Merge branch 'develop' into minigame_variation

This commit is contained in:
2025-12-06 19:53:44 +01:00
35 changed files with 568 additions and 118 deletions
@@ -18,12 +18,23 @@ public partial class VesnaAnimations : Node
/// Emits the last look direction of the player to other scripts.
/// </summary>
[Signal] public delegate void LookDirectionEventHandler(Vector2 direction);
public override void _Ready()
public override void _EnterTree()
{
// calling with a 1-frame delay to avoid race conditions.
CallDeferred(nameof(SetupSubscriptions));
}
private void SetupSubscriptions()
{
InventoryManager.Instance.playerInventory.InventoryContentsChanged += HandleNewItemInInventory;
}
public override void _ExitTree()
{
InventoryManager.Instance.playerInventory.InventoryContentsChanged -= HandleNewItemInInventory;
}
private void HandleNewItemInInventory()
{
// for future Kathi: this does not, in fact, check if an item has been added only, but triggers on every content change!
@@ -0,0 +1,44 @@
using Babushka.scripts.CSharp.Low_Code.Variables;
using Godot;
namespace Babushka.scripts.CSharp.Common.DayAndNight;
public partial class CalendarController : Node
{
[Export] private SaveableVariableNode _dayCounter;
public static CalendarController? Instance;
public int CurrentDay
{
get
{
if (Instance == null)
return 0;
return Instance._dayCounter.Payload.AsInt32();
}
}
public override void _Ready()
{
if (Instance == null)
{
Instance = this;
}
}
public override void _Input(InputEvent @event)
{
if (@event.IsActionPressed("NextDayCheat"))
{
GoToNextDay();
}
}
public void GoToNextDay()
{
int days = _dayCounter.Payload.AsInt32();
days++;
_dayCounter.Payload = days;
}
}
@@ -0,0 +1 @@
uid://du5facslfvg77
@@ -0,0 +1,11 @@
using Godot;
namespace Babushka.scripts.CSharp.Common.DayAndNight;
public partial class DayAndNightHelper : Node
{
public void IncreaseDayCount()
{
CalendarController.Instance?.GoToNextDay();
}
}
@@ -0,0 +1 @@
uid://jg4jryfus3bw
@@ -1,7 +1,5 @@
using System;
using Babushka.scripts.CSharp.Low_Code.Variables;
using Godot;
using Godot.Collections;
namespace Babushka.scripts.CSharp.Common.Farming;
@@ -1,5 +1,6 @@
using System;
using Babushka.scripts.CSharp.Common.CharacterControls;
using Babushka.scripts.CSharp.Common.DayAndNight;
using Babushka.scripts.CSharp.Common.Inventory;
using Babushka.scripts.CSharp.Common.Savegame;
using Babushka.scripts.CSharp.Low_Code.Events;
@@ -45,8 +46,11 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
private bool _canPlant;
private bool _canWater;
private int _currentDay;
private PlantBehaviour2D? _currentPlant;
private const string DAY_COUNTER_SAVE_ID = "12c6da2e-fc71-4281-a04a-dfd3c7943975";
[Signal] public delegate void PlantedEventHandler();
@@ -56,6 +60,7 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
_canPlant = (FieldState == FieldState.Tilled || FieldState == FieldState.Watered) && _seedsActive;
// fieldstate == tilled && watering can ausgewählt
_canWater = (FieldState == FieldState.Tilled || FieldState == FieldState.Planted) && _wateringCanActive;
FieldInteractionArea.IsActive = _canPlant || _canWater;
}
@@ -71,9 +76,13 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
UpdateInteractionArea();
}
public override void _Ready()
public override void _EnterTree()
{
LoadFromSaveData();
}
public override void _Ready()
{
if(PlantingPlaceholder.GetChildCount() > 0)
_currentPlant = PlantingPlaceholder.GetChild<PlantBehaviour2D>(0);
UpdateFieldState(FieldState);
@@ -84,7 +93,7 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
base._Ready();
}
public void UpdateFieldState(FieldState state)
public void UpdateFieldState(FieldState state, bool updateSaveAfter = true)
{
switch (state)
{
@@ -112,18 +121,25 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
break;
}
UpdateInteractionArea();
UpdateSaveData();
if(updateSaveAfter)
UpdateSaveData();
}
public void Water()
{
if (WateringCanState.GetFillState() > 0)
if (WateringCanState.GetFillState() > 0 && FieldState != FieldState.Watered)
{
UpdateFieldState(FieldState.Watered);
_wateringParticles.Emitting = true;
WateringCanState.Water();
_wateringEvent.Raise();
if (_currentPlant != null)
{
_currentPlant.DaysWatered++;
UpdateSaveData();
}
}
}
@@ -166,6 +182,16 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
}
private void PlantPrefab(string prefabPath)
{
InstantiatePlant(prefabPath);
if (_currentPlant != null)
{
_currentPlant.DayPlanted = _currentDay;
}
}
private void InstantiatePlant(string prefabPath)
{
PackedScene prefab = ResourceLoader.Load<PackedScene>(prefabPath, nameof(PackedScene));
Node2D plant2d = prefab.Instantiate<Node2D>();
@@ -181,11 +207,15 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
#region SAVE AND LOAD
/// <summary>
/// Update save data as prep for scene transition (when data is saved and loaded from disk).
