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Autoloads.
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28
game/autoload/CursorManager.gd
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28
game/autoload/CursorManager.gd
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extends Node
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# This Source Code Form is subject to the terms of the Mozilla Public
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# License, v. 2.0. If a copy of the MPL was not distributed with this
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# file, You can obtain one at https://mozilla.org/MPL/2.0/.
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export(Texture) var default_cursor : Texture
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export(Texture) var loot_cursor : Texture
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export(Texture) var attack_cursor : Texture
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export(Texture) var speak_cursor : Texture
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export(Texture) var drag_drop_cursor : Texture
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export(Texture) var forbidden_cursor : Texture
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export(Texture) var text_cursor : Texture
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export(Vector2) var text_cursor_hotspot : Vector2
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func _ready():
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# Changes only the arrow shape of the cursor.
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# This is similar to changing it in the project settings.
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Input.set_custom_mouse_cursor(default_cursor, Input.CURSOR_ARROW)
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Input.set_custom_mouse_cursor(attack_cursor, Input.CURSOR_MOVE)
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Input.set_custom_mouse_cursor(loot_cursor, Input.CURSOR_CROSS)
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Input.set_custom_mouse_cursor(speak_cursor, Input.CURSOR_HELP)
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Input.set_custom_mouse_cursor(drag_drop_cursor, Input.CURSOR_CAN_DROP)
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Input.set_custom_mouse_cursor(forbidden_cursor, Input.CURSOR_FORBIDDEN)
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Input.set_custom_mouse_cursor(text_cursor, Input.CURSOR_IBEAM, text_cursor_hotspot)
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# Changes a specific shape of the cursor (here, the I-beam shape).
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# Input.set_custom_mouse_cursor(beam, Input.CURSOR_IBEAM)
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22
game/autoload/CursorManager.tscn
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game/autoload/CursorManager.tscn
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[gd_scene load_steps=9 format=2]
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[ext_resource path="res://autoload/CursorManager.gd" type="Script" id=1]
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[ext_resource path="res://data/cursors/arrow16.png" type="Texture" id=2]
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[ext_resource path="res://data/cursors/loot16.png" type="Texture" id=3]
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[ext_resource path="res://data/cursors/attack16.png" type="Texture" id=4]
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[ext_resource path="res://data/cursors/speak.png" type="Texture" id=5]
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[ext_resource path="res://data/cursors/drag_drop.png" type="Texture" id=6]
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[ext_resource path="res://data/cursors/forbidden.png" type="Texture" id=7]
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[ext_resource path="res://data/cursors/ibeam.png" type="Texture" id=8]
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[node name="CursorManager" type="Node"]
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script = ExtResource( 1 )
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default_cursor = ExtResource( 2 )
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loot_cursor = ExtResource( 3 )
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attack_cursor = ExtResource( 4 )
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speak_cursor = ExtResource( 5 )
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drag_drop_cursor = ExtResource( 6 )
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forbidden_cursor = ExtResource( 7 )
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text_cursor = ExtResource( 8 )
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text_cursor_hotspot = Vector2( 2, 11 )
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331
game/autoload/EntityDataManager.gd
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331
game/autoload/EntityDataManager.gd
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extends Node
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# This Source Code Form is subject to the terms of the Mozilla Public
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# License, v. 2.0. If a copy of the MPL was not distributed with this
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# file, You can obtain one at https://mozilla.org/MPL/2.0/.
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export (PackedScene) var player_scene : PackedScene
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export (PackedScene) var networked_player_scene : PackedScene
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export (PackedScene) var mob_scene : PackedScene
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export (PackedScene) var player_display_scene : PackedScene
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export (String) var spawn_parent_path : String = "/root/Main"
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var _spawn_parent : Node = null
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var _next_entity_guid : int = 0
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var _players : Array
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var _mobs : Array
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func _ready():
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_spawn_parent = get_node(spawn_parent_path)
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# get_tree().connect("network_peer_connected", self, "_player_connected")
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# get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
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# get_tree().connect("connected_to_server", self, "_connected_ok")
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# get_tree().connect("connection_failed", self, "_connected_fail")
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# get_tree().connect("server_disconnected", self, "_server_disconnected")
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pass
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func spawn_for(player : Entity, target: Entity) -> void:
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# print("spawnfor " + target.name)
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rpc_id(player.get_network_master(), "creceive_spawn_for", to_json(target.to_dict()), target.name, target.translation)
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func despawn_for(player : Entity, target: Entity) -> void:
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# print("despawnfor " + target.name)
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rpc_id(player.get_network_master(), "creceive_despawn_for", target.get_path())
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remote func creceive_spawn_for(data: String, global_name : String, position: Vector3) -> void:
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# print("recspawnfor " + global_name)
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var entity : Entity = networked_player_scene.instance()
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var spawn_parent = _spawn_parent.current_scene
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spawn_parent.add_child(entity)
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entity.owner = spawn_parent
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entity.name = str(global_name)
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entity.from_dict(parse_json(data))
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entity.translation = position
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Logger.info("Player spawned ")
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_players.append(entity)
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remote func creceive_despawn_for(path : NodePath) -> void:
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# print("recdespawnfor " + path)
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var ent = get_node_or_null(path)
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if ent:
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ent.queue_free()
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func spawn_networked_player_from_data(data : String, position : Vector3, network_owner : int) -> Entity:
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var entity : Entity = networked_player_scene.instance()
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_next_entity_guid += 1
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var spawn_parent = _spawn_parent.current_scene
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spawn_parent.add_child(entity)
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entity.owner = spawn_parent
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entity.name = str(network_owner)
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entity.from_dict(parse_json(data))
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entity.set_network_master(network_owner)
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entity.translation = position
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Logger.info("Player spawned ")
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_players.append(entity)
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rpc_id(network_owner, "spawn_owned_player", data, position)
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return entity
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puppet func spawn_owned_player(data : String, position : Vector3) -> void:
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var entity : Entity = player_scene.instance()
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var spawn_parent = _spawn_parent.current_scene
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spawn_parent.add_child(entity)
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entity.owner = spawn_parent
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entity.from_dict(parse_json(data))
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entity.name = str(multiplayer.get_network_unique_id())
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entity.translation = position
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entity.set_network_master(multiplayer.get_network_unique_id())
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Logger.info("Player spawned ")
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func load_player(file_name : String, position : Vector3, network_owner : int) -> Entity:
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# var createinfo : EntityCreateInfo = EntityCreateInfo.new()
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#
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# var cls : EntityData = Entities.get_player_character_data(class_id)
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#
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# var class_profile : ClassProfile = Profiles.get_class_profile(class_id)
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#
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# createinfo.entity_data = cls
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# createinfo.player_name = name
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# createinfo.level = class_profile.level
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# createinfo.xp = class_profile.xp
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# createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_PLAYER
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var entity : Entity = player_scene.instance()
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_next_entity_guid += 1
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var spawn_parent = _spawn_parent.current_scene
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spawn_parent.add_child(entity)
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entity.owner = spawn_parent
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entity.from_dict(load_file(file_name))
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entity.translation = position
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# entity.initialize(createinfo)
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entity.set_network_master(network_owner)
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Logger.info("Player spawned ")
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_players.append(entity)
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return entity
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func spawn_display_player(name : String) -> Entity:
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var entity : Entity = player_display_scene.instance() as Entity
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entity.name = name
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Logger.info("Player Display spawned")
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return entity
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func spawn_player_for_menu(class_id : int, name : String, parent : Node) -> Entity:
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var createinfo : EntityCreateInfo = EntityCreateInfo.new()
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var cls : EntityData = Entities.get_player_character_data(class_id)
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var class_profile : ClassProfile = Profiles.get_class_profile(class_id)
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createinfo.entity_data = cls
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createinfo.player_name = name
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createinfo.level = class_profile.level
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createinfo.xp = class_profile.xp
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createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_PLAYER
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var entity : Entity = player_display_scene.instance() as Entity
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parent.add_child(entity)
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entity.owner = parent
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entity.initialize(createinfo)
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return entity
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func spawn_networked_player(class_id : int, position : Vector3, name : String, node_name : String, sid : int) -> Entity:
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var createinfo : EntityCreateInfo = EntityCreateInfo.new()
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var cls : EntityData = Entities.get_entity_data(class_id)
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var class_profile : ClassProfile = Profiles.get_class_profile(class_id)
