T1 tutorial: Actions events, the Guide autoload, chapter 1 with Old Tam the hermit, guide panel and marker, saved progress; roadmap: auto-update plan
This commit is contained in:
@@ -10,6 +10,17 @@ extends Node
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signal notify(text: String) ## short HUD toast ("+4 Wood", "Need an axe")
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signal item_gained(id: String, n: int)
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## What players did (docs/TUTORIAL_DESIGN.md §3): the tutorial's Guide (and
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## later hints and addons) listen to these. Emitted where the game decides
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## (single-player, or on a server for each player's character).
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signal crafted(player: Node, recipe_id: String, output: String, count: int)
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signal harvested(player: Node, node: Node, felled: bool)
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signal placed(player: Node, item_id: String, piece: Node)
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signal ate(player: Node, item_id: String)
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signal killed(player: Node, kind: String)
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signal butchered(player: Node, kind: String)
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signal caught(player: Node, fish: String)
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signal slept(player: Node)
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const STATION_RANGE := 6.0
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const REACH := 3.2
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@@ -207,6 +218,7 @@ func craft(player: Node, recipe_id: String) -> bool:
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for id in r.inputs:
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inv.remove(id, int(r.inputs[id]))
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_give(player, r.output, r.count)
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crafted.emit(player, recipe_id, String(r.output), int(r.count))
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return true
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func pickup(player: Node3D, pickup_node: Node3D) -> bool:
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@@ -250,6 +262,7 @@ func harvest_hit(player: Node3D, node: Node3D, hit_point: Vector3) -> bool:
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for id in drops:
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_give(player, id, int(drops[id]))
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use_held(player)
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harvested.emit(player, node, bool(node.depleted))
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return true
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func can_place(player: Node3D, slot: int) -> bool:
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@@ -271,7 +284,8 @@ func place(player: Node3D, slot: int, xf: Transform3D, world: Node3D) -> bool:
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notify.emit("Can't place that here")
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return false
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player.inventory.take_from(slot, 1)
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world.spawn_piece(def, xf)
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var piece: Node3D = world.spawn_piece(def, xf)
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placed.emit(player, id, piece)
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return true
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## Takes a placed piece back into your inventory. Building pieces that lose
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@@ -369,6 +383,7 @@ func use_bed(player: Node3D, bed: Node3D) -> bool:
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notify.emit(why)
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return false
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world.sleep(player)
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slept.emit(player)
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return true
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# --- hunting and combat ---------------------------------------------------------
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@@ -420,6 +435,7 @@ func melee(player: Node3D, target: Node3D) -> bool:
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use_held(player)
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if target.is_dead():
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notify.emit("Killed a %s" % target.display_name().to_lower())
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killed.emit(player, String(target.kind))
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return true
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## A melee blow at another player (online, with PvP on). Online only.
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@@ -465,6 +481,7 @@ func projectile_hit(shooter: Node3D, target: Node3D, damage: float, at: Vector3,
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target.take_hit(damage, shooter.global_position if shooter != null else at, embed_id)
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if was_alive and target.is_dead():
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tell(shooter, "Killed a %s" % target.display_name().to_lower())
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killed.emit(shooter, String(target.kind))
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## Throws the spear in `slot` from `origin` along `dir`.
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func throw_spear(player: Node3D, slot: int, origin: Vector3, dir: Vector3, world: Node3D) -> bool:
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@@ -540,6 +557,7 @@ func butcher(player: Node3D, carcass: Node3D) -> bool:
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return false
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var drops: Dictionary = carcass.butcher_drops()
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carcass.remove_from_group("carcass")
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butchered.emit(player, String(carcass.kind))
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for id in drops:
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var got := _give(player, id, int(drops[id]))
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if got < int(drops[id]):
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@@ -584,6 +602,7 @@ func reel(player: Node3D, world: Node3D) -> bool:
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if _give(player, caught, 1) == 0:
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world.drop_item(caught, 1, Transform3D(Basis(), player.global_position + Vector3(0, 0.1, 0)))
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notify.emit("Caught a %s" % ItemDB.item_name(caught).to_lower())
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emit_signal("caught", player, caught) # (the local `caught` hides the signal's name)
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return true
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## Puts on the cloak in `slot` (swapping out any cloak you were wearing).
