1252 lines
44 KiB
GDScript
1252 lines
44 KiB
GDScript
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extends Node
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const DialogueConstants = preload("./constants.gd")
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const Builtins = preload("./utilities/builtins.gd")
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const DialogueSettings = preload("./settings.gd")
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const DialogueResource = preload("./dialogue_resource.gd")
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const DialogueLine = preload("./dialogue_line.gd")
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const DialogueResponse = preload("./dialogue_response.gd")
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const DialogueManagerParser = preload("./components/parser.gd")
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const DialogueManagerParseResult = preload("./components/parse_result.gd")
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const ResolvedLineData = preload("./components/resolved_line_data.gd")
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## Emitted when a title is encountered while traversing dialogue, usually when jumping from a
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## goto line
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signal passed_title(title: String)
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## Emitted when a line of dialogue is encountered.
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signal got_dialogue(line: DialogueLine)
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## Emitted when a mutation is encountered.
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signal mutated(mutation: Dictionary)
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## Emitted when some dialogue has reached the end.
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signal dialogue_ended(resource: DialogueResource)
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## Used internally.
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signal bridge_get_next_dialogue_line_completed(line: DialogueLine)
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## Used inernally
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signal bridge_mutated()
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enum MutationBehaviour {
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Wait,
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DoNotWait,
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Skip
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}
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enum TranslationSource {
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None,
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Guess,
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CSV,
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PO
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}
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## The list of globals that dialogue can query
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var game_states: Array = []
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## Allow dialogue to call singletons
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var include_singletons: bool = true
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## Allow dialogue to call static methods/properties on classes
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var include_classes: bool = true
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## Manage translation behaviour
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var translation_source: TranslationSource = TranslationSource.Guess
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## Used to resolve the current scene. Override if your game manages the current scene itself.
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var get_current_scene: Callable = func():
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var current_scene: Node = get_tree().current_scene
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if current_scene == null:
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current_scene = get_tree().root.get_child(get_tree().root.get_child_count() - 1)
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return current_scene
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var _has_loaded_autoloads: bool = false
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var _autoloads: Dictionary = {}
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var _node_properties: Array = []
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func _ready() -> void:
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# Cache the known Node2D properties
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_node_properties = ["Script Variables"]
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var temp_node: Node2D = Node2D.new()
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for property in temp_node.get_property_list():
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_node_properties.append(property.name)
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temp_node.free()
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# Make the dialogue manager available as a singleton
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if Engine.has_singleton("DialogueManager"):
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Engine.unregister_singleton("DialogueManager")
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Engine.register_singleton("DialogueManager", self)
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# Connect up the C# signals if need be
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if DialogueSettings.check_for_dotnet_solution():
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_get_dotnet_dialogue_manager().Prepare()
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## Step through lines and run any mutations until we either hit some dialogue or the end of the conversation
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func get_next_dialogue_line(resource: DialogueResource, key: String = "", extra_game_states: Array = [], mutation_behaviour: MutationBehaviour = MutationBehaviour.Wait) -> DialogueLine:
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# You have to provide a valid dialogue resource
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if resource == null:
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assert(false, DialogueConstants.translate(&"runtime.no_resource"))
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if resource.lines.size() == 0:
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assert(false, DialogueConstants.translate(&"runtime.no_content").format({ file_path = resource.resource_path }))
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# Inject any "using" states into the game_states
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for state_name in resource.using_states:
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var autoload = get_tree().root.get_node_or_null(state_name)
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if autoload == null:
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printerr(DialogueConstants.translate(&"runtime.unknown_autoload").format({ autoload = state_name }))
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else:
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extra_game_states = [autoload] + extra_game_states
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# Get the line data
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var dialogue: DialogueLine = await get_line(resource, key, extra_game_states)
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# If our dialogue is nothing then we hit the end
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if not is_valid(dialogue):
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(func(): dialogue_ended.emit(resource)).call_deferred()
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return null
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# Run the mutation if it is one
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if dialogue.type == DialogueConstants.TYPE_MUTATION:
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var actual_next_id: String = dialogue.next_id.split(",")[0]
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match mutation_behaviour:
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MutationBehaviour.Wait:
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await mutate(dialogue.mutation, extra_game_states)
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MutationBehaviour.DoNotWait:
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mutate(dialogue.mutation, extra_game_states)
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MutationBehaviour.Skip:
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pass
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if actual_next_id in [DialogueConstants.ID_END_CONVERSATION, DialogueConstants.ID_NULL, null]:
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# End the conversation
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(func(): dialogue_ended.emit(resource)).call_deferred()
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return null
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else:
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return await get_next_dialogue_line(resource, dialogue.next_id, extra_game_states, mutation_behaviour)
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else:
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got_dialogue.emit(dialogue)
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return dialogue
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func get_resolved_line_data(data: Dictionary, extra_game_states: Array = []) -> ResolvedLineData:
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var text: String = translate(data)
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# Resolve variables