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createinfo.entity_data = cls
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createinfo.player_name = name
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createinfo.level = class_profile.level
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createinfo.xp = class_profile.xp
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createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_PLAYER
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var entity : Entity = spawn(createinfo, true, position, node_name)
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if get_tree().is_network_server():
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entity.set_network_master(sid)
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Logger.info("Player spawned " + str(createinfo))
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_players.append(entity)
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return entity
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func spawn_player(class_id : int, position : Vector3, name : String, node_name : String, network_owner : int) -> Entity:
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var createinfo : EntityCreateInfo = EntityCreateInfo.new()
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var cls : EntityData = Entities.get_player_character_data(class_id)
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var class_profile : ClassProfile = Profiles.get_class_profile(class_id)
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createinfo.entity_data = cls
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createinfo.player_name = name
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createinfo.level = class_profile.level
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createinfo.xp = class_profile.xp
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createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_PLAYER
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var entity : Entity = spawn(createinfo, false, position, node_name)
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entity.set_network_master(network_owner)
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Logger.info("Player spawned " + str(createinfo))
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_players.append(entity)
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return entity
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func spawn_mob(class_id : int, level : int, position : Vector3) -> Entity:
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var createinfo : EntityCreateInfo = EntityCreateInfo.new()
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var cls : EntityData = Entities.get_entity_data(class_id)
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if cls == null:
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print("clsnull")
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createinfo.entity_data = cls
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createinfo.player_name = "Mob"
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createinfo.level = level
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# createinfo.level = level
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createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_MOB
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var entity : Entity = spawn(createinfo, false, position)
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entity.slevelup(level - 1)
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Logger.info("Mob spawned " + str(createinfo))
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_mobs.append(entity)
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return entity
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func spawn(createinfo : EntityCreateInfo, networked : bool, position : Vector3, node_name : String = "") -> Entity:
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var entity_node : Entity = null
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if not networked:
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if createinfo.entity_controller == EntityEnums.ENITIY_CONTROLLER_PLAYER:
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entity_node = player_scene.instance()
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else:
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entity_node = mob_scene.instance()
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else:
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entity_node = networked_player_scene.instance()
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if entity_node == null:
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print("EntityManager: entity node is null")
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return null
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if node_name == "":
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entity_node.name += "_" + str(_next_entity_guid)
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else:
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entity_node.name = node_name
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_next_entity_guid += 1
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var spawn_parent = _spawn_parent.current_scene
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spawn_parent.add_child(entity_node)
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entity_node.owner = spawn_parent
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entity_node.translation = position
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entity_node.initialize(createinfo)
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return entity_node
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func _player_connected(id):
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pass # Will go unused; not useful here.
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func _player_disconnected(id):
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#player_info.erase(id) # Erase player from info.
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pass
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func _connected_ok():
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# Only called on clients, not server. Send my ID and info to all the other peers.
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#rpc("register_player", get_tree().get_network_unique_id(), my_info)
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pass
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func _server_disconnected():
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pass # Server kicked us; show error and abort.
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func _connected_fail():
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pass # Could not even connect to server; abort.
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remote func register_player(id, info):
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# Store the info
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# player_info[id] = info
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# If I'm the server, let the new guy know about existing players.
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# if get_tree().is_network_server():
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# # Send my info to new player
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# rpc_id(id, "register_player", 1, my_info)
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# # Send the info of existing players
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# for peer_id in player_info:
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# rpc_id(id, "register_player", peer_id, player_info[peer_id])
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# Call function to update lobby UI here
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pass
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func load_file(file_name : String) -> Dictionary:
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var f : File = File.new()
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if f.open("user://characters/" + file_name, File.READ) == OK:
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var st : String = f.get_as_text()
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f.close()
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var json_err : String = validate_json(st)
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if json_err != "":
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Logger.error("Save corrupted! " + file_name)
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Logger.error(json_err)
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return Dictionary()
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var p = parse_json(st)
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if typeof(p) != TYPE_DICTIONARY:
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Logger.error("Save corrupted! Not Dict! " + file_name)
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return Dictionary()
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if p is Dictionary:
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return p as Dictionary
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return Dictionary()
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func save_player(player: Entity, file_name : String) -> void:
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var f : File = File.new()
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if f.open("user://characters/" + file_name, File.WRITE) == OK:
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f.store_string(to_json(player.to_dict()))
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f.close()
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22
game/autoload/EntityDataManager.tscn
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22
game/autoload/EntityDataManager.tscn
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[gd_scene load_steps=6 format=2]
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[ext_resource path="res://autoload/EntityDataManager.gd" type="Script" id=1]
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[ext_resource path="res://player/NetworkedPlayer.tscn" type="PackedScene" id=2]
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[ext_resource path="res://player/Player.tscn" type="PackedScene" id=3]
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[ext_resource path="res://player/Mob.tscn" type="PackedScene" id=4]
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[ext_resource path="res://player/DisplayPlayer.tscn" type="PackedScene" id=5]
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[node name="EntityDataManager" type="EntityDataManager"]
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xp_data_path = "res://data/xp/xp_data.tres"
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entity_datas_folder = "res://data/entities"
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spells_folder = "res://data/spells"
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auras_folder = "res://data/auras"
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craft_data_folder = "res://data/crafting"
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item_template_folder = "res://data/item_templates"
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mob_data_folder = "res://data/mob_data"
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player_character_data_folder = "res://data/player_character_data"
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script = ExtResource( 1 )
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player_scene = ExtResource( 3 )
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networked_player_scene = ExtResource( 2 )
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mob_scene = ExtResource( 4 )
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player_display_scene = ExtResource( 5 )
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637
game/autoload/Logger.gd
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637
game/autoload/Logger.gd
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# Copyright (c) 2016 KOBUGE Games
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# Distributed under the terms of the MIT license.
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# https://github.com/KOBUGE-Games/godot-logger/blob/master/LICENSE.md
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#
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# Upstream repo: https://github.com/KOBUGE-Games/godot-logger
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extends Node # Needed to work as a singleton
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##================##
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## Inner classes ##
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##================##
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class Logfile:
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# TODO: Godot doesn't support docstrings for inner classes, GoDoIt (GH-1320)
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# """Class for log files that can be shared between various modules."""
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var file = null
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var path = ""
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var queue_mode = QUEUE_NONE
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var buffer = PoolStringArray()
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var buffer_idx = 0
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func _init(_path, _queue_mode = QUEUE_NONE):
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file = File.new()
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if validate_path(_path):
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path = _path
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queue_mode = _queue_mode
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buffer.resize(FILE_BUFFER_SIZE)
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func get_path():
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return path
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func set_queue_mode(new_mode):
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queue_mode = new_mode
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func get_queue_mode():
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return queue_mode
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func get_write_mode():
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if not file.file_exists(path):
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return File.WRITE # create
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else:
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return File.READ_WRITE # append
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func validate_path(ppath):
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"""Validate the path given as argument, making it possible to write to
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the designated file or folder. Returns whether the path is valid."""
|
||||
if !(ppath.is_abs_path() or ppath.is_rel_path()):
|
||||
print("[ERROR] [logger] The given path '%s' is not valid." % ppath)
|
||||
return false
|
||||
var dir = Directory.new()
|
||||
var base_dir = ppath.get_base_dir()
|
||||
if not dir.dir_exists(base_dir):
|
||||
# TODO: Move directory creation to the function that will actually *write*
|
||||
var err = dir.make_dir_recursive(base_dir)
|
||||
if err:
|
||||
print("[ERROR] [logger] Could not create the '%s' directory; exited with error %d." \
|
||||
% [base_dir, err])
|
||||
return false
|
||||
else:
|
||||
print("[INFO] [logger] Successfully created the '%s' directory." % base_dir)
|
||||
return true
|
||||
|
||||
func flush_buffer():
|
||||
"""Flush the buffer, i.e. write its contents to the target file."""