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@@ -642,8 +661,10 @@ func eat(player: Node3D, slot: int) -> bool:
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notify.emit("You're full")
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return false
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player.inventory.take_from(slot, 1)
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var eaten := String(s.id)
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player.survival.eat(food)
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notify.emit("Ate %s" % ItemDB.item_name(s.id).to_lower())
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notify.emit("Ate %s" % ItemDB.item_name(eaten).to_lower())
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ate.emit(player, eaten)
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# Raw meat and fish can make you ill (P4). Cooked, smoked or salted can't.
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if food_rng.randf() < float(food.get("risk", 0.0)):
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player.survival.poison()
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283
scripts/core/guide.gd
Normal file
283
scripts/core/guide.gd
Normal file
@@ -0,0 +1,283 @@
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extends Node
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## Autoload "Guide": the tutorial (docs/TUTORIAL_DESIGN.md §3).
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##
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## Runs the steps in data/tutorial.json in order. Each step has a goal made
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## of real game events (Actions' signals: items gained, things crafted,
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## trees felled...) plus walking; the Guide counts them from the moment the
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## tutorial starts, so a step you've already done ticks as soon as it comes
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## up. Nothing is forced and nothing is on a timer.
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##
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## Goals:
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## {"walk": metres} walked that far in all
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## {"gained": id, "count": n} picked up / given that many
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## {"crafted": recipe_id} (and "count")
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## {"felled": "tree" | "rock"} chopped down / broken
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## {"placed": item_id}, {"ate": item_id or "any"}, {"killed": kind},
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## {"butchered": kind}, {"caught": "any"}, {"slept": true}
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## {"continue": true} the player pressed Continue
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## {"all": [goal, goal, ...]} every one of them
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## Markers: {"nearest": "pickup:<id>" | "tree" | "rock"}, optionally
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## {"unless_have": {id: n}} to hide it once you've got enough.
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##
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## Single-player only (the tutorial is your own world). The panel and the
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## in-world marker are ui/guide.gd. Progress is saved with the world.
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signal started
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signal step_started(index: int, step: Dictionary)
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signal step_done(index: int, step: Dictionary)
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signal progressed ## a count went up (the panel redraws)
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signal finished
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const DATA := "res://data/tutorial.json"
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var active := false
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var steps: Array = []
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var chapters: Array = []
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var index := 0
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var done: Array = [] ## step ids, in the order they ticked
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var counters: Dictionary = {} ## "gained:stick" -> 3, "walk" -> 12.5, ...
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var world: Node3D
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var _last_pos := Vector3.INF
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var _marker_t := 0.0
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var _marker := Vector3.INF
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func _ready() -> void:
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_load_data()
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var A: Node = get_node("/root/Actions")
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A.item_gained.connect(_on_gained)
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A.crafted.connect(_on_crafted)
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A.harvested.connect(_on_harvested)
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A.placed.connect(_on_placed)
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A.ate.connect(_on_ate)
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A.killed.connect(_on_killed)
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A.butchered.connect(_on_butchered)
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A.caught.connect(_on_caught)
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A.slept.connect(_on_slept)
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func _on_gained(id: String, n: int) -> void:
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_count("gained:" + id, n)
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func _on_crafted(_p: Node, rid: String, _out: String, _n: int) -> void:
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_count("crafted:" + rid, 1)
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func _on_harvested(_p: Node, node: Node, felled: bool) -> void:
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if felled:
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_count("felled:" + String(node.kind), 1)
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func _on_placed(_p: Node, id: String, _piece: Node) -> void:
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_count("placed:" + id, 1)
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func _on_ate(_p: Node, id: String) -> void:
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_count("ate:" + id, 1)
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_count("ate:any", 1)
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func _on_killed(_p: Node, kind: String) -> void:
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_count("killed:" + kind, 1)
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func _on_butchered(_p: Node, kind: String) -> void:
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_count("butchered:" + kind, 1)
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func _on_caught(_p: Node, fish: String) -> void:
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_count("caught:" + fish, 1)
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_count("caught:any", 1)
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func _on_slept(_p: Node) -> void:
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_count("slept:true", 1)
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func _load_data() -> void:
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var d: Variant = JSON.parse_string(FileAccess.get_file_as_string(DATA)) if FileAccess.file_exists(DATA) else null
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if d is Dictionary:
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steps = d.get("steps", [])
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chapters = d.get("chapters", [])
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guide_name = String(d.get("guide", {}).get("name", ""))
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## Who's talking you through it (data/tutorial.json "guide": Old Tam, the
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## island's hermit).
