_id,
is_allowed = data.is_allowed,
character = await get_resolved_character(data, extra_game_states),
character_replacements = data.get(&"character_replacements", [] as Array[Dictionary]),
text = resolved_data.text,
text_replacements = data.text_replacements,
tags = data.get(&"tags", []),
translation_key = data.translation_key
})
# Get the current game states
func get_game_states(extra_game_states: Array) -> Array:
if not _has_loaded_autoloads:
_has_loaded_autoloads = true
# Add any autoloads to a generic state so we can refer to them by name
for child in get_tree().root.get_children():
# Ignore the dialogue manager
if child.name == &"DialogueManager": continue
# Ignore the current main scene
if get_tree().current_scene and child.name == get_tree().current_scene.name: continue
# Add the node to our known autoloads
_autoloads[child.name] = child
game_states = [_autoloads]
# Add any other state shortcuts from settings
for node_name in DialogueSettings.get_setting(&"states", []):
var state: Node = get_node_or_null("/root/" + node_name)
if state:
game_states.append(state)
var current_scene: Node = get_current_scene.call()
var unique_states: Array = []
for state in extra_game_states + [current_scene] + game_states:
if state != null and not unique_states.has(state):
unique_states.append(state)
return unique_states
# Check if a condition is met
func check_condition(data: Dictionary, extra_game_states: Array) -> bool:
if data.get(&"condition", null) == null: return true
if data.condition.size() == 0: return true
return await resolve(data.condition.expression.duplicate(true), extra_game_states)
# Make a change to game state or run a method
func mutate(mutation: Dictionary, extra_game_states: Array, is_inline_mutation: bool = false) -> void:
var expression: Array[Dictionary] = mutation.expression
# Handle built in mutations
if expression[0].type == DialogueConstants.TOKEN_FUNCTION and expression[0].function in [&"wait", &"debug"]:
var args: Array = await resolve_each(expression[0].value, extra_game_states)
match expression[0].function:
&"wait":
mutated.emit(mutation)
await get_tree().create_timer(float(args[0])).timeout
return
&"debug":
prints("Debug:", args)
await get_tree().process_frame
# Or pass through to the resolver
else:
if not mutation_contains_assignment(mutation.expression) and not is_inline_mutation:
mutated.emit(mutation)
if mutation.get("is_blocking", true):
await resolve(mutation.expression.duplicate(true), extra_game_states)
return
else:
resolve(mutation.expression.duplicate(true), extra_game_states)
# Wait one frame to give the dialogue handler a chance to yield
await get_tree().process_frame
func mutation_contains_assignment(mutation: Array) -> bool:
for token in mutation:
if token.type == DialogueConstants.TOKEN_ASSIGNMENT:
return true
return false
func resolve_each(array: Array, extra_game_states: Array) -> Array:
var results: Array = []
for item in array:
results.append(await resolve(item.duplicate(true), extra_game_states))
return results
# Replace an array of line IDs with their response prompts
func get_responses(ids: Array, resource: DialogueResource, id_trail: String, extra_game_states: Array) -> Array[DialogueResponse]:
var responses: Array[DialogueResponse] = []
for id in ids:
var data: Dictionary = resource.lines.get(id).duplicate(true)
data.is_allowed = await check_condition(data, extra_game_states)
if DialogueSettings.get_setting(&"include_all_responses", false) or data.is_allowed:
var response: DialogueResponse = await create_response(data, extra_game_states)
response.next_id += id_trail
responses.append(response)
return responses
# Get a value on the current scene or game state
func get_state_value(property: String, extra_game_states: Array):
# Special case for static primitive calls
if property == "Color":
return Color()
elif property == "Vector2":
return Vector2.ZERO
elif property == "Vector3":
return Vector3.ZERO
elif property == "Vector4":
return Vector4.ZERO
elif property == "Quaternian":
return Quaternion()
var expression = Expression.new()
if expression.parse(property) != OK:
assert(false, DialogueConstants.translate(&"runtime.invalid_expression").format({ expression = property, error = expression.get_error_text() }))
for state in get_game_states(extra_game_states):
if typeof(state) == TYPE_DICTIONARY:
if state.has(property):
return state.get(property)
else:
var result = expression.execute([], state, false)
if not expression.has_execute_failed():
return result
if include_singletons and Engine.has_singleton(property):
return Engine.get_singleton(property)