/// </summary>
public void UpdateSaveData()
{
var payloadData = new Dictionary<string, Variant>
{
{ "field_state", (int)FieldState }
{ "field_state", (int)FieldState },
{ "day_count_on_last_exit", _currentDay}
};
if (_currentPlant != null)
@@ -194,8 +224,8 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
"plant_data", new Dictionary<string, Variant>()
{
{ "prefab_path", _currentPlant.PrefabPath },
{ "plant_state", (int)_currentPlant.State },
{ "plant_days_growing", _currentPlant.DaysGrowing }
{ "plant_start_day", _currentPlant.DayPlanted },
{ "plant_watered_days", _currentPlant.DaysWatered }
}
);
}
@@ -204,50 +234,91 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
SavegameService.AppendDataToSave(id, payloadData);
}
/// <summary>
/// Loads on scene enter.
/// </summary>
public void LoadFromSaveData()
{
// Get field and plant data
string id = _saveIdHolder.GetMeta("SaveID").AsString();
Dictionary<string, Variant> save = SavegameService.GetSaveData(id);
if (save.Count > 0)
{
if (save.TryGetValue("field_state", out Variant fieldStateVar))
{
int fieldStateInt = fieldStateVar.AsInt32();
FieldState = (FieldState) fieldStateInt;
if (fieldStateInt != 0)
{
Visible = true;
UpdateFieldState(FieldState);
}
}
// get plant first because it's also relevant for the field state
if (save.TryGetValue("plant_data", out Variant plantDataVar))
{
Dictionary<string, Variant> plantDataDict = plantDataVar.AsGodotDictionary<string, Variant>();
if (plantDataDict.TryGetValue("prefab_path", out Variant prefabPathVar))
{
PlantPrefab(prefabPathVar.AsString());
InstantiatePlant(prefabPathVar.AsString());
}
else
{
return;
}
if (plantDataDict.TryGetValue("plant_state", out Variant plantStateVar) && _currentPlant != null)
if (plantDataDict.TryGetValue("plant_start_day", out Variant plantStartDay) && _currentPlant != null)
{
_currentPlant.State = (PlantState) plantStateVar.AsInt32();
_currentPlant.GrowPlant();
_currentPlant.DayPlanted = plantStartDay.AsInt32();
}
if (plantDataDict.TryGetValue("plant_days_growing", out Variant plantDaysGrowingVar) && _currentPlant != null)
if (plantDataDict.TryGetValue("plant_watered_days", out Variant plantDaysWatered) && _currentPlant != null)
{
_currentPlant.DaysGrowing = plantDaysGrowingVar.AsInt32();
_currentPlant.DaysWatered = plantDaysWatered.AsInt32();
}
}
// Get current day count: Load only. Saving the day count is handled on the day and night prefab.
Dictionary<string, Variant> dayCountSave = SavegameService.GetSaveData(DAY_COUNTER_SAVE_ID);
if (dayCountSave.Count > 0)
{
if (dayCountSave.TryGetValue("payload", out Variant dayCountVar))
{
_currentDay = dayCountVar.AsInt32();
if (_currentPlant != null)
{
_currentPlant.CurrentDayInCalendar = _currentDay;
}
}
}
// get field state
if (save.TryGetValue("field_state", out Variant fieldStateVar))
{
int fieldStateInt = fieldStateVar.AsInt32();
// if the field has been unlocked, make it visible.
if (fieldStateInt != 0)
{
Visible = true;
if (save.TryGetValue("day_count_on_last_exit", out Variant lastDayCountVar))
{
int lastDayCount = lastDayCountVar.AsInt32();
// if day is today, then just use the provided field state as is.
if (CalendarController.Instance != null && _currentDay != lastDayCount)
{
// if the field was watered the day before, set it to tilled or planted.