|
||||
if buffer_idx == 0:
|
||||
return # Nothing to write
|
||||
var err = file.open(path, get_write_mode())
|
||||
if err:
|
||||
print("[ERROR] [logger] Could not open the '%s' log file; exited with error %d." \
|
||||
% [path, err])
|
||||
return
|
||||
file.seek_end()
|
||||
for i in range(buffer_idx):
|
||||
file.store_line(buffer[i])
|
||||
file.close()
|
||||
buffer_idx = 0 # We don't clear the memory, we'll just overwrite it
|
||||
|
||||
func write(output, level):
|
||||
"""Write the string at the end of the file (append mode), following
|
||||
the queue mode."""
|
||||
var queue_action = queue_mode
|
||||
if queue_action == QUEUE_SMART:
|
||||
if level >= WARN: # Don't queue warnings and errors
|
||||
queue_action = QUEUE_NONE
|
||||
flush_buffer()
|
||||
else: # Queue the log, not important enough for "smart"
|
||||
queue_action = QUEUE_ALL
|
||||
|
||||
if queue_action == QUEUE_NONE:
|
||||
var err = file.open(path, get_write_mode())
|
||||
if err:
|
||||
print("[ERROR] [logger] Could not open the '%s' log file; exited with error %d." \
|
||||
% [path, err])
|
||||
return
|
||||
file.seek_end()
|
||||
file.store_line(output)
|
||||
file.close()
|
||||
|
||||
if queue_action == QUEUE_ALL:
|
||||
buffer[buffer_idx] = output
|
||||
buffer_idx += 1
|
||||
if buffer_idx >= FILE_BUFFER_SIZE:
|
||||
flush_buffer()
|
||||
|
||||
func get_config():
|
||||
return {
|
||||
"path": get_path(),
|
||||
"queue_mode": get_queue_mode()
|
||||
}
|
||||
|
||||
|
||||
class Module:
|
||||
# """Class for customizable logging modules."""
|
||||
var name = ""
|
||||
var output_level = 0
|
||||
var output_strategies = []
|
||||
var logfile = null
|
||||
|
||||
func _init(_name, _output_level, _output_strategies, _logfile):
|
||||
name = _name
|
||||
set_output_level(_output_level)
|
||||
|
||||
if typeof(_output_strategies) == TYPE_INT: # Only one strategy, use it for all
|
||||
#warning-ignore:unused_variable
|
||||
for i in range(0, LEVELS.size()):
|
||||
output_strategies.append(_output_strategies)
|
||||
else:
|
||||
for strategy in _output_strategies: # Need to force deep copy
|
||||
output_strategies.append(strategy)
|
||||
|
||||
set_logfile(_logfile)
|
||||
|
||||
func get_name():
|
||||
return name
|
||||
|
||||
func set_output_level(level):
|
||||
"""Set the custom minimal level for the output of the module.
|
||||
All levels greater or equal to the given once will be output based
|
||||
on their respective strategies, while levels lower than the given one
|
||||
will be discarded."""
|
||||
if not level in range(0, LEVELS.size()):
|
||||
print("[ERROR] [%s] The level must be comprised between 0 and %d." \
|
||||
% [PLUGIN_NAME, LEVELS.size() - 1])
|
||||
return
|
||||
output_level = level
|
||||
|
||||
func get_output_level():
|
||||
return output_level
|
||||
|
||||
func set_common_output_strategy(output_strategy_mask):
|
||||
"""Set the common output strategy mask for all levels of the module."""
|
||||
if not output_strategy_mask in range(0, MAX_STRATEGY + 1):
|
||||
print("[ERROR] [%s] The output strategy mask must be comprised between 0 and %d." \
|
||||
% [PLUGIN_NAME, MAX_STRATEGY])
|
||||
return
|
||||
for i in range(0, LEVELS.size()):
|
||||
output_strategies[i] = output_strategy_mask
|
||||
|
||||
func set_output_strategy(output_strategy_mask, level = -1):
|
||||
"""Set the output strategy for the given level or (by default) all
|
||||
levels of the module."""
|
||||
if not output_strategy_mask in range(0, MAX_STRATEGY + 1):
|
||||
print("[ERROR] [%s] The output strategy mask must be comprised between 0 and %d." \
|
||||
% [PLUGIN_NAME, MAX_STRATEGY])
|
||||
return
|
||||
if level == -1: # Set for all levels
|
||||
for i in range(0, LEVELS.size()):
|
||||
output_strategies[i] = output_strategy_mask
|
||||
else:
|
||||
if not level in range(0, LEVELS.size()):
|
||||
print("[ERROR] [%s] The level must be comprised between 0 and %d." \
|
||||
% [PLUGIN_NAME, LEVELS.size() - 1])
|
||||
return
|
||||
output_strategies[level] = output_strategy_mask
|
||||
|
||||
func get_output_strategy(level = -1):
|
||||
if level == -1:
|
||||
return output_strategies
|
||||
else:
|
||||
return output_strategies[level]
|
||||
|
||||
func set_logfile(new_logfile):
|
||||
"""Set the Logfile instance for the module."""
|
||||
logfile = new_logfile
|
||||
|
||||
func get_logfile():
|
||||
return logfile
|
||||
|
||||
func get_config():
|
||||
return {
|
||||
"name": get_name(),
|
||||
"output_level": get_output_level(),
|
||||
"output_strategies": get_output_strategy(),
|
||||
"logfile_path": get_logfile().get_path()
|
||||
}
|
||||
|
||||
|
||||
##=============##
|
||||
## Constants ##
|
||||
##=============##
|
||||
|
||||
const PLUGIN_NAME = "logger"
|
||||
|
||||
# Logging levels - the array and the integers should be matching
|
||||
const LEVELS = ["VERBOSE", "DEBUG", "INFO", "WARN", "ERROR"]
|
||||
const VERBOSE = 0
|
||||
const DEBUG = 1
|
||||
const INFO = 2
|
||||
const WARN = 3
|
||||
const ERROR = 4
|
||||
|
||||
# Output strategies
|
||||
const STRATEGY_MUTE = 0
|
||||
const STRATEGY_PRINT = 1
|
||||
const STRATEGY_FILE = 2
|
||||
const STRATEGY_MEMORY = 4
|
||||
const MAX_STRATEGY = STRATEGY_MEMORY*2 - 1
|
||||
|
||||
# Output format identifiers
|
||||
const FORMAT_IDS = {
|
||||
"level": "{LVL}",
|
||||
"module": "{MOD}",
|
||||
"message": "{MSG}"
|
||||
}
|
||||
|
||||
# Queue modes
|
||||
const QUEUE_NONE = 0
|
||||
const QUEUE_ALL = 1
|
||||
const QUEUE_SMART = 2
|
||||
|
||||
const FILE_BUFFER_SIZE = 30
|
||||
|
||||
|
||||
##=============##
|
||||
## Variables ##
|
||||
##=============##
|
||||
|
||||
# Configuration
|
||||
var default_output_level = WARN
|
||||
# TODO: Find (or implement in Godot) a more clever way to achieve that
|
||||
var default_output_strategies = [STRATEGY_PRINT, STRATEGY_PRINT, STRATEGY_PRINT, STRATEGY_PRINT, STRATEGY_PRINT]
|
||||
var default_logfile_path = "user://%s.log" % ProjectSettings.get_setting("application/config/name")
|
||||
var default_configfile_path = "user://%s.cfg" % PLUGIN_NAME
|
||||
|
||||
# e.g. "[INFO] [main] The young alpaca started growing a goatie."
|
||||
var output_format = "[{LVL}] [{MOD}] {MSG}"
|
||||
|
||||
# Specific to STRATEGY_MEMORY
|
||||
var max_memory_size = 30
|
||||
var memory_buffer = []
|
||||
var memory_idx = 0
|
||||
var memory_first_loop = true
|
||||
var memory_cache = []
|
||||
var invalid_memory_cache = false
|
||||
|
||||
# Holds default and custom modules and logfiles defined by the user
|
||||
# Default modules are initialized in _init via add_module
|
||||
var logfiles = {}
|
||||
var modules = {}
|
||||
|
||||
|
||||
##=============##
|
||||
## Functions ##
|
||||
##=============##
|
||||
|
||||
func put(level, message, module = "main"):
|
||||
"""Log a message in the given module with the given logging level."""