if include_classes:
for class_data in ProjectSettings.get_global_class_list():
if class_data.get(&"class") == property:
return load(class_data.path).new()
show_error_for_missing_state_value(DialogueConstants.translate(&"runtime.property_not_found").format({ property = property, states = str(get_game_states(extra_game_states)) }))
# Set a value on the current scene or game state
func set_state_value(property: String, value, extra_game_states: Array) -> void:
for state in get_game_states(extra_game_states):
if typeof(state) == TYPE_DICTIONARY:
if state.has(property):
state[property] = value
return
elif thing_has_property(state, property):
state.set(property, value)
return
if property.to_snake_case() != property:
show_error_for_missing_state_value(DialogueConstants.translate(&"runtime.property_not_found_missing_export").format({ property = property, states = str(get_game_states(extra_game_states)) }))
else:
show_error_for_missing_state_value(DialogueConstants.translate(&"runtime.property_not_found").format({ property = property, states = str(get_game_states(extra_game_states)) }))
# Collapse any expressions
func resolve(tokens: Array, extra_game_states: Array):
# Handle groups first
for token in tokens:
if token.type == DialogueConstants.TOKEN_GROUP:
token["type"] = "value"
token["value"] = await resolve(token.value, extra_game_states)
# Then variables/methods
var i: int = 0
var limit: int = 0
while i < tokens.size() and limit < 1000:
limit += 1
var token: Dictionary = tokens[i]
if token.type == DialogueConstants.TOKEN_FUNCTION:
var function_name: String = token.function
var args = await resolve_each(token.value, extra_game_states)
if tokens[i - 1].type == DialogueConstants.TOKEN_DOT:
# If we are calling a deeper function then we need to collapse the
# value into the thing we are calling the function on
var caller: Dictionary = tokens[i - 2]
if Builtins.is_supported(caller.value):
caller["type"] = "value"
caller["value"] = Builtins.resolve_method(caller.value, function_name, args)
tokens.remove_at(i)
tokens.remove_at(i-1)
i -= 2
elif thing_has_method(caller.value, function_name, args):
caller["type"] = "value"
caller["value"] = await resolve_thing_method(caller.value, function_name, args)
tokens.remove_at(i)
tokens.remove_at(i-1)
i -= 2
else:
show_error_for_missing_state_value(DialogueConstants.translate(&"runtime.method_not_callable").format({ method = function_name, object = str(caller.value) }))
else:
var found: bool = false
match function_name:
&"str":
token["type"] = "value"
token["value"] = str(args[0])
found = true
&"Vector2":
token["type"] = "value"
token["value"] = Vector2(args[0], args[1])
found = true
&"Vector2i":
token["type"] = "value"
token["value"] = Vector2i(args[0], args[1])
found = true
&"Vector3":
token["type"] = "value"
token["value"] = Vector3(args[0], args[1], args[2])
found = true
&"Vector3i":
token["type"] = "value"
token["value"] = Vector3i(args[0], args[1], args[2])
found = true
&"Vector4":
token["type"] = "value"
token["value"] = Vector4(args[0], args[1], args[2], args[3])
found = true
&"Vector4i":
token["type"] = "value"
token["value"] = Vector4i(args[0], args[1], args[2], args[3])
found = true
&"Quaternion":
token["type"] = "value"
token["value"] = Quaternion(args[0], args[1], args[2], args[3])
found = true
&"Callable":
token["type"] = "value"
match args.size():
0:
token["value"] = Callable()
1:
token["value"] = Callable(args[0])
2:
token["value"] = Callable(args[0], args[1])
found = true
&"Color":
token["type"] = "value"
match args.size():
0:
token["value"] = Color()
1:
token["value"] = Color(args[0])
2:
token["value"] = Color(args[0], args[1])
3:
token["value"] = Color(args[0], args[1], args[2])
4:
token["value"] = Color(args[0], args[1], args[2], args[3])
found = true
&"load":
token["type"] = "value"
token["value"] = load(args[0])
found = true
&"emit":
token["type"] = "value"
token["value"] = resolve_signal(args, extra_game_states)
found = true
_:
for state in get_game_states(extra_game_states):
if thing_has_method(state, function_name, args):
token["type"] = "value"
token["value"] = await resolve_thing_method(state, function_name, args)
found = true
break
show_error_for_missing_state_value(DialogueConstants.translate(&"runtime.method_not_found").format({
method = args[0] if function_name in ["call", "call_deferred"] else function_name,
states = str(get_game_states(extra_game_states))
}), not found)
elif token.type == DialogueConstants.TOKEN_DICTIONARY_REFERENCE:
var value
if i > 0 and tokens[i - 1].type == DialogueConstants.TOKEN_DOT:
# If we are deep referencing then we need to get the parent object.
# `parent.value` is the actual object and `token.variable` is the name of
# the property within it.
value = tokens[i - 2].value[token.variable]
# Clean up the previous tokens
token.erase("variable")
tokens.remove_at(i - 1)
tokens.remove_at(i - 2)
i -= 2
else:
# Otherwise we can just get this variable as a normal state reference
value = get_state_value(token.variable, extra_game_states)
var index = await resolve(token.value, extra_game_states)
if typeof(value) == TYPE_DICTIONARY:
if tokens.size() > i + 1 and tokens[i + 1].type == DialogueConstants.TOKEN_ASSIGNMENT:
# If the next token is an assignment then we need to leave this as a reference
# so that it can be resolved once everything ahead of it has been resolved
token["type"] = "dictionary"
token["value"] = value
token["key"] = index
else:
if value.has(index):
token["type"] = "value"
token["value"] = value[index]
else:
show_error_for_missing_state_value(DialogueConstants.translate(&"runtime.key_not_found").format({ key = str(index), dictionary = token.variable }))
elif typeof(value) == TYPE_ARRAY:
if tokens.size() > i + 1 and tokens[i + 1].type == DialogueConstants.TOKEN_ASSIGNMENT:
# If the next token is an assignment then we need to leave this as a reference
# so that it can be resolved once everything ahead of it has been resolved
token["type"] = "array"
token["value"] = value
token["key"] = index
else:
if index >= 0 and index < value.size():
token["type"] = "value"
token["value"] = value[index]
else:
show_error_for_missing_state_value(DialogueConstants.translate(&"runtime.array_index_out_of_bounds").format({ index = index, array = token.variable }))
elif token.type == DialogueConstants.TOKEN_DICTIONARY_NESTED_REFERENCE:
var dictionary: Dictionary = tokens[i - 1]
var index = await resolve(token.value, extra_game_states)
var value = dictionary.value
if typeof(value) == TYPE_DICTIONARY:
if tokens.size() > i + 1 and tokens[i + 1].type == DialogueConstants.TOKEN_ASSIGNMENT:
# If the next token is an assignment then we need to leave this as a reference
# so that it can be resolved once everything ahead of it has been resolved
dictionary["type"] = "dictionary"
dictionary["key"] = index
dictionary["value"] = value
tokens.remove_at(i)
i -= 1
else:
if dictionary.value.has(index):
dictionary["value"] = value.get(index)
tokens.remove_at(i)
i -= 1
else:
show_error_for_missing_state_value(DialogueConstants.translate(&"runtime.key_not_found").format({ key = str(index), dictionary = value }))
elif typeof(value) == TYPE_ARRAY:
if tokens.size() > i + 1 and tokens[i + 1].type == DialogueConstants.TOKEN_ASSIGNMENT:
# If the next token is an assignment then we need to leave this as a reference
# so that it can be resolved once everything ahead of it has been resolved
dictionary["type"] = "array"
dictionary["value"] = value
dictionary["key"] = index
tokens.remove_at(i)
i -= 1
else:
if index >= 0 and index < value.size():
dictionary["value"] = value[index]
tokens.remove_at(i)
i -= 1
else:
show_error_for_missing_state_value(DialogueConstants.translate(&"runtime.array_index_out_of_bounds").format({ index = index, array = value }))
elif token.type == DialogueConstants.TOKEN_ARRAY:
token["type"] = "value"
token["value"] = await resolve_each(token.value, extra_game_states)
elif token.type == DialogueConstants.TOKEN_DICTIONARY:
token["type"] = "value"
var dictionary = {}
for key in token.value.keys():