if (fieldStateInt == 3)
{
if (_currentPlant != null)
{
fieldStateInt = 2;
}
else
{
fieldStateInt = 1;
}
}
}
}
FieldState = (FieldState) fieldStateInt;
UpdateFieldState(FieldState, false);
}
}
}
}
@@ -1,6 +1,9 @@
using System;
using System.Diagnostics;
using Babushka.scripts.CSharp.Common.Inventory;
using Babushka.scripts.CSharp.Low_Code.Variables;
using Godot;
using Godot.Collections;
namespace Babushka.scripts.CSharp.Common.Farming;
@@ -9,7 +12,8 @@ namespace Babushka.scripts.CSharp.Common.Farming;
/// </summary>
public partial class PlantBehaviour2D : Node2D
{
[Export] private string _prefabPath;
[ExportGroup("Plant State")]
[Export] private Sprite2D[] _seeds;
[Export] private Sprite2D[] _smallPlants;
[Export] private Sprite2D[] _bigPlants;
@@ -19,11 +23,18 @@ public partial class PlantBehaviour2D : Node2D
[Export] private ItemOnGround2D _harvestablePlant;
[Export] private CpuParticles2D _magicEffect;
[Export] private bool _magicWordNeeded = true;
[ExportGroup("PlantConfig")]
[Export] private string _prefabPath;
[Export] private VariableNode _lifecycle;
private string _magicWordDialogicEventName = "MagicWord";
private Sprite2D? _currentPlantSprite = null;
private bool _magicWordSaid = false;
private bool _calledOnReady = false;
private int _dayPlanted;
private int _currentDay;
private int _daysWatered;
public PlantState State
{
@@ -31,8 +42,26 @@ public partial class PlantBehaviour2D : Node2D
set => _state = value;
}
public int DaysGrowing { get; set; }
/// <summary>
/// The day count at the day this plant was planted.
/// </summary>
public int DayPlanted
{
get => _dayPlanted;
set => _dayPlanted = value;
}
public int CurrentDayInCalendar
{
get => _currentDay;
set
{
if (_currentDay == value) return;
_currentDay = value;
DaysGrowingChanged();
}
}
public string PrefabPath => _prefabPath;
/// <summary>
@@ -44,6 +73,15 @@ public partial class PlantBehaviour2D : Node2D
set => _field = value;
}
public int DaysWatered
{
get => _daysWatered;
set
{
_daysWatered = value;
}
}
public override void _Ready()
{
if (_state == PlantState.None)
@@ -58,13 +96,32 @@ public partial class PlantBehaviour2D : Node2D
GrowPlant();
}
}
private void DaysGrowingChanged()
{
int lifecycle = _lifecycle.Payload.AsInt32();
Debug.Assert(lifecycle > 0);
float growth = (float)_daysWatered / lifecycle;
int growthFloor = Mathf.FloorToInt(growth);
_state = growthFloor switch
{
0 => PlantState.None,
1 => PlantState.Planted,
2 => PlantState.SmallPlant,
_ => PlantState.BigPlant
};
_calledOnReady = true;
Grow();
}
public void Grow()
{
GrowPlant();
}
/// <summary>
/// Transitions the plant to its next growth stage.
/// </summary>
@@ -0,0 +1,33 @@
using Babushka.scripts.CSharp.Low_Code.Variables;
using Godot;
namespace Babushka.scripts.CSharp.Common.Farming;
public partial class WateringCanSaveHelper : Node
{
[Export] private SaveableVariableNode _wateringCanFillStateNode;
public override void _EnterTree()
{
WateringCanState.OnFill += SetFillState;
WateringCanState.OnWater += SetFillState;
}
public override void _ExitTree()
{
WateringCanState.OnFill -= SetFillState;
WateringCanState.OnWater -= SetFillState;
}
public void SetFillState()
{
_wateringCanFillStateNode.Payload = WateringCanState.GetFillState();
}
private void OnLoad()
{
WateringCanState.SetFillState(_wateringCanFillStateNode.Payload.AsInt32());
}
}
@@ -0,0 +1 @@
uid://dj1qjambsa4pg
@@ -29,6 +29,7 @@ public static class WateringCanState
public delegate void WateringCanDelegate(bool state);
public static event WateringCanDelegate WateringCanActiveStateChanged;
public static event Action? OnWater;
public static event Action? OnFill;
@@ -38,6 +39,7 @@ public static class WateringCanState
public static void Fill()
{
_fillstate = MAX_FILLSTATE;
OnFill?.Invoke();
}
/// <summary>
@@ -69,6 +71,15 @@ public static class WateringCanState
return _fillstate;
}
/// <summary>
/// Public setter. Used for saving and loading.
/// </summary>
/// <param name="fillstate"></param>
public static void SetFillState(int fillstate)
{
_fillstate = fillstate;
}
/// <summary>
/// Sets the Active state of the watering can, i.e. if it is currently in hand and if the ui should be active.
