T4: Old Tam's tips in normal worlds, with a setting
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137
scripts/core/hints.gd
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137
scripts/core/hints.gd
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extends Node
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## T4 (docs/TUTORIAL_DESIGN.md §5): Old Tam's tips in normal worlds. Each tip
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## (data/hints.json) shows once per player, the first time it fits: first
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## rain, first night, the wolves' howl, a poor diet, a first death... They
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## read only your own state (survival statuses, the weather, the clock, your
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## bag) plus two events, so they work the same online. Not in the tutorial
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## world (the tutorial covers it) or on a server. A setting turns them off.
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## The HUD's hint card (scripts/ui/hint_card.gd) shows them.
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signal shown(hint: Dictionary)
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const GAP := 16.0 ## seconds between tips, so they don't pile up
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const START_QUIET := 4.0 ## nothing in the first seconds of a world
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var path := "user://hints.json" ## your settings: on or off, and the tips seen
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var enabled := true
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var seen: Array = []
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var hints: Array = []
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var guide_name := ""
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var world: Node3D = null
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var active := false
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var _held: Dictionary = {} ## hint id -> seconds its condition has held
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var _events: Dictionary = {} ## "howl" -> true, until the tip shows
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var _cooldown := 0.0
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func _ready() -> void:
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var d: Variant = JSON.parse_string(FileAccess.get_file_as_string("res://data/hints.json"))
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if d is Dictionary:
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hints = d.get("hints", [])
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guide_name = String(d.get("guide", ""))
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load_prefs()
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func load_prefs() -> void:
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enabled = true
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seen = []
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if not FileAccess.file_exists(path):
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return
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var d: Variant = JSON.parse_string(FileAccess.get_file_as_string(path))
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if d is Dictionary:
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enabled = bool(d.get("enabled", true))
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for id in d.get("seen", []):
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seen.append(String(id))
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func save_prefs() -> void:
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var f := FileAccess.open(path, FileAccess.WRITE)
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if f != null:
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f.store_string(JSON.stringify({"enabled": enabled, "seen": seen}, "\t"))
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func set_enabled(on: bool) -> void:
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enabled = on
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save_prefs()
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## Every tip can show again (the pause menu's "Show tips again").
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func reset_seen() -> void:
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seen = []
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save_prefs()
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var allow_headless := false ## tests: run with no screen (and their own `path`)
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func start(w: Node3D) -> void:
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if DisplayServer.get_name() == "headless" and not allow_headless:
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return # (the other suites' worlds mustn't use up your real tips)
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world = w
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active = true
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_held = {}
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_events = {}
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_cooldown = START_QUIET
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func stop() -> void:
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active = false
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world = null
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## Something that a condition can't read happened: "howl", "died".
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func event(id: String) -> void:
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if active:
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_events[id] = true
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func _process(delta: float) -> void:
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if active:
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step(delta)
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func step(dt: float) -> void:
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if not active or not enabled or world == null or not is_instance_valid(world) or Guide.active:
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return
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_cooldown -= dt
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var due: Dictionary = {}
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for h in hints:
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var id := String(h.id)
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if seen.has(id):
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continue
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if _met(String(h.when)):
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_held[id] = float(_held.get(id, 0.0)) + dt
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if due.is_empty() and _held[id] >= float(h.get("hold", 1.0)):
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due = h
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else:
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_held[id] = 0.0
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if not due.is_empty() and _cooldown <= 0.0:
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_show(due)
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func _show(h: Dictionary) -> void:
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seen.append(String(h.id))
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_events.erase(String(h.when).trim_prefix("event:"))
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save_prefs()
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_cooldown = GAP
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shown.emit(h)
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func _met(when: String) -> bool:
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var player: Node = world.player
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if player == null or not is_instance_valid(player):
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return false
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var dead: bool = world.dead_waiting
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var kind := when.get_slice(":", 0)
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var vals := when.get_slice(":", 1).split("|", false) if when.contains(":") else PackedStringArray()
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match kind:
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"event":
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return not dead and _events.has(vals[0])
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"status":
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if dead:
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return false
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for s in player.survival.statuses:
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for v in vals:
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if String(s).begins_with(v):
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return true
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return false
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"weather":
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return not dead and world.weather != null and String(world.weather.state) in vals
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"has":
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return not dead and player.inventory.count(vals[0]) > 0
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"night":
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return not dead and world.day_night.is_night()
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"stamina_low":
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return not dead and player.survival.stamina < 8.0
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"wolf_moon":
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return not dead and world.day_night.is_night() and world.day_night.wolf_moon_now()
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"hard_winter":
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return not dead and world.weather != null and world.weather.in_hard_winter()
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return false
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