var resolved_key = await resolve([key], extra_game_states)
var preresolved_value = token.value.get(key)
if typeof(preresolved_value) != TYPE_ARRAY:
preresolved_value = [preresolved_value]
var resolved_value = await resolve(preresolved_value, extra_game_states)
dictionary[resolved_key] = resolved_value
token["value"] = dictionary
elif token.type == DialogueConstants.TOKEN_VARIABLE or token.type == DialogueConstants.TOKEN_NUMBER:
if str(token.value) == "null":
token["type"] = "value"
token["value"] = null
elif tokens[i - 1].type == DialogueConstants.TOKEN_DOT:
var caller: Dictionary = tokens[i - 2]
var property = token.value
if tokens.size() > i + 1 and tokens[i + 1].type == DialogueConstants.TOKEN_ASSIGNMENT:
# If the next token is an assignment then we need to leave this as a reference
# so that it can be resolved once everything ahead of it has been resolved
caller["type"] = "property"
caller["property"] = property
else:
# If we are requesting a deeper property then we need to collapse the
# value into the thing we are referencing from
caller["type"] = "value"
if Builtins.is_supported(caller.value):
caller["value"] = Builtins.resolve_property(caller.value, property)
else:
caller["value"] = caller.value.get(property)
tokens.remove_at(i)
tokens.remove_at(i-1)
i -= 2
elif tokens.size() > i + 1 and tokens[i + 1].type == DialogueConstants.TOKEN_ASSIGNMENT:
# It's a normal variable but we will be assigning to it so don't resolve
# it until everything after it has been resolved
token["type"] = "variable"
else:
token["type"] = "value"
token["value"] = get_state_value(str(token.value), extra_game_states)
i += 1
# Then multiply and divide
i = 0
limit = 0
while i < tokens.size() and limit < 1000:
limit += 1
var token: Dictionary = tokens[i]
if token.type == DialogueConstants.TOKEN_OPERATOR and token.value in ["*", "/", "%"]:
token["type"] = "value"
token["value"] = apply_operation(token.value, tokens[i-1].value, tokens[i+1].value)
tokens.remove_at(i+1)
tokens.remove_at(i-1)
i -= 1
i += 1
if limit >= 1000:
assert(false, DialogueConstants.translate(&"runtime.something_went_wrong"))
# Then addition and subtraction
i = 0
limit = 0
while i < tokens.size() and limit < 1000:
limit += 1
var token: Dictionary = tokens[i]
if token.type == DialogueConstants.TOKEN_OPERATOR and token.value in ["+", "-"]:
token["type"] = "value"
token["value"] = apply_operation(token.value, tokens[i-1].value, tokens[i+1].value)
tokens.remove_at(i+1)
tokens.remove_at(i-1)
i -= 1
i += 1
if limit >= 1000:
assert(false, DialogueConstants.translate(&"runtime.something_went_wrong"))
# Then negations
i = 0
limit = 0
while i < tokens.size() and limit < 1000:
limit += 1
var token: Dictionary = tokens[i]
if token.type == DialogueConstants.TOKEN_NOT:
token["type"] = "value"
token["value"] = not tokens[i+1].value
tokens.remove_at(i+1)
i -= 1
i += 1
if limit >= 1000:
assert(false, DialogueConstants.translate(&"runtime.something_went_wrong"))
# Then comparisons
i = 0
limit = 0
while i < tokens.size() and limit < 1000:
limit += 1
var token: Dictionary = tokens[i]
if token.type == DialogueConstants.TOKEN_COMPARISON:
token["type"] = "value"
token["value"] = compare(token.value, tokens[i-1].value, tokens[i+1].value)
tokens.remove_at(i+1)
tokens.remove_at(i-1)
i -= 1
i += 1
if limit >= 1000:
assert(false, DialogueConstants.translate(&"runtime.something_went_wrong"))
# Then and/or
i = 0
limit = 0
while i < tokens.size() and limit < 1000:
limit += 1
var token: Dictionary = tokens[i]