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var guide_name := ""
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# --- running it -----------------------------------------------------------------------
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func start(w: Node3D, from_saved: Dictionary = {}) -> void:
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world = w
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active = true
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index = 0
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done = []
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counters = {}
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_last_pos = Vector3.INF
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if not from_saved.is_empty():
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load_data(from_saved)
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started.emit()
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_enter()
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func stop() -> void:
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active = false
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world = null
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func current() -> Dictionary:
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return steps[index] if active and index < steps.size() else {}
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func is_finished() -> bool:
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return active and index >= steps.size()
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func chapter_title(step: Dictionary) -> String:
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for c in chapters:
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if c.id == step.get("chapter", ""):
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return String(c.title)
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return ""
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func _enter() -> void:
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if index >= steps.size():
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finished.emit()
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return
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step_started.emit(index, steps[index])
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_marker_t = 0.0
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_check() # (done early? it ticks straight away)
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## The player read a "Continue" step.
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func continue_step() -> void:
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_count("continue:true", 1)
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## Skips the current step (pause menu, T2).
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func skip() -> void:
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if not current().is_empty():
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_advance()
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func _count(key: String, n: float) -> void:
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counters[key] = float(counters.get(key, 0.0)) + n
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if active:
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progressed.emit()
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_check()
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func _check() -> void:
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var s := current()
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if s.is_empty():
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return
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if _met(s.goal):
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_advance()
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func _advance() -> void:
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var s := current()
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done.append(String(s.id))
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step_done.emit(index, s)
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index += 1
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# A "continue" only counts for the step it was pressed on.
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counters.erase("continue:true")
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_enter()
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# --- goals -------------------------------------------------------------------------------
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## [[label, have, need], ...] for each part of `goal`.
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func parts(goal: Dictionary) -> Array:
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if goal.has("all"):
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var out := []
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for g in goal.all:
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out.append_array(parts(g))
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return out
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var need := float(goal.get("count", 1))
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for k in ["gained", "crafted", "felled", "placed", "ate", "killed", "butchered", "caught", "slept", "continue"]:
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if goal.has(k):
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var key := "%s:%s" % [k, String(goal[k]).to_lower() if goal[k] is bool else String(goal[k])]
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return [[_label(k, goal), float(counters.get(key, 0.0)), need]]
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if goal.has("walk"):
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return [["Walk", floorf(float(counters.get("walk", 0.0))), float(goal.walk)]]
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return []
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func _label(kind: String, goal: Dictionary) -> String:
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if goal.has("label"):
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return String(goal.label)
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match kind:
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"gained": return _plural(ItemDB.item_name(String(goal.gained)), int(goal.get("count", 1)))
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"crafted":
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var r: Dictionary = ItemDB.recipes.get(String(goal.crafted), {})
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return ItemDB.item_name(String(r.get("output", goal.crafted)))
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"felled": return "Tree" if goal.felled == "tree" else "Boulder"
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"continue": return ""
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return kind.capitalize()
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static func _plural(name: String, n: int) -> String:
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if n <= 1 or name.ends_with("s") or name.to_lower() in ["fiber", "fibre", "wood", "stone", "flint", "clay", "salt"]:
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return name
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return name + "s"
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func _met(goal: Dictionary) -> bool:
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for p in parts(goal):
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if float(p[1]) < float(p[2]):
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return false
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return true
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## "Sticks 2/3 · Stone 1/3" for the current step (empty for one-off goals).