|
||||
var module_ref = get_module(module)
|
||||
var output_strategy = module_ref.get_output_strategy(level)
|
||||
if output_strategy == STRATEGY_MUTE or module_ref.get_output_level() > level:
|
||||
return # Out of scope
|
||||
|
||||
var output = format(output_format, level, module, message)
|
||||
|
||||
if output_strategy & STRATEGY_PRINT:
|
||||
print(output)
|
||||
|
||||
if output_strategy & STRATEGY_FILE:
|
||||
module_ref.get_logfile().write(output, level)
|
||||
|
||||
if output_strategy & STRATEGY_MEMORY:
|
||||
memory_buffer[memory_idx] = output
|
||||
memory_idx += 1
|
||||
invalid_memory_cache = true
|
||||
if memory_idx >= max_memory_size:
|
||||
memory_idx = 0
|
||||
memory_first_loop = false
|
||||
|
||||
# Helper functions for each level
|
||||
# -------------------------------
|
||||
|
||||
func verbose(message, module = "main"):
|
||||
"""Log a message in the given module with level VERBOSE."""
|
||||
put(VERBOSE, message, module)
|
||||
|
||||
func debug(message, module = "main"):
|
||||
"""Log a message in the given module with level DEBUG."""
|
||||
put(DEBUG, message, module)
|
||||
|
||||
func info(message, module = "main"):
|
||||
"""Log a message in the given module with level INFO."""
|
||||
put(INFO, message, module)
|
||||
|
||||
func warn(message, module = "main"):
|
||||
"""Log a message in the given module with level WARN."""
|
||||
put(WARN, message, module)
|
||||
|
||||
func error(message, module = "main"):
|
||||
"""Log a message in the given module with level ERROR."""
|
||||
put(ERROR, message, module)
|
||||
|
||||
# Module management
|
||||
# -----------------
|
||||
|
||||
func add_module(name, output_level = default_output_level, \
|
||||
output_strategies = default_output_strategies, logfile = null):
|
||||
"""Add a new module with the given parameter or (by default) the
|
||||
default ones.
|
||||
Returns a reference to the instanced module."""
|
||||
if modules.has(name):
|
||||
info("The module '%s' already exists; discarding the call to add it anew." \
|
||||
% name, PLUGIN_NAME)
|
||||
else:
|
||||
if logfile == null:
|
||||
logfile = get_logfile(default_logfile_path)
|
||||
modules[name] = Module.new(name, output_level, output_strategies, logfile)
|
||||
return modules[name]
|
||||
|
||||
func get_module(module = "main"):
|
||||
"""Retrieve the given module if it exists; if not, it will be created."""
|
||||
if not modules.has(module):
|
||||
info("The requested module '%s' does not exist. It will be created with default values." \
|
||||
% module, PLUGIN_NAME)
|
||||
add_module(module)
|
||||
return modules[module]
|
||||
|
||||
func get_modules():
|
||||
"""Retrieve the dictionary containing all modules."""
|
||||
return modules
|
||||
|
||||
# Logfiles management
|
||||
# -------------------
|
||||
|
||||
func set_default_logfile_path(new_logfile_path, keep_old = false):
|
||||
"""Sets the new default logfile path. Unless configured otherwise with
|
||||
the optional keep_old argument, it will replace the logfile for all
|
||||
modules which were configured for the previous logfile path."""
|
||||
if new_logfile_path == default_logfile_path:
|
||||
return # Nothing to do
|
||||
|
||||
var old_logfile = get_logfile(default_logfile_path)
|
||||
var new_logfile = null
|
||||
if logfiles.has(new_logfile_path): # Already exists
|
||||
new_logfile = logfiles[new_logfile_path]
|
||||
else: # Create a new logfile
|
||||
new_logfile = add_logfile(new_logfile_path)
|
||||
logfiles[new_logfile_path] = new_logfile
|
||||
|
||||
if not keep_old: # Replace the old defaut logfile in all modules that used it
|
||||
for module in modules.values():
|
||||
if module.get_logfile() == old_logfile:
|
||||
module.set_logfile(new_logfile)
|
||||
logfiles.erase(default_logfile_path)
|
||||
default_logfile_path = new_logfile_path
|
||||
|
||||
func get_default_logfile_path():
|
||||
"""Return the default logfile path."""
|
||||
return default_logfile_path
|
||||
|
||||
func add_logfile(logfile_path = default_logfile_path):
|
||||
"""Add a new logfile that can then be attached to one or more modules.
|
||||
Returns a reference to the instanced logfile."""
|
||||
if logfiles.has(logfile_path):
|
||||
info("A logfile pointing to '%s' already exists; discarding the call to add it anew." \
|
||||
% logfile_path, PLUGIN_NAME)
|
||||
else:
|
||||
logfiles[logfile_path] = Logfile.new(logfile_path)
|
||||
return logfiles[logfile_path]
|
||||
|
||||
func get_logfile(logfile_path):
|
||||
"""Retrieve the given logfile if it exists, otherwise returns null."""
|
||||
if not logfiles.has(logfile_path):
|
||||
warn("The requested logfile pointing to '%s' does not exist." % logfile_path, PLUGIN_NAME)
|
||||
return null
|
||||
else:
|
||||
return logfiles[logfile_path]
|
||||
|
||||
func get_logfiles():
|
||||
"""Retrieve the dictionary containing all logfiles."""
|
||||
return logfiles
|
||||
|
||||
# Default output configuration
|
||||
# ----------------------------
|
||||
|
||||
func set_default_output_strategy(output_strategy_mask, level = -1):
|
||||
"""Set the default output strategy mask of the given level or (by
|
||||
default) all levels for all modules without a custom strategy."""
|
||||
if not output_strategy_mask in range(0, MAX_STRATEGY + 1):
|
||||
error("The output strategy mask must be comprised between 0 and %d." \
|
||||
% MAX_STRATEGY, PLUGIN_NAME)
|
||||
return
|
||||
if level == -1: # Set for all levels
|
||||
for i in range(0, LEVELS.size()):
|
||||
default_output_strategies[i] = output_strategy_mask
|
||||
info("The default output strategy mask was set to '%d' for all levels." \
|
||||
% [output_strategy_mask], PLUGIN_NAME)
|
||||
else:
|
||||
if not level in range(0, LEVELS.size()):
|
||||
error("The level must be comprised between 0 and %d." % (int(LEVELS.size()) - 1), PLUGIN_NAME)
|
||||
return
|
||||
default_output_strategies[level] = output_strategy_mask
|
||||
info("The default output strategy mask was set to '%d' for the '%s' level." \
|
||||
% [output_strategy_mask, LEVELS[level]], PLUGIN_NAME)
|
||||
|
||||
func get_default_output_strategy(level):
|
||||
"""Get the default output strategy mask of the given level or (by
|
||||
default) all levels for all modules without a custom strategy."""
|
||||
return default_output_strategies[level]
|
||||
|
||||
func set_default_output_level(level):
|
||||
"""Set the default minimal level for the output of all modules without
|
||||
a custom output level.
|
||||
All levels greater or equal to the given once will be output based on
|
||||
their respective strategies, while levels lower than the given one will
|
||||
be discarded.