if token.type == DialogueConstants.TOKEN_AND_OR:
token["type"] = "value"
token["value"] = apply_operation(token.value, tokens[i-1].value, tokens[i+1].value)
tokens.remove_at(i+1)
tokens.remove_at(i-1)
i -= 1
i += 1
if limit >= 1000:
assert(false, DialogueConstants.translate(&"runtime.something_went_wrong"))
# Lastly, resolve any assignments
i = 0
limit = 0
while i < tokens.size() and limit < 1000:
limit += 1
var token: Dictionary = tokens[i]
if token.type == DialogueConstants.TOKEN_ASSIGNMENT:
var lhs: Dictionary = tokens[i - 1]
var value
match lhs.type:
&"variable":
value = apply_operation(token.value, get_state_value(lhs.value, extra_game_states), tokens[i+1].value)
set_state_value(lhs.value, value, extra_game_states)
&"property":
value = apply_operation(token.value, lhs.value.get(lhs.property), tokens[i+1].value)
if typeof(lhs.value) == TYPE_DICTIONARY:
lhs.value[lhs.property] = value
else:
lhs.value.set(lhs.property, value)
&"dictionary":
value = apply_operation(token.value, lhs.value.get(lhs.key, null), tokens[i+1].value)
lhs.value[lhs.key] = value
&"array":
show_error_for_missing_state_value(
DialogueConstants.translate(&"runtime.array_index_out_of_bounds").format({ index = lhs.key, array = lhs.value }),
lhs.key >= lhs.value.size()
)
value = apply_operation(token.value, lhs.value[lhs.key], tokens[i+1].value)
lhs.value[lhs.key] = value
_:
show_error_for_missing_state_value(DialogueConstants.translate(&"runtime.left_hand_size_cannot_be_assigned_to"))
token["type"] = "value"
token["value"] = value
tokens.remove_at(i+1)
tokens.remove_at(i-1)
i -= 1
i += 1
if limit >= 1000:
assert(false, DialogueConstants.translate(&"runtime.something_went_wrong"))
return tokens[0].value
func compare(operator: String, first_value, second_value) -> bool:
match operator:
&"in":
if first_value == null or second_value == null:
return false
else:
return first_value in second_value
&"<":
if first_value == null:
return true
elif second_value == null:
return false
else:
return first_value < second_value
&">":
if first_value == null:
return false
elif second_value == null:
return true
else:
return first_value > second_value
&"<=":
if first_value == null:
return true
elif second_value == null:
return false
else:
return first_value <= second_value
&">=":
if first_value == null:
return false
elif second_value == null:
return true
else:
return first_value >= second_value
&"==":
if first_value == null:
if typeof(second_value) == TYPE_BOOL:
return second_value == false
else:
return second_value == null
else:
return first_value == second_value
&"!=":
if first_value == null:
if typeof(second_value) == TYPE_BOOL:
return second_value == true
else:
return second_value != null
else:
return first_value != second_value
return false
func apply_operation(operator: String, first_value, second_value):
match operator:
&"=":
return second_value
&"+", &"+=":
return first_value + second_value
&"-", &"-=":
return first_value - second_value
&"/", &"/=":
return first_value / second_value
&"*", &"*=":
return first_value * second_value
&"%":
return first_value % second_value
&"and":
return first_value and second_value
&"or":
return first_value or second_value
assert(false, DialogueConstants.translate(&"runtime.unknown_operator"))
# Check if a dialogue line contains meaningful information
func is_valid(line: DialogueLine) -> bool:
if line == null:
return false
if line.type == DialogueConstants.TYPE_MUTATION and line.mutation == null:
return false