/// </summary>
@@ -50,12 +50,14 @@ public partial class InventoryInstance : Node, ISaveable
LoadFromSaveData();
InventoryContentsChanged += UpdateSaveData;
SlotAmountChanged += UpdateSaveData;
SavegameService.OnSaveGameReset += SaveGameReset;
}
public override void _ExitTree()
{
InventoryContentsChanged -= UpdateSaveData;
SlotAmountChanged -= UpdateSaveData;
SavegameService.OnSaveGameReset -= SaveGameReset;
}
public InventoryActionResult AddItem(ItemInstance newItem)
@@ -216,5 +218,17 @@ public partial class InventoryInstance : Node, ISaveable
}
}
}
/// <summary>
/// Called when a new save is created.
/// Needs to do a runtime check because the InventoryInstance is already in existence at the beginning of the first scene.
/// </summary>
private void SaveGameReset()
{
foreach (var slot in _slots)
{
slot.itemInstance = null;
}
}
#endregion
}
@@ -28,6 +28,7 @@ public partial class InventoryUi : Control
public override void _ExitTree()
{
InventoryManager.Instance.playerInventory.InventoryContentsChanged -= SetSlotContent;
UnsubscribeSlots();
}
@@ -11,10 +11,12 @@ public partial class ItemOnGround2D : Node, ISaveable
[Export] public bool IsActive = true;
[Export] private bool _infiniteSupply = false;
[Export] private int _finiteSupply = 1;
[Export] private bool _saveToDisk = true;
private int pickUpCounter = 0;
[Signal] public delegate void SuccessfulPickUpEventHandler();
private Label _itemLabel => GetNode<Label>("ItemLabel");
private Label _pickupErrorLabel => GetNode<Label>("PickupErrorLabel");
@@ -92,8 +94,12 @@ public partial class ItemOnGround2D : Node, ISaveable
}
}
// todo: What do we do with instances that are created at runtime?
public void UpdateSaveData()
{
if (!_saveToDisk)
return;
var payloadData = new Dictionary<string, Variant>
{
{"pickupCounter", pickUpCounter}
@@ -105,6 +111,9 @@ public partial class ItemOnGround2D : Node, ISaveable
public void LoadFromSaveData()
{
if (!_saveToDisk)
return;
if (_infiniteSupply)
return;
@@ -18,6 +18,9 @@ public static class SavegameService
public static Dictionary<string, string> SaveDatas = new ();
public static bool _loaded = false;
public delegate void SaveGameDelegate();
public static event SaveGameDelegate OnSaveGameReset = delegate {};
public static void AppendDataToSave( string id, Dictionary<string, Variant> payload)
@@ -130,5 +133,6 @@ public static class SavegameService
{
SaveDatas = new ();
Save();
OnSaveGameReset();
}
}
@@ -0,0 +1,68 @@
using Babushka.scripts.CSharp.Common.Savegame;
using Godot;
using Godot.Collections;
namespace Babushka.scripts.CSharp.Low_Code.Variables;
public partial class SaveableVariableNode : VariableNode, ISaveable
{
[Export] private bool _debug;
[Signal]
public delegate void OnLoadingCompleteEventHandler();
public override void _EnterTree()
{
LoadFromSaveData();
ValueChanged += UpdateSaveData;
SavegameService.OnSaveGameReset += SaveGameReset;
}
private void SaveGameReset()
{
Payload = default;
GD.Print($"Saveable Variable reset to {Payload}");
}
public override void _ExitTree()
{
ValueChanged -= UpdateSaveData;
SavegameService.OnSaveGameReset -= SaveGameReset;
}
public void UpdateSaveData()
{
var payloadData = new Dictionary<string, Variant>
{
{ "payload", Payload },
};
string id = GetMeta("SaveID").AsString();
SavegameService.AppendDataToSave( id, payloadData);
}
public void LoadFromSaveData()
{
string id = GetMeta("SaveID").AsString();
Dictionary<string, Variant> save = SavegameService.GetSaveData(id);
if (save.Count > 0)
{
if (Payload.VariantType == Variant.Type.Int)
{
Payload = save["payload"].AsInt32();
}
else
{
Payload = save["payload"];
}
if (_debug)
{
GD.Print($"SaveableVariable {Name} loaded payload: {Payload}.");
}
}
EmitSignal(SignalName.OnLoadingComplete);
}
}
@@ -0,0 +1 @@
uid://d27xoo1reo5gu
@@ -7,5 +7,23 @@ namespace Babushka.scripts.CSharp.Low_Code.Variables;
/// </summary>
public partial class VariableNode : Node
{
[Export] public Variant Payload { get; set; }
[Export] public Variant Payload
{
get
{
return _payload;
}
set
{
if (_payload.Equals(value))
return;
_payload = value;
EmitSignal(SignalName.ValueChanged);
}
}
private Variant _payload;
[Signal] public delegate void ValueChangedEventHandler();
}