|
||||
"""
|
||||
if not level in range(0, LEVELS.size()):
|
||||
error("The level must be comprised between 0 and %d." % (int(LEVELS.size()) - 1), PLUGIN_NAME)
|
||||
return
|
||||
default_output_level = level
|
||||
info("The default output level was set to '%s'." % LEVELS[level], PLUGIN_NAME)
|
||||
|
||||
func get_default_output_level():
|
||||
"""Get the default minimal level for the output of all modules without
|
||||
a custom output level."""
|
||||
return default_output_level
|
||||
|
||||
# Output formatting
|
||||
# -----------------
|
||||
|
||||
static func format(template, level, module, message):
|
||||
var output = template
|
||||
output = output.replace(FORMAT_IDS.level, LEVELS[level])
|
||||
output = output.replace(FORMAT_IDS.module, module)
|
||||
output = output.replace(FORMAT_IDS.message, message)
|
||||
return output
|
||||
|
||||
func set_output_format(new_format):
|
||||
"""Set the output string format using the following identifiers:
|
||||
{LVL} for the level, {MOD} for the module, {MSG} for the message.
|
||||
The three identifiers should be contained in the output format string.
|
||||
"""
|
||||
for key in FORMAT_IDS:
|
||||
if new_format.find(FORMAT_IDS[key]) == -1:
|
||||
error("Invalid output string format. It lacks the '%s' identifier." \
|
||||
% FORMAT_IDS[key], PLUGIN_NAME)
|
||||
return
|
||||
output_format = new_format
|
||||
info("Successfully changed the output format to '%s'." % output_format, PLUGIN_NAME)
|
||||
|
||||
func get_output_format():
|
||||
"""Get the output string format."""
|
||||
return output_format
|
||||
|
||||
# Strategy "memory"
|
||||
# -----------------
|
||||
|
||||
func set_max_memory_size(new_size):
|
||||
"""Set the maximum amount of messages to be remembered when
|
||||
using the STRATEGY_MEMORY output strategy."""
|
||||
if new_size <= 0:
|
||||
error("The maximum amount of remembered messages must be a positive non-null integer. Received %d." \
|
||||
% new_size, PLUGIN_NAME)
|
||||
return
|
||||
|
||||
var new_buffer = []
|
||||
var new_idx = 0
|
||||
new_buffer.resize(new_size)
|
||||
|
||||
# Better algorithm welcome :D
|
||||
if memory_first_loop:
|
||||
var offset = 0
|
||||
if memory_idx > new_size:
|
||||
offset = memory_idx - new_size
|
||||
memory_first_loop = false
|
||||
else:
|
||||
new_idx = memory_idx
|
||||
for i in range(0, min(memory_idx, new_size)):
|
||||
new_buffer[i] = memory_buffer[i + offset]
|
||||
else:
|
||||
var delta = 0
|
||||
if max_memory_size > new_size:
|
||||
delta = max_memory_size - new_size
|
||||
else:
|
||||
new_idx = max_memory_size
|
||||
memory_first_loop = true
|
||||
for i in range(0, min(max_memory_size, new_size)):
|
||||
new_buffer[i] = memory_buffer[(memory_idx + delta + i) % max_memory_size]
|
||||
|
||||
memory_buffer = new_buffer
|
||||
memory_idx = new_idx
|
||||
invalid_memory_cache = true
|
||||
max_memory_size = new_size
|
||||
info("Successfully set the maximum amount of remembered messages to %d." % max_memory_size, PLUGIN_NAME)
|
||||
|
||||
func get_max_memory_size():
|
||||
"""Get the maximum amount of messages to be remembered when
|
||||
using the STRATEGY_MEMORY output strategy."""
|
||||
return max_memory_size
|
||||
|
||||
func get_memory():
|
||||
"""Get an array of the messages remembered following STRATEGY_MEMORY.
|
||||
The messages are sorted from the oldest to the newest."""
|
||||
if invalid_memory_cache: # Need to recreate the cached ordered array
|
||||
memory_cache = []
|
||||
if not memory_first_loop: # else those would be uninitialized
|
||||
for i in range(memory_idx, max_memory_size):
|
||||
memory_cache.append(memory_buffer[i])
|
||||
for i in range(0, memory_idx):
|
||||
memory_cache.append(memory_buffer[i])
|
||||
invalid_memory_cache = false
|
||||
return memory_cache
|
||||
|
||||
func clear_memory():
|
||||
"""Clear the buffer or remembered messages."""
|
||||
memory_buffer.clear()
|
||||
memory_idx = 0
|
||||
memory_first_loop = true
|
||||
invalid_memory_cache = true
|
||||
|
||||
|
||||
# Configuration loading/saving
|
||||
# ----------------------------
|
||||
|
||||
func save_config(configfile = default_configfile_path):
|
||||
"""Save the default configuration as well as the set of modules and
|
||||
their respective configurations.
|
||||
The ConfigFile API is used to generate the config file passed as argument.
|
||||
A unique section is used, so that it can be merged in a project's engine.cfg.
|
||||
Returns an error code (OK or some ERR_*)."""
|
||||
var config = ConfigFile.new()
|
||||
|
||||
# Store default config
|
||||
config.set_value(PLUGIN_NAME, "default_output_level", default_output_level)
|
||||
config.set_value(PLUGIN_NAME, "default_output_strategies", default_output_strategies)
|
||||
config.set_value(PLUGIN_NAME, "default_logfile_path", default_logfile_path)
|
||||
config.set_value(PLUGIN_NAME, "max_memory_size", max_memory_size)
|
||||
|
||||
# Logfiles config
|
||||
var logfiles_arr = []
|
||||
var sorted_keys = logfiles.keys()
|
||||
sorted_keys.sort() # Sadly doesn't return the array, so we need to split it
|
||||
for logfile in sorted_keys:
|
||||
logfiles_arr.append(logfiles[logfile].get_config())
|
||||
config.set_value(PLUGIN_NAME, "logfiles", logfiles_arr)
|
||||
|
||||
# Modules config
|
||||
var modules_arr = []
|
||||
sorted_keys = modules.keys()
|
||||
sorted_keys.sort()
|
||||
for module in sorted_keys:
|
||||
modules_arr.append(modules[module].get_config())
|
||||
config.set_value(PLUGIN_NAME, "modules", modules_arr)
|
||||
|
||||
# Save and return the corresponding error code
|
||||
var err = config.save(configfile)
|
||||
if err:
|
||||
error("Could not save the config in '%s'; exited with error %d." \
|
||||
% [configfile, err], PLUGIN_NAME)
|
||||
return err
|
||||
info("Successfully saved the config to '%s'." % configfile, PLUGIN_NAME)
|
||||
return OK
|
||||
|
||||
func load_config(configfile = default_configfile_path):
|
||||
"""Load the configuration as well as the set of defined modules and
|
||||
their respective configurations. The expect file contents must be those
|
||||
produced by the ConfigFile API.
|
||||
Returns an error code (OK or some ERR_*)."""