if line.type == DialogueConstants.TYPE_RESPONSE and line.get(&"responses").size() == 0:
return false
return true
func thing_has_method(thing, method: String, args: Array) -> bool:
if Builtins.is_supported(thing):
return thing != _autoloads
if method in [&"call", &"call_deferred"]:
return thing.has_method(args[0])
if method == &"emit_signal":
return thing.has_signal(args[0])
if thing.has_method(method):
return true
if method.to_snake_case() != method and DialogueSettings.check_for_dotnet_solution():
# If we get this far then the method might be a C# method with a Task return type
return _get_dotnet_dialogue_manager().ThingHasMethod(thing, method)
return false
# Check if a given property exists
func thing_has_property(thing: Object, property: String) -> bool:
if thing == null:
return false
for p in thing.get_property_list():
if _node_properties.has(p.name):
# Ignore any properties on the base Node
continue
if p.name == property:
return true
return false
func resolve_signal(args: Array, extra_game_states: Array):
if args[0] is Signal:
args[0] = args[0].get_name()
for state in get_game_states(extra_game_states):
if typeof(state) == TYPE_DICTIONARY:
continue
elif state.has_signal(args[0]):
match args.size():
1:
state.emit_signal(args[0])
2:
state.emit_signal(args[0], args[1])
3:
state.emit_signal(args[0], args[1], args[2])
4:
state.emit_signal(args[0], args[1], args[2], args[3])
5:
state.emit_signal(args[0], args[1], args[2], args[3], args[4])
6:
state.emit_signal(args[0], args[1], args[2], args[3], args[4], args[5])
7:
state.emit_signal(args[0], args[1], args[2], args[3], args[4], args[5], args[6])
8:
state.emit_signal(args[0], args[1], args[2], args[3], args[4], args[5], args[6], args[7])
return
# The signal hasn't been found anywhere
show_error_for_missing_state_value(DialogueConstants.translate(&"runtime.signal_not_found").format({ signal_name = args[0], states = str(get_game_states(extra_game_states)) }))
func resolve_thing_method(thing, method: String, args: Array):
if Builtins.is_supported(thing):
var result = Builtins.resolve_method(thing, method, args)
if not Builtins.has_resolve_method_failed():
return result
if thing.has_method(method):
# Try to convert any literals to the right type
var method_info: Dictionary = thing.get_method_list().filter(func(m): return method == m.name)[0]
var method_args: Array = method_info.args
if method_info.flags & METHOD_FLAG_VARARG == 0 and method_args.size() < args.size():
assert(false, DialogueConstants.translate(&"runtime.expected_n_got_n_args").format({ expected = method_args.size(), method = method, received = args.size()}))
for i in range(0, args.size()):
var m: Dictionary = method_args[i]
var to_type:int = typeof(args[i])
if m.type == TYPE_ARRAY:
match m.hint_string:
&"String":
to_type = TYPE_PACKED_STRING_ARRAY
&"int":
to_type = TYPE_PACKED_INT64_ARRAY
&"float":
to_type = TYPE_PACKED_FLOAT64_ARRAY
&"Vector2":
to_type = TYPE_PACKED_VECTOR2_ARRAY
&"Vector3":
to_type = TYPE_PACKED_VECTOR3_ARRAY
_:
if m.hint_string != "":
assert(false, DialogueConstants.translate(&"runtime.unsupported_array_type").format({ type = m.hint_string}))
if typeof(args[i]) != to_type:
args[i] = convert(args[i], to_type)
return await thing.callv(method, args)
# If we get here then it's probably a C# method with a Task return type
var dotnet_dialogue_manager = _get_dotnet_dialogue_manager()
dotnet_dialogue_manager.ResolveThingMethod(thing, method, args)
return await dotnet_dialogue_manager.Resolved