extends Node ## Autoload "Guide": the tutorial (docs/TUTORIAL_DESIGN.md §3). ## ## Runs the steps in data/tutorial.json in order. Each step has a goal made ## of real game events (Actions' signals: items gained, things crafted, ## trees felled...) plus walking; the Guide counts them from the moment the ## tutorial starts, so a step you've already done ticks as soon as it comes ## up. Nothing is forced and nothing is on a timer. ## ## Goals: ## {"walk": metres} walked that far in all ## {"gained": id, "count": n} picked up / given that many ## {"crafted": recipe_id} (and "count") ## {"felled": "tree" | "rock"} chopped down / broken ## {"placed": item_id}, {"ate": item_id or "any"}, {"killed": kind}, ## {"butchered": kind}, {"caught": "any"}, {"slept": true} ## {"continue": true} the player pressed Continue ## {"all": [goal, goal, ...]} every one of them ## Markers: {"nearest": "pickup:" | "tree" | "rock"}, optionally ## {"unless_have": {id: n}} to hide it once you've got enough. ## ## Single-player only (the tutorial is your own world). The panel and the ## in-world marker are ui/guide.gd. Progress is saved with the world. signal started signal step_started(index: int, step: Dictionary) signal step_done(index: int, step: Dictionary) signal progressed ## a count went up (the panel redraws) signal finished const DATA := "res://data/tutorial.json" var active := false var steps: Array = [] var chapters: Array = [] var index := 0 var done: Array = [] ## step ids, in the order they ticked var counters: Dictionary = {} ## "gained:stick" -> 3, "walk" -> 12.5, ... var world: Node3D var _last_pos := Vector3.INF var _marker_t := 0.0 var _marker := Vector3.INF func _ready() -> void: _load_data() var A: Node = get_node("/root/Actions") A.item_gained.connect(_on_gained) A.crafted.connect(_on_crafted) A.harvested.connect(_on_harvested) A.placed.connect(_on_placed) A.ate.connect(_on_ate) A.killed.connect(_on_killed) A.butchered.connect(_on_butchered) A.caught.connect(_on_caught) A.slept.connect(_on_slept) func _on_gained(id: String, n: int) -> void: _count("gained:" + id, n) func _on_crafted(_p: Node, rid: String, _out: String, _n: int) -> void: _count("crafted:" + rid, 1) func _on_harvested(_p: Node, node: Node, felled: bool) -> void: if felled: _count("felled:" + String(node.kind), 1) func _on_placed(_p: Node, id: String, _piece: Node) -> void: _count("placed:" + id, 1) func _on_ate(_p: Node, id: String) -> void: _count("ate:" + id, 1) _count("ate:any", 1) func _on_killed(_p: Node, kind: String) -> void: _count("killed:" + kind, 1) func _on_butchered(_p: Node, kind: String) -> void: _count("butchered:" + kind, 1) func _on_caught(_p: Node, fish: String) -> void: _count("caught:" + fish, 1) _count("caught:any", 1) func _on_slept(_p: Node) -> void: _count("slept:true", 1) func _load_data() -> void: var d: Variant = JSON.parse_string(FileAccess.get_file_as_string(DATA)) if FileAccess.file_exists(DATA) else null if d is Dictionary: steps = d.get("steps", []) chapters = d.get("chapters", []) guide_name = String(d.get("guide", {}).get("name", "")) ## Who's talking you through it (data/tutorial.json "guide": Old Tam, the ## island's hermit). var guide_name := "" # --- running it ----------------------------------------------------------------------- func start(w: Node3D, from_saved: Dictionary = {}) -> void: world = w active = true index = 0 done = [] counters = {} _last_pos = Vector3.INF if not from_saved.is_empty(): load_data(from_saved) started.emit() _enter() func stop() -> void: active = false world = null func current() -> Dictionary: return steps[index] if active and index < steps.size() else {} func is_finished() -> bool: return active and index >= steps.size() func chapter_title(step: Dictionary) -> String: for c in chapters: if c.id == step.get("chapter", ""): return String(c.title) return "" func _enter() -> void: if index >= steps.size(): finished.emit() return step_started.emit(index, steps[index]) _marker_t = 0.0 _check() # (done early? it ticks straight away) ## The player read a "Continue" step. func continue_step() -> void: _count("continue:true", 1) ## Skips the current step (pause menu, T2). func skip() -> void: if not current().is_empty(): _advance() func _count(key: String, n: float) -> void: counters[key] = float(counters.get(key, 0.0)) + n if active: progressed.emit() _check() func _check() -> void: var s := current() if s.is_empty(): return if _met(s.goal): _advance() func _advance() -> void: var s := current() done.append(String(s.id)) step_done.emit(index, s) index += 1 # A "continue" only counts for the step it was pressed on. counters.erase("continue:true") _enter() # --- goals ------------------------------------------------------------------------------- ## [[label, have, need], ...] for each part of `goal`. func parts(goal: Dictionary) -> Array: if goal.has("all"): var out := [] for g in goal.all: out.append_array(parts(g)) return out var need := float(goal.get("count", 1)) for k in ["gained", "crafted", "felled", "placed", "ate", "killed", "butchered", "caught", "slept", "continue"]: if goal.has(k): var key := "%s:%s" % [k, String(goal[k]).to_lower() if goal[k] is bool else String(goal[k])] return [[_label(k, goal), float(counters.get(key, 0.0)), need]] if goal.has("walk"): return [["Walk", floorf(float(counters.get("walk", 0.0))), float(goal.walk)]] return [] func _label(kind: String, goal: Dictionary) -> String: if goal.has("label"): return String(goal.label) match kind: "gained": return _plural(ItemDB.item_name(String(goal.gained)), int(goal.get("count", 1))) "crafted": var r: Dictionary = ItemDB.recipes.get(String(goal.crafted), {}) return ItemDB.item_name(String(r.get("output", goal.crafted))) "felled": return "Tree" if goal.felled == "tree" else "Boulder" "continue": return "" return kind.capitalize() static func _plural(name: String, n: int) -> String: if n <= 1 or name.ends_with("s") or name.to_lower() in ["fiber", "fibre", "wood", "stone", "flint", "clay", "salt"]: return name return name + "s" func _met(goal: Dictionary) -> bool: for p in parts(goal): if float(p[1]) < float(p[2]): return false return true ## "Sticks 2/3 · Stone 1/3" for the current step (empty for one-off goals). func progress_text() -> String: var s := current() if s.is_empty(): return "" var bits := [] for p in parts(s.goal): if float(p[2]) > 1.0: bits.append("%s %d/%d" % [p[0], mini(int(p[1]), int(p[2])), int(p[2])]) elif not String(p[0]).is_empty(): bits.append(("✓ " if float(p[1]) >= 1.0 else "") + String(p[0])) return " · ".join(PackedStringArray(bits)) # --- walking and the marker ------------------------------------------------------------ func _process(delta: float) -> void: if not active or world == null or not is_instance_valid(world) or world.player == null: return var p: Vector3 = world.player.global_position if _last_pos != Vector3.INF: var d := Vector2(p.x - _last_pos.x, p.z - _last_pos.z).length() if d > 0.01 and d < 5.0: # (not a teleport or a respawn) _count("walk", d) _last_pos = p _marker_t -= delta if _marker_t <= 0.0: _marker_t = 0.5 _marker = find_marker() ## Called by tests (no frames): moves the walk counter on by `metres`. func walked(metres: float) -> void: _count("walk", metres) func marker_position() -> Vector3: return _marker ## Where the current step's marker goes: the nearest thing it asks for, or ## INF (no marker, or you've got what it was for). func find_marker() -> Vector3: var s := current() if s.is_empty() or not s.has("marker") or world == null: return Vector3.INF var m: Dictionary = s.marker for id in m.get("unless_have", {}): if world.player.inventory.count(id) >= int(m.unless_have[id]): return Vector3.INF var what := String(m.get("nearest", "")) var from: Vector3 = world.player.global_position var best := Vector3.INF var best_d := INF var cands: Array = [] if what.begins_with("pickup:"): var id := what.substr(7) for pk in world.props.pickups.values(): if is_instance_valid(pk) and not pk.taken and pk.item_id == id: cands.append(pk) elif what in ["tree", "rock"]: for n in world.props.resource_nodes.values(): if is_instance_valid(n) and n.kind == what and not n.depleted: cands.append(n) for c in cands: var d: float = (c as Node3D).global_position.distance_to(from) if d < best_d: best_d = d best = (c as Node3D).global_position return best # --- saving -------------------------------------------------------------------------------- func save_data() -> Dictionary: return {"index": index, "done": done.duplicate(), "counters": counters.duplicate()} if active else {} func load_data(d: Dictionary) -> void: index = clampi(int(d.get("index", 0)), 0, steps.size()) done = (d.get("done", []) as Array).duplicate() counters = (d.get("counters", {}) as Dictionary).duplicate()