|
||||
# Look for the file
|
||||
var dir = Directory.new()
|
||||
if not dir.file_exists(configfile):
|
||||
warn("Could not load the config in '%s', the file does not exist." % configfile, PLUGIN_NAME)
|
||||
return ERR_FILE_NOT_FOUND
|
||||
|
||||
# Load its contents
|
||||
var config = ConfigFile.new()
|
||||
var err = config.load(configfile)
|
||||
if err:
|
||||
warn("Could not load the config in '%s'; exited with error %d." \
|
||||
% [configfile, err], PLUGIN_NAME)
|
||||
return err
|
||||
|
||||
# Load default config
|
||||
default_output_level = config.get_value(PLUGIN_NAME, "default_output_level", default_output_level)
|
||||
default_output_strategies = config.get_value(PLUGIN_NAME, "default_output_strategies", default_output_strategies)
|
||||
default_logfile_path = config.get_value(PLUGIN_NAME, "default_logfile_path", default_logfile_path)
|
||||
max_memory_size = config.get_value(PLUGIN_NAME, "max_memory_size", max_memory_size)
|
||||
|
||||
# Load logfiles config and initialize them
|
||||
logfiles = {}
|
||||
for logfile_cfg in config.get_value(PLUGIN_NAME, "logfiles"):
|
||||
var logfile = Logfile.new(logfile_cfg["path"], logfile_cfg["queue_mode"])
|
||||
logfiles[logfile_cfg["path"]] = logfile
|
||||
|
||||
# Load modules config and initialize them
|
||||
modules = {}
|
||||
for module_cfg in config.get_value(PLUGIN_NAME, "modules"):
|
||||
var module = Module.new(module_cfg["name"], module_cfg["output_level"], \
|
||||
module_cfg["output_strategies"], get_logfile(module_cfg["logfile_path"]))
|
||||
modules[module_cfg["name"]] = module
|
||||
|
||||
info("Successfully loaded the config from '%s'." % configfile, PLUGIN_NAME)
|
||||
return OK
|
||||
|
||||
|
||||
##=============##
|
||||
## Callbacks ##
|
||||
##=============##
|
||||
|
||||
func _init():
|
||||
# Default logfile
|
||||
add_logfile(default_logfile_path)
|
||||
# Default modules
|
||||
add_module(PLUGIN_NAME) # needs to be instanced first
|
||||
add_module("main")
|
||||
memory_buffer.resize(max_memory_size)
|
||||
|
||||
func _exit_tree():
|
||||
# Flush non-empty buffers
|
||||
var processed_logfiles = []
|
||||
var logfile = null
|
||||
for module in modules:
|
||||
logfile = modules[module].get_logfile()
|
||||
if logfile in processed_logfiles:
|
||||
continue
|
||||
logfile.flush_buffer()
|
||||
processed_logfiles.append(logfile)
|
6
game/autoload/Logger.tscn
Normal file
6
game/autoload/Logger.tscn
Normal file
@ -0,0 +1,6 @@
|
||||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://autoload/Logger.gd" type="Script" id=1]
|
||||
|
||||
[node name="Logger" type="Node"]
|
||||
script = ExtResource( 1 )
|
14
game/autoload/PhysicsQuery.gd
Normal file
14
game/autoload/PhysicsQuery.gd
Normal file
@ -0,0 +1,14 @@
|
||||
extends Spatial
|
||||
|
||||
# This Source Code Form is subject to the terms of the Mozilla Public
|
||||
# License, v. 2.0. If a copy of the MPL was not distributed with this
|
||||
# file, You can obtain one at https://mozilla.org/MPL/2.0/.
|
||||
|
||||
func _ready():
|
||||
set_physics_process(true)
|
||||
|
||||
func _physics_process(delta):
|
||||
pass
|
||||
|
||||
#func queue_raycast():
|
||||
# var space_state : PhysicsDirectSpaceState = get_world().direct_space_state
|
6
game/autoload/PhysicsQuery.tscn
Normal file
6
game/autoload/PhysicsQuery.tscn
Normal file
@ -0,0 +1,6 @@
|
||||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://autoload/PhysicsQuery.gd" type="Script" id=1]
|
||||
|
||||
[node name="PhysicsQuery" type="Spatial"]
|
||||
script = ExtResource( 1 )
|
66
game/autoload/ProfileManager.gd
Normal file
66
game/autoload/ProfileManager.gd
Normal file
@ -0,0 +1,66 @@
|
||||
extends ProfileManager
|
||||
|
||||
# This Source Code Form is subject to the terms of the Mozilla Public
|
||||
# License, v. 2.0. If a copy of the MPL was not distributed with this
|
||||
# file, You can obtain one at https://mozilla.org/MPL/2.0/.
|
||||
|
||||
#export (float) var save_interval : float = 20
|
||||
#var last_save_time : float = 0
|
||||
|
||||
func _ready():
|
||||
var save_game : File = File.new()
|
||||
|
||||
if save_game.file_exists("user://profile.save"):
|
||||
load_full()
|
||||
else:
|
||||
load_defaults()
|
||||
|
||||
var actions : Array = InputMap.get_actions()
|
||||
|
||||
for action in actions:
|
||||
var acts : Array = InputMap.get_action_list(action)
|
||||
|
||||
for i in range(len(acts)):
|
||||
var a = acts[i]
|
||||
if a is InputEventKey:
|
||||
var nie : BSInputEventKey = BSInputEventKey.new()
|
||||
nie.from_input_event_key(a as InputEventKey)
|
||||
acts[i] = nie
|
||||
|
||||
InputMap.action_erase_event(action, a)
|
||||
InputMap.action_add_event(action, nie)
|
||||
|
||||
|
||||
func _save() -> void:
|
||||
save_full()
|
||||
|
||||
func _load() -> void:
|
||||
load_full()
|
||||
|
||||
func save_full() -> void:
|
||||
var save_game = File.new()
|
||||
|
||||
save_game.open("user://profile.save", File.WRITE)
|
||||
|
||||
save_game.store_line(to_json(to_dict()))
|
||||
|
||||
save_game.close()
|
||||
|
||||
func load_full() -> void:
|
||||
clear_class_profiles()
|
||||
|
||||
var save_game : File = File.new()
|
||||
|
||||
if save_game.file_exists("user://profile.save"):
|
||||
if save_game.open("user://profile.save", File.READ) == OK:
|
||||
|
||||
var text : String = save_game.get_as_text()
|
||||
|
||||
if text == "":
|
||||
load_defaults()
|
||||
return
|
||||
|
||||
var save_json : Dictionary = parse_json(text)
|
||||
|
||||
from_dict(save_json)
|
||||
|
7
game/autoload/ProfileManager.tscn
Normal file
7
game/autoload/ProfileManager.tscn
Normal file
@ -0,0 +1,7 @@
|
||||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://autoload/ProfileManager.gd" type="Script" id=1]
|
||||
|
||||
[node name="ProfileManager" type="ProfileManager"]
|
||||
script = ExtResource( 1 )
|
||||
save_interval = 1.0
|
203
game/autoload/Server.gd
Normal file
203
game/autoload/Server.gd
Normal file
@ -0,0 +1,203 @@
|
||||
extends Node
|
||||
|
||||
# This Source Code Form is subject to the terms of the Mozilla Public
|
||||
# License, v. 2.0. If a copy of the MPL was not distributed with this
|
||||
# file, You can obtain one at https://mozilla.org/MPL/2.0/.
|
||||
|
||||
export (int) var port : int = 23223
|
||||
|
||||
signal cplayer_master_created(player_master)
|
||||
signal cplayer_master_destroyed(player_master)
|
||||
|
||||
signal splayer_master_created(player_master)
|
||||
signal splayer_master_destroyed(player_master)
|
||||
|
||||
var splayers_dict : Dictionary = {}
|
||||
var splayers_array : Array = []
|
||||
|
||||
var cplayers_dict : Dictionary = {}
|
||||
var cplayers_array : Array = []
|
||||
|
||||
var _sseed : int
|
||||
var _cseed : int
|
||||
|
||||
var local_player_master : PlayerMaster = PlayerMaster.new()
|
||||
|
||||
func _ready() -> void:
|
||||
#Temporary! REMOVE!