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func progress_text() -> String:
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var s := current()
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if s.is_empty():
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return ""
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var bits := []
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for p in parts(s.goal):
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if float(p[2]) > 1.0:
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bits.append("%s %d/%d" % [p[0], mini(int(p[1]), int(p[2])), int(p[2])])
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elif not String(p[0]).is_empty():
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bits.append(("✓ " if float(p[1]) >= 1.0 else "") + String(p[0]))
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return " · ".join(PackedStringArray(bits))
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# --- walking and the marker ------------------------------------------------------------
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func _process(delta: float) -> void:
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if not active or world == null or not is_instance_valid(world) or world.player == null:
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return
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var p: Vector3 = world.player.global_position
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if _last_pos != Vector3.INF:
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var d := Vector2(p.x - _last_pos.x, p.z - _last_pos.z).length()
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if d > 0.01 and d < 5.0: # (not a teleport or a respawn)
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_count("walk", d)
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_last_pos = p
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_marker_t -= delta
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if _marker_t <= 0.0:
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_marker_t = 0.5
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_marker = find_marker()
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## Called by tests (no frames): moves the walk counter on by `metres`.
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func walked(metres: float) -> void:
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_count("walk", metres)
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func marker_position() -> Vector3:
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return _marker
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## Where the current step's marker goes: the nearest thing it asks for, or
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## INF (no marker, or you've got what it was for).
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func find_marker() -> Vector3:
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var s := current()
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if s.is_empty() or not s.has("marker") or world == null:
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return Vector3.INF
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var m: Dictionary = s.marker
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for id in m.get("unless_have", {}):
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if world.player.inventory.count(id) >= int(m.unless_have[id]):
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return Vector3.INF
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var what := String(m.get("nearest", ""))
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var from: Vector3 = world.player.global_position
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var best := Vector3.INF
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var best_d := INF
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var cands: Array = []
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if what.begins_with("pickup:"):
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var id := what.substr(7)
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for pk in world.props.pickups.values():
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if is_instance_valid(pk) and not pk.taken and pk.item_id == id:
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cands.append(pk)
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elif what in ["tree", "rock"]:
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for n in world.props.resource_nodes.values():
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if is_instance_valid(n) and n.kind == what and not n.depleted:
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cands.append(n)
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for c in cands:
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var d: float = (c as Node3D).global_position.distance_to(from)
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if d < best_d:
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best_d = d
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best = (c as Node3D).global_position
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return best
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# --- saving --------------------------------------------------------------------------------
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func save_data() -> Dictionary:
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return {"index": index, "done": done.duplicate(), "counters": counters.duplicate()} if active else {}
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func load_data(d: Dictionary) -> void:
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index = clampi(int(d.get("index", 0)), 0, steps.size())
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done = (d.get("done", []) as Array).duplicate()
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counters = (d.get("counters", {}) as Dictionary).duplicate()
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177
scripts/ui/guide.gd
Normal file
177
scripts/ui/guide.gd
Normal file
@@ -0,0 +1,177 @@
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extends Control
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## The tutorial's guide panel and marker (docs/TUTORIAL_DESIGN.md §1): what to
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## do now, top right under the clock, with a progress count; a tick when a
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## step's done; a pale glowing post where to go, and an arrow with the
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## distance when it's off-screen. H hides the panel. Drawn from the Guide
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## autoload; hidden when no tutorial is running.