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for replacement in data.text_replacements:
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var value = await resolve(replacement.expression.duplicate(true), extra_game_states)
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var index: int = text.find(replacement.value_in_text)
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if index > -1:
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text = text.substr(0, index) + str(value) + text.substr(index + replacement.value_in_text.length())
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var parser: DialogueManagerParser = DialogueManagerParser.new()
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# Resolve random groups
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for found in parser.INLINE_RANDOM_REGEX.search_all(text):
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var options = found.get_string(&"options").split(&"|")
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text = text.replace(&"[[%s]]" % found.get_string(&"options"), options[randi_range(0, options.size() - 1)])
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# Do a pass on the markers to find any conditionals
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var markers: ResolvedLineData = parser.extract_markers(text)
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# Resolve any conditionals and update marker positions as needed
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if data.type == DialogueConstants.TYPE_DIALOGUE:
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var resolved_text: String = markers.text
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var conditionals: Array[RegExMatch] = parser.INLINE_CONDITIONALS_REGEX.search_all(resolved_text)
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var replacements: Array = []
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for conditional in conditionals:
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var condition_raw: String = conditional.strings[conditional.names.condition]
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var body: String = conditional.strings[conditional.names.body]
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var body_else: String = ""
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if &"[else]" in body:
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var bits = body.split(&"[else]")
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body = bits[0]
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body_else = bits[1]
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var condition: Dictionary = parser.extract_condition("if " + condition_raw, false, 0)
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# If the condition fails then use the else of ""
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if not await check_condition({ condition = condition }, extra_game_states):
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body = body_else
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replacements.append({
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start = conditional.get_start(),
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end = conditional.get_end(),
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string = conditional.get_string(),
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body = body
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})
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for i in range(replacements.size() -1, -1, -1):
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var r: Dictionary = replacements[i]
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resolved_text = resolved_text.substr(0, r.start) + r.body + resolved_text.substr(r.end, 9999)
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# Move any other markers now that the text has changed
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var offset: int = r.end - r.start - r.body.length()
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for key in [&"pauses", &"speeds", &"time"]:
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if markers.get(key) == null: continue
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var marker = markers.get(key)
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var next_marker: Dictionary = {}
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for index in marker:
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if index < r.start:
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next_marker[index] = marker[index]
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elif index > r.start:
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next_marker[index - offset] = marker[index]
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markers.set(key, next_marker)
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var mutations: Array[Array] = markers.mutations
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var next_mutations: Array[Array] = []
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for mutation in mutations:
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var index = mutation[0]
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if index < r.start:
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next_mutations.append(mutation)
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elif index > r.start:
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next_mutations.append([index - offset, mutation[1]])
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markers.mutations = next_mutations
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markers.text = resolved_text
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parser.free()
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return markers
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## Replace any variables, etc in the character name
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func get_resolved_character(data: Dictionary, extra_game_states: Array = []) -> String:
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var character: String = data.get(&"character", "")
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# Resolve variables
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for replacement in data.get(&"character_replacements", []):
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var value = await resolve(replacement.expression.duplicate(true), extra_game_states)
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var index: int = character.find(replacement.value_in_text)
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if index > -1:
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character = character.substr(0, index) + str(value) + character.substr(index + replacement.value_in_text.length())
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# Resolve random groups
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var random_regex: RegEx = RegEx.new()
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random_regex.compile("\\[\\[(?<options>.*?)\\]\\]")
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for found in random_regex.search_all(character):
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var options = found.get_string(&"options").split("|")
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character = character.replace("[[%s]]" % found.get_string(&"options"), options[randi_range(0, options.size() - 1)])
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return character
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## Generate a dialogue resource on the fly from some text
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func create_resource_from_text(text: String) -> Resource:
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var parser: DialogueManagerParser = DialogueManagerParser.new()
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parser.parse(text, "")
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var results: DialogueManagerParseResult = parser.get_data()
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var errors: Array[Dictionary] = parser.get_errors()
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parser.free()
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if errors.size() > 0:
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printerr(DialogueConstants.translate(&"runtime.errors").format({ count = errors.size() }))
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for error in errors:
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printerr(DialogueConstants.translate(&"runtime.error_detail").format({
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line = error.line_number + 1,
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message = DialogueConstants.get_error_message(error.error)
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}))
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assert(false, DialogueConstants.translate(&"runtime.errors_see_details").format({ count = errors.size() }))
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var resource: DialogueResource = DialogueResource.new()
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resource.using_states = results.using_states
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resource.titles = results.titles
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resource.first_title = results.first_title
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resource.character_names = results.character_names
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resource.lines = results.lines
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resource.raw_text = text
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return resource
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## Show the example balloon
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func show_example_dialogue_balloon(resource: DialogueResource, title: String = "", extra_game_states: Array = []) -> CanvasLayer:
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var balloon: Node = load(_get_example_balloon_path()).instantiate()
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get_current_scene.call().add_child(balloon)
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balloon.start(resource, title, extra_game_states)
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return balloon
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## Show the configured dialogue balloon
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func show_dialogue_balloon(resource: DialogueResource, title: String = "", extra_game_states: Array = []) -> Node:
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var balloon_path: String = DialogueSettings.get_setting(&"balloon_path", _get_example_balloon_path())
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if not ResourceLoader.exists(balloon_path):
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balloon_path = _get_example_balloon_path()
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return show_dialogue_balloon_scene(balloon_path, resource, title, extra_game_states)
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## Show a given balloon scene
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func show_dialogue_balloon_scene(balloon_scene, resource: DialogueResource, title: String = "", extra_game_states: Array = []) -> Node:
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if balloon_scene is String:
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balloon_scene = load(balloon_scene)
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if balloon_scene is PackedScene:
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balloon_scene = balloon_scene.instantiate()
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var balloon: Node = balloon_scene
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get_current_scene.call().add_child(balloon)
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if balloon.has_method(&"start"):
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balloon.start(resource, title, extra_game_states)
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elif balloon.has_method(&"Start"):
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balloon.Start(resource, title, extra_game_states)
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else:
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assert(false, DialogueConstants.translate(&"runtime.dialogue_balloon_missing_start_method"))
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return balloon
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# Get the path to the example balloon
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func _get_example_balloon_path() -> String:
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var is_small_window: bool = ProjectSettings.get_setting("display/window/size/viewport_width") < 400
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var balloon_path: String = "/example_balloon/small_example_balloon.tscn" if is_small_window else "/example_balloon/example_balloon.tscn"
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return get_script().resource_path.get_base_dir() + balloon_path
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### Dotnet bridge
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func _get_dotnet_dialogue_manager() -> Node:
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return load(get_script().resource_path.get_base_dir() + "/DialogueManager.cs").new()
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func _bridge_get_next_dialogue_line(resource: DialogueResource, key: String, extra_game_states: Array = []) -> void:
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# dotnet needs at least one await tick of the signal gets called too quickly
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await get_tree().process_frame
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var line = await get_next_dialogue_line(resource, key, extra_game_states)
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bridge_get_next_dialogue_line_completed.emit(line)
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func _bridge_mutate(mutation: Dictionary, extra_game_states: Array, is_inline_mutation: bool = false) -> void:
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await mutate(mutation, extra_game_states, is_inline_mutation)
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bridge_mutated.emit()
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### Helpers
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# Get a line by its ID
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func get_line(resource: DialogueResource, key: String, extra_game_states: Array) -> DialogueLine:
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key = key.strip_edges()
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# See if we were given a stack instead of just the one key
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var stack: Array = key.split("|")
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key = stack.pop_front()
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var id_trail: String = "" if stack.size() == 0 else "|" + "|".join(stack)
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# Key is blank so just use the first title
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if key == null or key == "":
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key = resource.first_title
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# See if we just ended the conversation
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if key in [DialogueConstants.ID_END, DialogueConstants.ID_NULL, null]:
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if stack.size() > 0:
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return await get_line(resource, "|".join(stack), extra_game_states)
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else:
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return null
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elif key == DialogueConstants.ID_END_CONVERSATION:
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return null
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# See if it is a title
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if key.begins_with("~ "):
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key = key.substr(2)
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if resource.titles.has(key):
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key = resource.titles.get(key)
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if key in resource.titles.values():
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passed_title.emit(resource.titles.find_key(key))
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if not resource.lines.has(key):
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assert(false, DialogueConstants.translate(&"errors.key_not_found").format({ key = key }))
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var data: Dictionary = resource.lines.get(key)
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# This title key points to another title key so we should jump there instead
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if data.type == DialogueConstants.TYPE_TITLE and data.next_id in resource.titles.values():
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return await get_line(resource, data.next_id + id_trail, extra_game_states)
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# Check for weighted random lines
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if data.has(&"siblings"):
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var target_weight: float = randf_range(0, data.siblings.reduce(func(total, sibling): return total + sibling.weight, 0))
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var cummulative_weight: float = 0
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for sibling in data.siblings:
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if target_weight < cummulative_weight + sibling.weight:
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data = resource.lines.get(sibling.id)
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break
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else:
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cummulative_weight += sibling.weight
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# Check condtiions
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if data.type == DialogueConstants.TYPE_CONDITION:
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# "else" will have no actual condition
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if await check_condition(data, extra_game_states):
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return await get_line(resource, data.next_id + id_trail, extra_game_states)
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else:
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return await get_line(resource, data.next_conditional_id + id_trail, extra_game_states)
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# Evaluate jumps
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elif data.type == DialogueConstants.TYPE_GOTO:
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if data.is_snippet:
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id_trail = "|" + data.next_id_after + id_trail
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return await get_line(resource, data.next_id + id_trail, extra_game_states)
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elif data.type == DialogueConstants.TYPE_DIALOGUE:
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if not data.has(&"id"):
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data.id = key
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# Set up a line object
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var line: DialogueLine = await create_dialogue_line(data, extra_game_states)
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|
||
|
# 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
|