|
||||
get_multiplayer().allow_object_decoding = true
|
||||
|
||||
get_tree().connect("network_peer_connected", self, "_network_peer_connected")
|
||||
get_tree().connect("network_peer_disconnected", self, "_network_peer_disconnected")
|
||||
get_tree().connect("connected_to_server", self, "_connected_to_server")
|
||||
get_tree().connect("connection_failed", self, "_connection_failed")
|
||||
get_tree().connect("server_disconnected", self, "_server_disconnected")
|
||||
|
||||
|
||||
func start_hosting(p_port : int = 0) -> int:
|
||||
if p_port == 0:
|
||||
p_port = port
|
||||
|
||||
var peer : NetworkedMultiplayerENet = NetworkedMultiplayerENet.new()
|
||||
var err : int = peer.create_server(p_port, 32)
|
||||
get_tree().set_network_peer(peer)
|
||||
|
||||
_connected_to_server()
|
||||
|
||||
return err
|
||||
|
||||
func start_hosting_websocket(p_port : int = 0) -> int:
|
||||
if p_port == 0:
|
||||
p_port = port
|
||||
|
||||
var peer : WebSocketServer = WebSocketServer.new()
|
||||
var err : int = peer.listen(p_port, [], true)
|
||||
get_tree().set_network_peer(peer)
|
||||
|
||||
_connected_to_server()
|
||||
|
||||
return err
|
||||
|
||||
func connect_to_server(address : String = "127.0.0.1", p_port : int = 0) -> int:
|
||||
if p_port == 0:
|
||||
p_port = port
|
||||
|
||||
var peer = NetworkedMultiplayerENet.new()
|
||||
var err : int = peer.create_client(address, p_port)
|
||||
get_tree().set_network_peer(peer)
|
||||
|
||||
return err
|
||||
|
||||
func connect_to_server_websocket(address : String = "127.0.0.1", p_port : int = 0) -> int:
|
||||
if p_port == 0:
|
||||
p_port = port
|
||||
|
||||
var peer = WebSocketClient.new()
|
||||
var err : int = peer.connect_to_url(address + ":" + str(p_port), [], true)
|
||||
get_tree().set_network_peer(peer)
|
||||
|
||||
return err
|
||||
|
||||
func _network_peer_connected(id : int) -> void:
|
||||
Logger.verbose("NetworkManager peer connected " + str(id))
|
||||
|
||||
# for p in splayers_array:
|
||||
# rpc_id(id, "cspawn_player", p.my_info, p.sid, p.player.translation)
|
||||
|
||||
var pm : PlayerMaster = PlayerMaster.new()
|
||||
pm.sid = id
|
||||
|
||||
splayers_array.append(pm)
|
||||
splayers_dict[id] = pm
|
||||
|
||||
emit_signal("splayer_master_created", pm)
|
||||
|
||||
rpc_id(id, "cset_seed", _sseed)
|
||||
|
||||
func _network_peer_disconnected(id : int) -> void:
|
||||
Logger.verbose("NetworkManager peer disconnected " + str(id))
|
||||
|
||||
var player : PlayerMaster = splayers_dict[id]
|
||||
splayers_dict.erase(id)
|
||||
|
||||
for pi in range(len(splayers_array)):
|
||||
if (splayers_array[pi] as PlayerMaster) == player:
|
||||
splayers_array.remove(pi)
|
||||
break
|
||||
|
||||
if player:
|
||||
emit_signal("splayer_master_destroyed", player)
|
||||
|
||||
func _connected_to_server() -> void:
|
||||
Logger.verbose("NetworkManager _connected_to_server")
|
||||
|
||||
var pm : PlayerMaster = PlayerMaster.new()
|
||||
pm.sid = get_tree().get_network_unique_id()
|
||||
|
||||
local_player_master = pm
|
||||
|
||||
emit_signal("cplayer_master_created", pm)
|
||||
|
||||
func _server_disconnected() -> void:
|
||||
Logger.verbose("_server_disconnected")
|
||||
|
||||
# Server kicked us; show error and abort.
|
||||
|
||||
for player in get_children():
|
||||
emit_signal("NetworkManager cplayer_master_destroyed", player)
|
||||
player.queue_free()
|
||||
|
||||
func _connection_failed() -> void:
|
||||
Logger.verbose("NetworkManager _connection_failed")
|
||||
|
||||
pass # Could not even connect to server; abort.
|
||||
|
||||
func sset_seed(pseed):
|
||||
_sseed = pseed
|
||||
|
||||
if multiplayer.has_network_peer() and multiplayer.is_network_server():
|
||||
rpc("cset_seed", _sseed)
|
||||
|
||||
remote func cset_seed(pseed):
|
||||
|
||||
_cseed = pseed
|
||||
|
||||
print("clientseed set")
|
||||
|
||||
|
||||
func set_class():
|
||||
Logger.verbose("set_class")
|
||||
|
||||
if not get_tree().is_network_server():
|
||||
rpc_id(1, "crequest_select_class", local_player_master.my_info)
|
||||
else:
|
||||
crequest_select_class(local_player_master.my_info)
|
||||
|
||||
remote func crequest_select_class(info : Dictionary) -> void:
|
||||
Logger.verbose("NetworkManager crequest_select_class")
|
||||
|
||||
if get_tree().is_network_server():
|
||||
var sid : int = get_tree().multiplayer.get_rpc_sender_id()
|
||||
|
||||
if sid == 0:
|
||||
sid = 1
|
||||
|
||||
rpc("cspawn_player", info, sid, Vector3(10, 10, 10))
|
||||
|
||||
|
||||
remotesync func cspawn_player(info : Dictionary, sid : int, pos : Vector3):
|
||||
Logger.verbose("NetworkManager cspawn_player")
|
||||
|
||||
if sid == get_tree().get_network_unique_id():
|
||||
local_player_master.player = Entities.spawn_player(info["selected_class"] as int, pos, info["name"] as String, str(sid), sid)
|
||||
call_deferred("set_terrarin_player")
|
||||
|
||||
if get_tree().is_network_server() and not splayers_dict.has(sid):
|
||||
splayers_dict[sid] = local_player_master
|
||||
splayers_array.append(local_player_master)
|
||||
else:
|
||||
var pm : PlayerMaster = PlayerMaster.new()
|
||||
pm.sid = sid
|
||||
|
||||
pm.player = Entities.spawn_networked_player(info["selected_class"] as int, pos, info["name"] as String, str(sid), sid)
|
||||
|
||||
if get_tree().is_network_server() and not splayers_dict.has(sid):
|
||||
splayers_dict[sid] = pm
|
||||
splayers_array.append(pm)
|
||||
|
||||
cplayers_dict[sid] = pm
|
||||
cplayers_array.append(pm)
|
||||
|
||||
|
||||
func upload_character(data : String) -> void:
|
||||
rpc_id(1, "sreceive_upload_character", data)
|
||||
|
||||
master func sreceive_upload_character(data: String) -> void:
|
||||
Entities.spawn_networked_player_from_data(data, Vector3(0, 10, 0), multiplayer.get_rpc_sender_id())
|
||||
|
||||
func set_terrarin_player():
|
||||
Logger.verbose("NetworkManager cspawn_player")
|
||||
|
||||
var terrarin : VoxelWorld = get_node("/root/GameScene/VoxelWorld")
|
||||
|
||||
terrarin.set_player(local_player_master.player as Spatial)
|
6
game/autoload/Server.tscn
Normal file
6
game/autoload/Server.tscn
Normal file
@ -0,0 +1,6 @@
|
||||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://autoload/Server.gd" type="Script" id=1]
|
||||
|
||||
[node name="Server" type="Node"]
|
||||
script = ExtResource( 1 )