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const UITheme = preload("res://scripts/ui/theme.gd")
|
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var player: Node3D
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var _box: PanelContainer
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var _chapter: Label
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var _title: Label
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var _text: Label
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var _progress: Label
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var _tick: Label
|
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var _arrow: Label
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var _marker: Node3D
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var _hidden := false
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|
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func setup(p: Node3D) -> void:
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player = p
|
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set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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_box = UITheme.panel()
|
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_box.set_anchors_and_offsets_preset(Control.PRESET_TOP_RIGHT)
|
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_box.grow_horizontal = Control.GROW_DIRECTION_BEGIN
|
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_box.offset_right = -22
|
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_box.offset_top = 48
|
||||
_box.custom_minimum_size = Vector2(340, 0)
|
||||
_box.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
add_child(_box)
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var v := VBoxContainer.new()
|
||||
v.add_theme_constant_override("separation", 4)
|
||||
v.custom_minimum_size = Vector2(320, 0)
|
||||
_box.add_child(v)
|
||||
_chapter = UITheme.label("", 13, UITheme.TEXT_DIM)
|
||||
v.add_child(_chapter)
|
||||
_title = UITheme.label("", 19)
|
||||
v.add_child(_title)
|
||||
_text = UITheme.label("", 15, UITheme.TEXT_DIM)
|
||||
_text.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
|
||||
_text.custom_minimum_size = Vector2(320, 0)
|
||||
v.add_child(_text)
|
||||
_progress = UITheme.label("", 15, Color(0.95, 0.82, 0.5))
|
||||
v.add_child(_progress)
|
||||
_tick = UITheme.label("", 22, Color(0.55, 0.9, 0.45))
|
||||
_tick.set_anchors_and_offsets_preset(Control.PRESET_CENTER_TOP)
|
||||
_tick.offset_top = 90
|
||||
_tick.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||
_tick.modulate.a = 0.0
|
||||
add_child(_tick)
|
||||
_arrow = UITheme.label("", 20, Color(0.75, 0.95, 1.0))
|
||||
_arrow.visible = false
|
||||
add_child(_arrow)
|
||||
Guide.step_started.connect(func(_i, _s): _redraw())
|
||||
Guide.progressed.connect(_redraw)
|
||||
Guide.step_done.connect(_on_done)
|
||||
Guide.started.connect(_redraw)
|
||||
Guide.finished.connect(_on_finished)
|
||||
_redraw()
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if Guide.active and event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_H:
|
||||
_hidden = not _hidden
|
||||
_redraw()
|
||||
|
||||
func _redraw() -> void:
|
||||
var s: Dictionary = Guide.current()
|
||||
visible = Guide.active
|
||||
_box.visible = Guide.active and not _hidden and not s.is_empty()
|
||||
if s.is_empty():
|
||||
return
|
||||
_chapter.text = "%s · step %d of %d (H hides)" % [Guide.chapter_title(s), Guide.index + 1, Guide.steps.size()]
|
||||
_title.text = String(s.title)
|
||||
# The hermit's words, in quotes, with his name.
|
||||
_text.text = ("%s: \"%s\"" % [Guide.guide_name, String(s.text)]) if not Guide.guide_name.is_empty() else String(s.text)
|
||||
_progress.text = Guide.progress_text()
|
||||
|
||||
func _on_done(_i: int, s: Dictionary) -> void:
|
||||
_tick.text = "✓ " + String(s.title)
|
||||
var tw := create_tween()
|
||||
_tick.modulate.a = 1.0
|
||||
tw.tween_interval(1.4)
|
||||
tw.tween_property(_tick, "modulate:a", 0.0, 0.6)
|
||||
|
||||
func _on_finished() -> void:
|
||||
_box.visible = false
|
||||
_tick.text = "✓ Chapter done. More of the tutorial is on its way."
