1030 lines
34 KiB
GDScript
1030 lines
34 KiB
GDScript
extends Node
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signal passed_title(title)
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signal got_dialogue(line)
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signal mutated(mutation)
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signal dialogue_ended(resource)
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signal bridge_get_next_dialogue_line_completed(line)
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const DialogueConstants = preload("res://addons/dialogue_manager/constants.gd")
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const DialogueSettings = preload("res://addons/dialogue_manager/components/settings.gd")
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const DialogueLine = preload("res://addons/dialogue_manager/dialogue_line.gd")
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const DialogueResponse = preload("res://addons/dialogue_manager/dialogue_response.gd")
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const SUPPORTED_ARRAY_METHODS = [
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"assign",
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"append",
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"append_array",
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"back",
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"count",
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"clear",
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"erase",
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"has",
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"insert",
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"is_empty",
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"max",
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"min",
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"pick_random",
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"pop_at",
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"pop_back",
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"pop_front",
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"push_back",
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"push_front",
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"remove_at",
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"reverse",
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"shuffle",
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"size",
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"sort"
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]
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const SUPPORTED_DICTIONARY_METHODS = ["has", "has_all", "get", "keys", "values", "size"]
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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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# Manage translation behaviour
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var translation_source: TranslationSource = TranslationSource.Guess
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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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# Add any autoloads to a generic state so we can refer to them by name
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var autoloads: Dictionary = {}
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for child in get_tree().root.get_children():
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# Ignore the dialogue manager
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if child.name == StringName("DialogueManager"): continue
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# Ignore the current main scene
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if get_tree().current_scene and child.name == get_tree().current_scene.name: continue
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# Add the node to our known autoloads
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autoloads[child.name] = child
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game_states = [autoloads]
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# Add any other state shortcuts from settings
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for node_name in DialogueSettings.get_setting("states", []):
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var state: Node = get_node_or_null("/root/" + node_name)
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if state:
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game_states.append(state)
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# Make the dialogue manager available as a singleton
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Engine.register_singleton("DialogueManager", self)
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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 = "0", 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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assert(resource != null, DialogueConstants.translate("runtime.no_resource"))
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assert(resource.lines.size() > 0, DialogueConstants.translate("runtime.no_content").format({ file_path = resource.resource_path }))
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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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dialogue_ended.emit(resource)
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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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dialogue_ended.emit(resource)
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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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## Replace any variables, etc in the dialogue with their state values
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func get_resolved_text(text: String, replacements: Array, extra_game_states: Array = []) -> String:
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# Resolve variables
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for replacement in replacements:
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var value = await resolve(replacement.expression.duplicate(true), extra_game_states)
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text = text.replace(replacement.value_in_text, str(value))
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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(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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return text
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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.titles = results.titles
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resource.character_names = results.character_names
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resource.lines = results.lines
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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 = "0", extra_game_states: Array = []) -> void:
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var ExampleBalloonScene = load("res://addons/dialogue_manager/example_balloon/example_balloon.tscn")
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var SmallExampleBalloonScene = load("res://addons/dialogue_manager/example_balloon/small_example_balloon.tscn")
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var is_small_window: bool = ProjectSettings.get_setting("display/window/size/viewport_width") < 400
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var balloon: Node = (SmallExampleBalloonScene if is_small_window else ExampleBalloonScene).instantiate()
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get_tree().current_scene.add_child(balloon)
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balloon.start(resource, title, extra_game_states)
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### Dotnet bridge
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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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### 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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# 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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# Key not found, just use the first title
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if not resource.lines.has(key):
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key = resource.first_title
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var data: Dictionary = resource.lines.get(key)
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# Check for weighted random lines
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if data.has("siblings"):
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var result = randi() % data.siblings.reduce(func(total, sibling): return total + sibling.weight, 0)
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var cummulative_weight = 0
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for sibling in data.siblings:
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if result < 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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elif 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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# 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
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if not line: return null
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# If we are the first of a list of responses then get the other ones
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if data.type == DialogueConstants.TYPE_RESPONSE:
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line.responses = await get_responses(data.responses, resource, id_trail, extra_game_states)
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return line
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# Inject the next node's responses if they have any
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if resource.lines.has(line.next_id):
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var next_line: Dictionary = resource.lines.get(line.next_id)
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if next_line != null and next_line.type == DialogueConstants.TYPE_RESPONSE:
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line.responses = await get_responses(next_line.responses, resource, id_trail, extra_game_states)
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line.next_id += id_trail
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return line
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# Translate a string
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func translate(data: Dictionary) -> String:
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if translation_source == TranslationSource.None:
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return data.text
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if data.translation_key == "" or data.translation_key == data.text:
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return tr(data.text)
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else:
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# Line IDs work slightly differently depending on whether the translation came from a
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# CSV or a PO file. CSVs use the line ID (or the line itself) as the translatable string
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# whereas POs use the ID as context and the line itself as the translatable string.
