First work on dialogic, resized guild, and started implementing portraits.
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166
addons/dialogic/Resources/timeline.gd
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166
addons/dialogic/Resources/timeline.gd
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@tool
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extends Resource
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class_name DialogicTimeline
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## Resource that defines a list of events.
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## It can store them as text and load them from text too.
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var events: Array = []
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var events_processed := false
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## Method used for printing timeline resources identifiably
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func _to_string() -> String:
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return "[DialogicTimeline:{file}]".format({"file":resource_path})
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## Helper method
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func get_event(index:int) -> Variant:
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if index >= len(events):
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return null
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return events[index]
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## Parses the lines as seperate events and insert them in an array,
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## so they can be converted to DialogicEvent's when processed later
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func from_text(text:String) -> void:
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events = text.split('\n', true)
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events_processed = false
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## Stores all events in their text format and returns them as a string
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func as_text() -> String:
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var result := ""
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if events_processed:
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var indent := 0
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for idx in range(0, len(events)):
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var event: DialogicEvent = events[idx]
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if event.event_name == 'End Branch':
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indent -= 1
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continue
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if event != null:
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for i in event.empty_lines_above:
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result += "\t".repeat(indent)+"\n"
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result += "\t".repeat(indent)+event.event_node_as_text.replace('\n', "\n"+"\t".repeat(indent)) + "\n"
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if event.can_contain_events:
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indent += 1
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if indent < 0:
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indent = 0
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else:
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for event in events:
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result += str(event)+"\n"
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result.trim_suffix('\n')
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return result.strip_edges()
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## Method that loads all the event resources from the strings, if it wasn't done before
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func process() -> void:
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if typeof(events[0]) == TYPE_STRING:
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events_processed = false
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# if the timeline is already processed
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if events_processed:
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for event in events:
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event.event_node_ready = true
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return
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var event_cache := DialogicResourceUtil.get_event_cache()
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var end_event := DialogicEndBranchEvent.new()
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var prev_indent := ""
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var processed_events := []
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# this is needed to add an end branch event even to empty conditions/choices
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var prev_was_opener := false
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var lines := events
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var idx := -1
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var empty_lines := 0
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while idx < len(lines)-1:
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idx += 1
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# make sure we are using the string version, in case this was already converted
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var line := ""
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if typeof(lines[idx]) == TYPE_STRING:
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line = lines[idx]
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else:
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line = lines[idx].event_node_as_text
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## Ignore empty lines, but record them in @empty_lines
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var line_stripped: String = line.strip_edges(true, false)
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if line_stripped.is_empty():
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empty_lines += 1
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continue
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## Add an end event if the indent is smaller then previously
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var indent: String = line.substr(0,len(line)-len(line_stripped))
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if len(indent) < len(prev_indent):
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for i in range(len(prev_indent)-len(indent)):
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processed_events.append(end_event.duplicate())
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## Add an end event if the indent is the same but the previous was an opener
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## (so for example choice that is empty)
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if prev_was_opener and len(indent) <= len(prev_indent):
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processed_events.append(end_event.duplicate())
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prev_indent = indent
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## Now we process the event into a resource
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## by checking on each event if it recognizes this string
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var event_content: String = line_stripped
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var event: DialogicEvent
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for i in event_cache:
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if i._test_event_string(event_content):
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event = i.duplicate()
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break
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event.empty_lines_above = empty_lines
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# add the following lines until the event says it's full or there is an empty line
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while !event.is_string_full_event(event_content):
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idx += 1
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if idx == len(lines):
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break
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var following_line_stripped: String = lines[idx].strip_edges(true, false)
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if following_line_stripped.is_empty():
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break
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event_content += "\n"+following_line_stripped
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event._load_from_string(event_content)
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event.event_node_as_text = event_content
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processed_events.append(event)
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prev_was_opener = event.can_contain_events
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empty_lines = 0
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if !prev_indent.is_empty():
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for i in range(len(prev_indent)):
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processed_events.append(end_event.duplicate())
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events = processed_events
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events_processed = true
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## This method makes sure that all events in a timeline are correctly reset
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func clean() -> void:
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if not events_processed:
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return
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reference()
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# This is necessary because otherwise INTERNAL GODOT ONESHOT CONNECTIONS
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# are disconnected before they can disconnect themselves.
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await Engine.get_main_loop().process_frame
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for event:DialogicEvent in events:
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for con_in in event.get_incoming_connections():
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con_in.signal.disconnect(con_in.callable)
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for sig in event.get_signal_list():
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for con_out in event.get_signal_connection_list(sig.name):
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con_out.signal.disconnect(con_out.callable)
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unreference()
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