|
||||
_tick.modulate.a = 1.0
|
||||
var tw := create_tween()
|
||||
tw.tween_interval(3.0)
|
||||
tw.tween_property(_tick, "modulate:a", 0.0, 1.0)
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
_update_marker()
|
||||
|
||||
## The glowing post at the target, and the arrow at the screen edge.
|
||||
func _update_marker() -> void:
|
||||
var at: Vector3 = Guide.marker_position() if Guide.active else Vector3.INF
|
||||
if _marker != null and (not is_instance_valid(_marker) or _marker.get_parent() != Guide.world):
|
||||
if is_instance_valid(_marker):
|
||||
_marker.queue_free()
|
||||
_marker = null # (its world went: a reload, or back to the title)
|
||||
if _marker == null and Guide.active and Guide.world != null:
|
||||
_marker = make_marker()
|
||||
Guide.world.add_child(_marker)
|
||||
if _marker == null:
|
||||
_arrow.visible = false
|
||||
return
|
||||
_marker.visible = at != Vector3.INF
|
||||
if at == Vector3.INF:
|
||||
_arrow.visible = false
|
||||
return
|
||||
_marker.global_position = at
|
||||
var cam := get_viewport().get_camera_3d()
|
||||
if cam == null or _hidden:
|
||||
_arrow.visible = false
|
||||
return
|
||||
var vis := not cam.is_position_behind(at)
|
||||
var sp := cam.unproject_position(at + Vector3(0, 1.0, 0))
|
||||
var r := get_viewport_rect()
|
||||
if vis and r.grow(-40).has_point(sp):
|
||||
_arrow.visible = false
|
||||
return
|
||||
# Off-screen: an arrow at the edge, pointing the way, with the distance.
|
||||
var c := r.size * 0.5
|
||||
var dir := (sp - c) * (-1.0 if not vis else 1.0)
|
||||
if dir.length() < 1.0:
|
||||
dir = Vector2(0, -1)
|
||||
dir = dir.normalized()
|
||||
var edge := c + dir * (minf(c.x, c.y) - 70.0)
|
||||
edge = edge.clamp(Vector2(40, 40), r.size - Vector2(140, 60))
|
||||
var arrows := ["→", "↘", "↓", "↙", "←", "↖", "↑", "↗"]
|
||||
var k := wrapi(roundi(atan2(dir.y, dir.x) / (PI / 4.0)), 0, 8)
|
||||
var who: Node3D = Guide.world.player if Guide.world != null else player
|
||||
_arrow.text = "%s %d m" % [arrows[k], roundi(who.global_position.distance_to(at))]
|
||||
_arrow.position = edge
|
||||
_arrow.visible = true
|
||||
|
||||
## A pale, glowing post with a ring at its foot.
|
||||
static func make_marker() -> Node3D:
|
||||
var root := Node3D.new()
|
||||
root.name = "GuideMarker"
|
||||
var m := StandardMaterial3D.new()
|
||||
m.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
m.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||
m.blend_mode = BaseMaterial3D.BLEND_MODE_ADD
|
||||
m.albedo_color = Color(0.55, 0.85, 1.0, 0.35)
|
||||
m.cull_mode = BaseMaterial3D.CULL_DISABLED
|
||||
var beam := MeshInstance3D.new()
|
||||
var cyl := CylinderMesh.new()
|
||||
cyl.top_radius = 0.06
|
||||
cyl.bottom_radius = 0.14
|
||||
cyl.height = 5.0
|
||||
cyl.material = m
|
||||
beam.mesh = cyl
|
||||
beam.position = Vector3(0, 2.6, 0)
|
||||
beam.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
root.add_child(beam)
|
||||
var ring := MeshInstance3D.new()
|
||||
var torus := TorusMesh.new()
|
||||
torus.inner_radius = 0.55
|
||||
torus.outer_radius = 0.7
|
||||
torus.material = m
|
||||
ring.mesh = torus
|
||||
ring.position = Vector3(0, 0.05, 0)
|
||||
ring.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
root.add_child(ring)
|
||||
if DisplayServer.get_name() != "headless":
|
||||
var l := OmniLight3D.new()
|
||||
l.light_color = Color(0.55, 0.85, 1.0)
|
||||
l.light_energy = 0.6
|
||||
l.omni_range = 4.0
|
||||
l.position = Vector3(0, 1.0, 0)
|
||||
root.add_child(l)
|
||||
return root
|
||||
@@ -174,6 +174,11 @@ func _build_stats(root: Control) -> void:
|
||||
_clock.offset_right = -22
|
||||
_clock.offset_top = 14
|
||||
root.add_child(_clock)
