Added more quest stuff including dialogic quest condition
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@tool
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extends DialogicEvent
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class_name DialogicQuestConditionEvent
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## Event that allows branching a timeline based on a condition.
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#enum ConditionTypes {IF, ELIF, ELSE}
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### Settings
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## condition type (see [ConditionTypes]). Defaults to if.
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#var condition_type := ConditionTypes.IF
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## The condition as a string. Will be executed as an Expression.
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#var condition := ""
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var quest_resource: String
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var compare_status: QuestEventUtils.QuestStatusOrActive
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################################################################################
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## EXECUTE
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################################################################################
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func _execute() -> void:
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var resource = ResourceLoader.load(quest_resource)
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var result: bool
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if compare_status == QuestEventUtils.QuestStatusOrActive.ACTIVE:
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result = QuestManager.GetFollowQuest() == resource
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elif compare_status == QuestEventUtils.QuestStatusOrActive.NOT_ACTIVE:
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result = QuestManager.GetFollowQuest() != resource
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else:
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result = QuestManager.GetQuestStatus(resource).status == compare_status
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if not result:
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var idx: int = dialogic.current_event_idx
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var ignore := 1
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while true:
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idx += 1
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if not dialogic.current_timeline.get_event(idx) or ignore == 0:
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break
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elif dialogic.current_timeline.get_event(idx).can_contain_events:
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ignore += 1
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elif dialogic.current_timeline.get_event(idx) is DialogicEndBranchEvent:
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ignore -= 1
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dialogic.current_event_idx = idx-1
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finish()
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## only called if the previous event was an end-branch event
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## return true if this event should be executed if the previous event was an end-branch event
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func should_execute_this_branch() -> bool:
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return true
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################################################################################
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## INITIALIZE
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################################################################################
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func _init() -> void:
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event_name = "Quest Condition"
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set_default_color('Color3')
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event_category = "Quest"
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event_sorting_index = 1
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can_contain_events = true
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# return a control node that should show on the END BRANCH node
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func get_end_branch_control() -> Control:
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return load(get_script().resource_path.get_base_dir().path_join('ui_quest_condition_end.tscn')).instantiate()
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################################################################################
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## SAVING/LOADING
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################################################################################
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func to_text() -> String:
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return 'ifquest ' + quest_resource + ', ' + str(compare_status) + ':'
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func from_text(string:String) -> void:
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#if string.strip_edges().begins_with('if'):
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# condition = string.strip_edges().trim_prefix('if ').trim_suffix(':').strip_edges()
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# condition_type = ConditionTypes.IF
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var strings:Array[String]
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strings.assign(string.strip_edges().trim_prefix('ifquest ').trim_suffix(':').strip_edges().split(','))
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quest_resource = strings[0].strip_edges()
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var compare_string: String = strings[1].strip_edges()
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if compare_string.is_valid_int():
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compare_status = compare_string.to_int()
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else:
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compare_status = QuestEventUtils.QuestStatusOrActive.get(compare_string)
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func is_valid_event(string:String) -> bool:
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if string.strip_edges().begins_with('ifquest '):
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return true
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return false
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################################################################################
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## EDITOR REPRESENTATION
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################################################################################
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func build_event_editor() -> void:
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add_header_label("IF")
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add_header_edit(
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"quest_resource",
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ValueType.DYNAMIC_OPTIONS,
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{
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"mode":2,
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"suggestions_func":QuestEventUtils.quest_resource_suggestrions
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})
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add_header_label("IS")
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add_header_edit("compare_status",ValueType.FIXED_OPTIONS,{
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'options': [
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{
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'label': 'HIDDEN',
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'value': QuestEventUtils.QuestStatusOrActive.HIDDEN,
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},
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{
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'label': 'AVAILABLE',
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'value': QuestEventUtils.QuestStatusOrActive.AVAILABLE,
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},
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{
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'label': 'DONE',
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'value': QuestEventUtils.QuestStatusOrActive.DONE,
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},
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{
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'label': 'CANCLED',
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'value': QuestEventUtils.QuestStatusOrActive.CANCLED,
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},
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{
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'label': 'ACTIVE',
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'value': QuestEventUtils.QuestStatusOrActive.ACTIVE,
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},
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{
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'label': 'NOT_ACTIVE',
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'value': QuestEventUtils.QuestStatusOrActive.NOT_ACTIVE,
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}
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]})
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func _get_icon() -> Resource:
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return load("res://addons/dialogic/Modules/Condition/icon.svg")
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####################### CODE COMPLETION ########################################
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################################################################################
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func _get_code_completion(CodeCompletionHelper:Node, TextNode:TextEdit, line:String, _word:String, symbol:String) -> void:
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pass
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func _get_start_code_completion(_CodeCompletionHelper:Node, TextNode:TextEdit) -> void:
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TextNode.add_code_completion_option(CodeEdit.KIND_PLAIN_TEXT, 'ifquest', 'ifquest ', TextNode.syntax_highlighter.code_flow_color)
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#################### SYNTAX HIGHLIGHTING #######################################
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################################################################################
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func _get_syntax_highlighting(Highlighter:SyntaxHighlighter, dict:Dictionary, line:String) -> Dictionary:
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var word := line.get_slice(' ', 0)
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dict[line.find(word)] = {"color":Highlighter.code_flow_color}
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dict[line.find(word)+len(word)] = {"color":Highlighter.normal_color}
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dict = Highlighter.color_condition(dict, line)
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return dict
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