|
63
game/autoload/SettingsManager.gd
Normal file
63
game/autoload/SettingsManager.gd
Normal file
@ -0,0 +1,63 @@
|
||||
extends Node
|
||||
|
||||
# This Source Code Form is subject to the terms of the Mozilla Public
|
||||
# License, v. 2.0. If a copy of the MPL was not distributed with this
|
||||
# file, You can obtain one at https://mozilla.org/MPL/2.0/.
|
||||
|
||||
signal setting_changed(section, key, value)
|
||||
|
||||
const SAVE_PATH : String = "user://settings.cfg"
|
||||
|
||||
var _config_file : ConfigFile = ConfigFile.new()
|
||||
var _settings : Dictionary = {
|
||||
"rendering" : {
|
||||
"thread_model" : ProjectSettings.get("rendering/threads/thread_model")
|
||||
},
|
||||
"debug" : {
|
||||
"debug_info" : false
|
||||
}
|
||||
}
|
||||
|
||||
func _ready():
|
||||
load_settings()
|
||||
|
||||
func set_value(section, key, value) -> void:
|
||||
_settings[section][key] = value
|
||||
|
||||
if has_method("set_" + section + "_" + key):
|
||||
call("set_" + section + "_" + key, value)
|
||||
|
||||
save_settings()
|
||||
|
||||
emit_signal("setting_changed", section, key, value)
|
||||
|
||||
func get_value(section, key):
|
||||
return _settings[section][key]
|
||||
|
||||
func _set_value(section, key, value) -> void:
|
||||
_settings[section][key] = value
|
||||
|
||||
if has_method("set_" + section + "_" + key):
|
||||
call("set_" + section + "_" + key, value)
|
||||
|
||||
func save_settings() -> void:
|
||||
for section in _settings.keys():
|
||||
for key in _settings[section]:
|
||||
_config_file.set_value(section, key, _settings[section][key])
|
||||
|
||||
_config_file.save(SAVE_PATH)
|
||||
|
||||
func load_settings() -> void:
|
||||
var error : int = _config_file.load(SAVE_PATH)
|
||||
|
||||
if error != OK:
|
||||
# print("Failed to load the settings file! Error code %s" % error)
|
||||
return
|
||||
|
||||
for section in _settings.keys():
|
||||
for key in _settings[section]:
|
||||
_set_value(section, key, _config_file.get_value(section, key, _settings[section][key]))
|
||||
|
||||
|
||||
func set_rendering_thread_model(value : int) -> void:
|
||||
ProjectSettings.set("rendering/threads/thread_model", value)
|
6
game/autoload/SettingsManager.tscn
Normal file
6
game/autoload/SettingsManager.tscn
Normal file
@ -0,0 +1,6 @@
|
||||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://autoload/SettingsManager.gd" type="Script" id=1]
|
||||
|
||||
[node name="SettingsManager" type="Node"]
|
||||
script = ExtResource( 1 )
|
14
game/autoload/ThemeAtlas.gd
Normal file
14
game/autoload/ThemeAtlas.gd
Normal file
@ -0,0 +1,14 @@
|
||||
extends TextureMerger
|
||||
|
||||
# This Source Code Form is subject to the terms of the Mozilla Public
|
||||
# License, v. 2.0. If a copy of the MPL was not distributed with this
|
||||
# file, You can obtain one at https://mozilla.org/MPL/2.0/.
|
||||
|
||||
#func _texture_added(texture):
|
||||
# print("added")
|
||||
#
|
||||
#func _texture_removed():
|
||||
# print("removed")
|
||||
|
||||
func _texture_merged():
|
||||
$Sprite.texture = get_generated_texture(0)
|
25
game/autoload/ThemeAtlas.tscn
Normal file
25
game/autoload/ThemeAtlas.tscn
Normal file
@ -0,0 +1,25 @@
|
||||
[gd_scene load_steps=18 format=2]
|
||||
|
||||
[ext_resource path="res://ui/theme/scrollbar_grabber_atlas.tres" type="Texture" id=2]
|
||||
[ext_resource path="res://ui/theme/h_scroll_bar_texture.tres" type="Texture" id=3]
|
||||
[ext_resource path="res://ui/theme/panel_bg_atlas.tres" type="Texture" id=4]
|
||||
[ext_resource path="res://ui/theme/scrollbar_bg_atlas.tres" type="Texture" id=5]
|
||||
[ext_resource path="res://ui/theme/separator_texture.tres" type="Texture" id=6]
|
||||
[ext_resource path="res://ui/theme/button_bg_atlas.tres" type="Texture" id=7]
|
||||
[ext_resource path="res://ui/theme/bag_icon.tres" type="Texture" id=8]
|
||||
[ext_resource path="res://ui/theme/locked_icon.tres" type="Texture" id=9]
|
||||
[ext_resource path="res://ui/theme/unlocked_icon.tres" type="Texture" id=10]
|
||||
[ext_resource path="res://ui/theme/spellbook_icon.tres" type="Texture" id=11]
|
||||
[ext_resource path="res://ui/theme/radio_texture.tres" type="Texture" id=12]
|
||||
[ext_resource path="res://ui/theme/radio_checked_texture.tres" type="Texture" id=13]
|
||||
[ext_resource path="res://ui/theme/checkbox_texture.tres" type="Texture" id=14]
|
||||
[ext_resource path="res://ui/theme/dropdown_icon.tres" type="Texture" id=15]
|
||||
[ext_resource path="res://ui/theme/checkbox_checked_texture.tres" type="Texture" id=16]
|
||||
[ext_resource path="res://ui/theme/window_bg_atlas.tres" type="Texture" id=17]
|
||||
[ext_resource path="res://ui/theme/window_bg_bg.tres" type="Texture" id=18]
|
||||
|
||||
[node name="ThemeAtlas" type="TextureMerger"]
|
||||
texture_flags = 0
|
||||
keep_original_atlases = true
|
||||
automatic_merge = true
|
||||
textures = [ ExtResource( 8 ), ExtResource( 7 ), ExtResource( 16 ), ExtResource( 14 ), ExtResource( 15 ), ExtResource( 3 ), ExtResource( 9 ), ExtResource( 4 ), ExtResource( 13 ), ExtResource( 12 ), ExtResource( 5 ), ExtResource( 2 ), ExtResource( 6 ), ExtResource( 11 ), ExtResource( 10 ), ExtResource( 17 ), ExtResource( 18 ) ]
|
38
game/autoload/WorldNumbers.gd
Normal file
38
game/autoload/WorldNumbers.gd
Normal file
@ -0,0 +1,38 @@
|
||||
extends Node
|
||||
|
||||
# This Source Code Form is subject to the terms of the Mozilla Public
|
||||
# License, v. 2.0. If a copy of the MPL was not distributed with this
|
||||
# file, You can obtain one at https://mozilla.org/MPL/2.0/.
|
||||
|
||||
export(PackedScene) var number_scene
|
||||
|
||||
func damage(entity_position : Vector3, entity_height : float, value : int, crit : bool) -> void:
|
||||
var scene : Node = number_scene.instance()
|
||||
|
||||
add_child(scene)
|
||||
scene.owner = self
|
||||
|
||||
entity_position.y += entity_height + (0.2 * randf())
|
||||
entity_position.x += entity_height * 0.4 - entity_height * 0.8 * randf()
|
||||
entity_position.z += entity_height * 0.4 - entity_height * 0.8 * randf()
|
||||
|
||||
scene.damage(entity_position, value, crit)
|
||||
|
||||
func heal(entity_position : Vector3, entity_height : float, value : int, crit : bool) -> void:
|
||||
var scene : Node = number_scene.instance()
|
||||
|
||||
add_child(scene)
|
||||
scene.owner = self
|
||||
|
||||
randomize()
|
||||
|
||||
entity_position.y += entity_height + (0.3 * randf())
|
||||
entity_position.x += entity_height * 0.4 - entity_height * 0.8 * randf()
|
||||
entity_position.z += entity_height * 0.4 - entity_height * 0.8 * randf()
|
||||
|
||||
|
||||
scene.heal(entity_position, value, crit)
|
||||
|
||||
func clear() -> void:
|
||||
for child in get_children():
|
||||
child.queue_free()
|
8
game/autoload/WorldNumbers.tscn
Normal file
8
game/autoload/WorldNumbers.tscn
Normal file
@ -0,0 +1,8 @@
|
||||
[gd_scene load_steps=3 format=2]
|
||||
|
||||
[ext_resource path="res://autoload/WorldNumbers.gd" type="Script" id=1]
|
||||
[ext_resource path="res://ui/numbers/Number.tscn" type="PackedScene" id=2]
|
||||
|
||||
[node name="WorldNumbers" type="Node"]
|
||||
script = ExtResource( 1 )
|
||||
number_scene = ExtResource( 2 )
|
Loading…
Reference in New Issue
Block a user