|
||||
# The tutorial's guide panel, under the clock (hidden unless one's running).
|
||||
var guide := preload("res://scripts/ui/guide.gd").new()
|
||||
guide.name = "Guide"
|
||||
root.add_child(guide)
|
||||
guide.setup(player)
|
||||
|
||||
func _process(_d: float) -> void:
|
||||
_fade_chat()
|
||||
|
||||
@@ -69,7 +69,8 @@ var thieves: Node3D ## thieves.gd: crows and foxes after food left o
|
||||
var hazards: Node3D ## hazards.gd: lightning on trees, hard-winter ice (P4)
|
||||
var stones: Node3D ## standing_stones.gd: the altar and the Old Stag (P5)
|
||||
var barrow: Node3D ## barrow.gd: the burial mound and its guards (scenery; guards where creatures run)
|
||||
var _saved_bear: Dictionary = {} ## its saved state, kept until bears exists (and re-saved if it never does)
|
||||
var _saved_bear: Dictionary = {}
|
||||
var _saved_tutorial: Dictionary = {} ## the tutorial's progress (Guide), from the save ## its saved state, kept until bears exists (and re-saved if it never does)
|
||||
var net_sync: Node ## net_sync.gd when playing on a server, else null
|
||||
var has_bed_spawn := false
|
||||
var bed_spawn := Vector3.ZERO ## position of the bed you respawn at
|
||||
@@ -417,6 +418,10 @@ func _on_terrain_ready() -> void:
|
||||
wolves.setup(self, den)
|
||||
if not "--no-creatures" in OS.get_cmdline_user_args():
|
||||
_setup_bear()
|
||||
# The tutorial (docs/TUTORIAL_DESIGN.md): a world made for it (meta.json
|
||||
# "tutorial"), or any world with `-- --tutorial` (for now, T1).
|
||||
if bool(Saves.read_meta(Saves.current_id).get("tutorial", false)) or "--tutorial" in OS.get_cmdline_user_args():
|
||||
Guide.start(self, _saved_tutorial)
|
||||
_maybe_capture()
|
||||
|
||||
## The island's bear and its patch (bear_range.gd), and the crows and foxes
|
||||
@@ -542,6 +547,8 @@ func save_now() -> bool:
|
||||
func _exit_tree() -> void:
|
||||
if server_mode and Saves.has_world() and _session_time > 0.0:
|
||||
save_now()
|
||||
if Guide.world == self:
|
||||
Guide.stop()
|
||||
|
||||
func _notification(what: int) -> void:
|
||||
if what != NOTIFICATION_WM_CLOSE_REQUEST or menu_mode:
|
||||
@@ -601,6 +608,7 @@ func collect_save() -> Dictionary:
|
||||
},
|
||||
"dropped": dropped,
|
||||
"time": {"day": day_night.day, "time": day_night.time},
|
||||
"tutorial": Guide.save_data() if Guide.world == self else _saved_tutorial,
|
||||
"spawn": {"bed": has_bed_spawn, "pos": [bed_spawn.x, bed_spawn.y, bed_spawn.z]},
|
||||
"forage_regrow": regrow,
|
||||
"regrow": props.regrow.duplicate(),
|
||||
@@ -750,6 +758,7 @@ func _apply_save(s: Dictionary, with_player: bool) -> void:
|
||||
props.pickups[uid].collected()
|
||||
# Regrowth timers (older saves have none: everything gone starts a fresh timer).
|
||||
props.restore_regrow(s.get("regrow", {}))
|
||||
_saved_tutorial = s.get("tutorial", {}) if with_player else {}
|
||||
if barrow != null:
|
||||
barrow.load_data(s.get("barrow", {}))
|
||||
if stones != null:
|
||||
|
||||
Reference in New Issue
Block a user