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match translation_source:
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TranslationSource.PO:
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return tr(data.text, StringName(data.translation_key))
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TranslationSource.CSV:
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return tr(data.translation_key)
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TranslationSource.Guess:
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var translation_files: Array = ProjectSettings.get_setting("internationalization/locale/translations")
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if translation_files.filter(func(f: String): return f.get_extension() == "po").size() > 0:
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# Assume PO
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return tr(data.text, StringName(data.translation_key))
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else:
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# Assume CSV
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return tr(data.translation_key)
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return tr(data.translation_key)
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# Create a line of dialogue
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func create_dialogue_line(data: Dictionary, extra_game_states: Array) -> DialogueLine:
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match data.type:
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DialogueConstants.TYPE_DIALOGUE:
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# Our bbcodes need to be process after text has been resolved so that the markers are at the correct index
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var text: String = await get_resolved_text(translate(data), data.text_replacements, extra_game_states)
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var markers: Dictionary = DialogueManagerParser.extract_markers_from_string(text)
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return DialogueLine.new({
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type = DialogueConstants.TYPE_DIALOGUE,
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next_id = data.next_id,
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character = await get_resolved_text(data.character, data.character_replacements, extra_game_states),
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character_replacements = data.character_replacements,
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text = markers.text,
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text_replacements = data.text_replacements,
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translation_key = data.translation_key,
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pauses = markers.pauses,
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speeds = markers.speeds,
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inline_mutations = markers.mutations,
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time = markers.time,
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extra_game_states = extra_game_states
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})
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DialogueConstants.TYPE_RESPONSE:
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return DialogueLine.new({
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type = DialogueConstants.TYPE_RESPONSE,
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next_id = data.next_id,
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extra_game_states = extra_game_states
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})
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DialogueConstants.TYPE_MUTATION:
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return DialogueLine.new({
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type = DialogueConstants.TYPE_MUTATION,
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next_id = data.next_id,
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mutation = data.mutation,
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extra_game_states = extra_game_states
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})
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return null
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# Create a response
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func create_response(data: Dictionary, extra_game_states: Array) -> DialogueResponse:
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return DialogueResponse.new({
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type = DialogueConstants.TYPE_RESPONSE,
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next_id = data.next_id,
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is_allowed = await check_condition(data, extra_game_states),
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text = await get_resolved_text(translate(data), data.text_replacements, extra_game_states),
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text_replacements = data.text_replacements,
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translation_key = data.translation_key
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})
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# Get the current game states
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func get_game_states(extra_game_states: Array) -> Array:
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var current_scene: Node = get_tree().current_scene
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var unique_states: Array = []
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for state in extra_game_states + [current_scene] + game_states:
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if state != null and not unique_states.has(state):
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unique_states.append(state)
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return unique_states
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# Check if a condition is met
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func check_condition(data: Dictionary, extra_game_states: Array) -> bool:
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if data.get("condition", null) == null: return true
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if data.condition.size() == 0: return true
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return await resolve(data.condition.expression.duplicate(true), extra_game_states)
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# Make a change to game state or run a method
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func mutate(mutation: Dictionary, extra_game_states: Array, is_inline_mutation: bool = false) -> void:
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var expression: Array[Dictionary] = mutation.expression
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# Handle built in mutations
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if expression[0].type == DialogueConstants.TOKEN_FUNCTION and expression[0].function in ["wait", "emit", "debug"]:
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var args: Array = await resolve_each(expression[0].value, extra_game_states)
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match expression[0].function:
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"wait":
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mutated.emit(mutation)
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await get_tree().create_timer(float(args[0])).timeout
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return
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"emit":
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for state in get_game_states(extra_game_states):
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if typeof(state) == TYPE_DICTIONARY:
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continue
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elif state.has_signal(args[0]):
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match args.size():
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1:
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state.emit_signal(args[0])
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2:
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state.emit_signal(args[0], args[1])
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3:
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state.emit_signal(args[0], args[1], args[2])
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4:
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state.emit_signal(args[0], args[1], args[2], args[3])
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5:
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state.emit_signal(args[0], args[1], args[2], args[3], args[4])
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6:
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state.emit_signal(args[0], args[1], args[2], args[3], args[4], args[5])
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7:
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state.emit_signal(args[0], args[1], args[2], args[3], args[4], args[5], args[6])
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8:
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state.emit_signal(args[0], args[1], args[2], args[3], args[4], args[5], args[6], args[7])
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return
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# The signal hasn't been found anywhere
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assert(false, DialogueConstants.translate("runtime.signal_not_found").format({ signal_name = args[0], states = str(get_game_states(extra_game_states)) }))
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"debug":
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prints("Debug:", args)
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await get_tree().process_frame
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# Or pass through to the resolver
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else:
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if not mutation_contains_assignment(mutation.expression) and not is_inline_mutation:
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mutated.emit(mutation)
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await resolve(mutation.expression.duplicate(true), extra_game_states)
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return
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# Wait one frame to give the dialogue handler a chance to yield
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await get_tree().process_frame
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func mutation_contains_assignment(mutation: Array) -> bool:
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for token in mutation:
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if token.type == DialogueConstants.TOKEN_ASSIGNMENT:
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return true
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return false
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func resolve_each(array: Array, extra_game_states: Array) -> Array:
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var results: Array = []
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for item in array:
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results.append(await resolve(item.duplicate(true), extra_game_states))
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return results
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# Replace an array of line IDs with their response prompts
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func get_responses(ids: Array, resource: DialogueResource, id_trail: String, extra_game_states: Array) -> Array[DialogueResponse]:
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var responses: Array[DialogueResponse] = []
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for id in ids:
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var data: Dictionary = resource.lines.get(id)
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if DialogueSettings.get_setting("include_all_responses", false) or await check_condition(data, extra_game_states):
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var response: DialogueResponse = await create_response(data, extra_game_states)
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response.next_id += id_trail
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responses.append(response)
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return responses
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# Get a value on the current scene or game state
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func get_state_value(property: String, extra_game_states: Array):
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var expression = Expression.new()
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if expression.parse(property) != OK:
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assert(false, DialogueConstants.translate("runtime.invalid_expression").format({ expression = property, error = expression.get_error_text() }))
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for state in get_game_states(extra_game_states):
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if typeof(state) == TYPE_DICTIONARY:
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if state.has(property):
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return state.get(property)
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else:
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var result = expression.execute([], state, false)
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if not expression.has_execute_failed():
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return result
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if include_singletons and Engine.has_singleton(property):
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return Engine.get_singleton(property)
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assert(false, DialogueConstants.translate("runtime.property_not_found").format({ property = property, states = str(get_game_states(extra_game_states)) }))
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|
|
# 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
|
|
|
|
assert(false, 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)
|
|
match function_name:
|
|
"str":
|
|
token["type"] = "value"
|
|
token["value"] = str(args[0])
|
|
"Vector2":
|
|
token["type"] = "value"
|
|
token["value"] = Vector2(args[0], args[1])
|
|
"Vector2i":
|
|
token["type"] = "value"
|
|
token["value"] = Vector2i(args[0], args[1])
|
|
"Vector3":
|
|
token["type"] = "value"
|
|
token["value"] = Vector3(args[0], args[1], args[2])
|
|
"Vector3i":
|
|
token["type"] = "value"
|
|
token["value"] = Vector3i(args[0], args[1], args[2])
|
|
"Vector4":
|
|
token["type"] = "value"
|
|
token["value"] = Vector4(args[0], args[1], args[2], args[3])
|
|
"Vector4i":
|
|
token["type"] = "value"
|
|
token["value"] = Vector4i(args[0], args[1], args[2], args[3])
|
|
_:
|
|
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 typeof(caller.value) == TYPE_DICTIONARY:
|
|
caller["type"] = "value"
|
|
caller["value"] = resolve_dictionary_method(caller.value, function_name, args)
|
|
tokens.remove_at(i)
|
|
tokens.remove_at(i-1)
|
|
i -= 2
|
|
elif typeof(caller.value) == TYPE_ARRAY:
|
|
caller["type"] = "value"
|
|
caller["value"] = resolve_array_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 caller.value.callv(function_name, args)
|
|
tokens.remove_at(i)
|
|
tokens.remove_at(i-1)
|
|
i -= 2
|
|
else:
|
|
assert(false, DialogueConstants.translate("runtime.method_not_callable").format({ method = function_name, object = str(caller) }))
|
|
else:
|
|
var found: bool = false
|
|
for state in get_game_states(extra_game_states):
|
|
if typeof(state) == TYPE_DICTIONARY and function_name in SUPPORTED_DICTIONARY_METHODS:
|
|
token["type"] = "value"
|
|
token["value"] = resolve_dictionary_method(state, function_name, args)
|
|
found = true
|
|
elif typeof(state) == TYPE_ARRAY and function_name in SUPPORTED_ARRAY_METHODS:
|
|
token["type"] = "value"
|
|
token["value"] = resolve_array_method(state, function_name, args)
|
|
found = true
|
|
elif thing_has_method(state, function_name, args):
|
|
token["type"] = "value"
|
|
token["value"] = await state.callv(function_name, args)
|
|
found = true
|
|
|
|
if found:
|
|
break
|
|
|
|
assert(found, 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))
|
|
}))
|
|
|
|
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:
|
|
assert(false, 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:
|
|
assert(false, 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:
|
|
assert(false, 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:
|
|
assert(false, 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 resolved_value = await resolve([token.value.get(key)], 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 typeof(caller.value) == TYPE_ARRAY:
|
|
caller["value"] = 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
|
|
|
|
assert(limit < 1000, 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
|
|
|
|
assert(limit < 1000, 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
|
|
|
|
assert(limit < 1000, 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
|
|
|
|
assert(limit < 1000, 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
|
|
|
|
assert(limit < 1000, 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":
|
|
assert(lhs.key < lhs.value.size(), DialogueConstants.translate("runtime.array_index_out_of_bounds").format({ index = lhs.key, array = lhs.value }))
|
|
value = apply_operation(token.value, lhs.value[lhs.key], tokens[i+1].value)
|
|
lhs.value[lhs.key] = value
|
|
_:
|
|
assert(false, 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
|
|
|
|
assert(limit < 1000, 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 false
|
|
else:
|
|
return first_value == second_value
|
|
"!=":
|
|
if first_value == null:
|
|
if typeof(second_value) == TYPE_BOOL:
|
|
return second_value == true
|
|
else:
|
|
return false
|
|
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.responses.size() == 0:
|
|
return false
|
|
return true
|
|
|
|
|
|
func thing_has_method(thing, method: String, args: Array) -> bool:
|
|
match typeof(thing):
|
|
TYPE_DICTIONARY:
|
|
return method in SUPPORTED_DICTIONARY_METHODS
|
|
TYPE_ARRAY:
|
|
return method in SUPPORTED_ARRAY_METHODS
|
|
|
|
if method in ["call", "call_deferred"]:
|
|
return thing.has_method(args[0])
|
|
else:
|
|
return thing.has_method(method)
|
|
|
|
|
|
# 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_array_method(array: Array, method_name: String, args: Array):
|
|
match method_name:
|
|
"assign":
|
|
array.assign(args[0])
|
|
return null
|
|
"append":
|
|
array.append(args[0])
|
|
return null
|
|
"append_array":
|
|
array.append_array(args[0])
|
|
return null
|
|
"back":
|
|
return array.back()
|
|
"count":
|
|
return array.count(args[0])
|
|
"clear":
|
|
array.clear()
|
|
return null
|
|
"erase":
|
|
array.erase(args[0])
|
|
return null
|
|
"has":
|
|
return array.has(args[0])
|
|
"insert":
|
|
return array.insert(args[0], args[1])
|
|
"is_empty":
|
|
return array.is_empty()
|
|
"max":
|
|
return array.max()
|
|
"min":
|
|
return array.min()
|
|
"pick_random":
|
|
return array.pick_random()
|
|
"pop_at":
|
|
return array.pop_at(args[0])
|
|
"pop_back":
|
|
return array.pop_back()
|
|
"pop_front":
|
|
return array.pop_front()
|
|
"push_back":
|
|
array.push_back(args[0])
|
|
return null
|
|
"push_front":
|
|
array.push_front(args[0])
|
|
return null
|
|
"remove_at":
|
|
array.remove_at(args[0])
|
|
return null
|
|
"reverse":
|
|
array.reverse()
|
|
return null
|
|
"shuffle":
|
|
array.shuffle()
|
|
return null
|
|
"size":
|
|
return array.size()
|
|
"sort":
|
|
array.sort()
|
|
return null
|
|
|
|
assert(false, DialogueConstants.translate("runtime.unsupported_array_method").format({ method_name = method_name }))
|
|
|
|
|
|
func resolve_dictionary_method(dictionary: Dictionary, method_name: String, args: Array):
|
|
match method_name:
|
|
"has":
|
|
return dictionary.has(args[0])
|
|
"has_all":
|
|
return dictionary.has_all(args[0])
|
|
"get":
|
|
return dictionary.get(args[0])
|
|
"keys":
|
|
return dictionary.keys()
|
|
"values":
|
|
return dictionary.values()
|
|
"size":
|
|
return dictionary.size()
|
|
|
|
assert(false, DialogueConstants.translate("runtime.unsupported_dictionary_method").format({ method_name = method_name }))
|