mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-18 01:06:47 +01:00
235 lines
6.8 KiB
GDScript
235 lines
6.8 KiB
GDScript
extends Control
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# Copyright (c) 2019-2021 Péter Magyar
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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export(NodePath) var menu_path : NodePath
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export(NodePath) var container_path : NodePath
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export(NodePath) var player_display_container_path : NodePath
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export(ButtonGroup) var character_button_group : ButtonGroup
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export(PackedScene) var character_entry : PackedScene
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export(String) var character_folder : String
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export(NodePath) var load_button_path : NodePath
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export(NodePath) var renounce_button_path : NodePath
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export(NodePath) var create_button_path : NodePath
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export(bool) var automatic_character_load : bool = false
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export(bool) var only_one_character : bool = false
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var container : Node
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var player_display_container_node : Node
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func _ready():
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container = get_node(container_path)
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player_display_container_node = get_node(player_display_container_path)
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if container == null:
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Logger.error("CharacterSelector not set up properly!")
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connect("visibility_changed", self, "visibility_changed")
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refresh()
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func refresh():
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clear()
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# Entities.list_spells()
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var dir : Directory = Directory.new()
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var first_entry : Button = null
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if dir.open("user://" + character_folder) == OK:
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dir.list_dir_begin()
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var file_name = "."
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while (file_name != ""):
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file_name = dir.get_next()
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if dir.current_is_dir():
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continue
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var f : File = File.new()
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if f.open("user://" + character_folder + "/" + 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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continue
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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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continue
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var display : Entity = ESS.entity_spawner.spawn_display_player(file_name, player_display_container_node.get_path())
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var entity_data : EntityData = ESS.get_resource_db().get_entity_data(display.characterclass_id)
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if entity_data == null:
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print("EntityData not found!")
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display.queue_free()
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continue
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#player_display_container_node.add_child(display)
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#display.owner = player_display_container_node
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#display.from_dict(p as Dictionary)
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var centry : Button = character_entry.instance() as Button
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container.add_child(centry)
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centry.owner = container
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centry.group = character_button_group
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centry.pressed = true
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centry.connect("pressed", self, "character_selection_changed")
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centry.setup(file_name, display.sentity_name, ESS.get_resource_db().get_entity_data(display.characterclass_id).text_name, display.slevel, display.slevel, display)
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if first_entry == null:
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first_entry = centry
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if first_entry != null:
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first_entry.pressed = true
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if first_entry != null:
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#note that this just disables the create button, and
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#will still allow character creation otherwise
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if only_one_character:
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get_node(create_button_path).hide()
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get_node(container_path).show()
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get_node(load_button_path).show()
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get_node(renounce_button_path).show()
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if (automatic_character_load):
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load_character()
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else:
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if only_one_character:
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get_node(create_button_path).show()
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get_node(container_path).hide()
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get_node(load_button_path).hide()
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get_node(renounce_button_path).hide()
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else:
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#workaround for https://github.com/godotengine/godot/issues/40509
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dir.open("user://")
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dir.make_dir("user://" + character_folder)
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if only_one_character:
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get_node(container_path).hide()
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get_node(create_button_path).show()
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get_node(load_button_path).hide()
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get_node(renounce_button_path).hide()
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func clear() -> void:
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for c in container.get_children():
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c.disconnect("pressed", self, "character_selection_changed")
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c.queue_free()
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for e in player_display_container_node.get_children():
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e.queue_free()
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func renounce_character() -> void:
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var b : BaseButton = character_button_group.get_pressed_button()
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if b == null:
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return
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if ESS.use_class_xp:
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var class_profile : ClassProfile = ProfileManager.getc_player_profile().get_class_profile(b.entity.sentity_data.resource_path)
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if ESS.can_class_level_up(class_profile.level):
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class_profile.xp += b.entity.sclass_xp
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var xpr : int = ESS.get_class_xp(class_profile.level)
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while ESS.can_class_level_up(class_profile.level) and class_profile.xp >= xpr:
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class_profile.level += 1
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class_profile.xp -= xpr
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xpr = ESS.get_class_xp(class_profile.level)
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ProfileManager.save()
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var file_name : String = "user://" + character_folder + "/" + b.file_name
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var f : File = File.new()
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if f.file_exists(file_name):
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var d : Directory = Directory.new()
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d.open(file_name.get_base_dir())
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if d.remove(file_name) == OK:
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refresh()
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func load_character() -> void:
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var b : BaseButton = character_button_group.get_pressed_button()
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if b == null:
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return
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# if multiplayer.has_network_peer():
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# var file_name : String = "user://" + character_folder + "/" + b.file_name
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#
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# var f : File = File.new()
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#
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# if f.open(file_name, File.READ) == OK:
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# var data : String = f.get_as_text()
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#
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# f.close()
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#
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# Server.upload_character(data)
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#
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# get_node("/root/Main").load_character(b.file_name)
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# else:
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get_node("/root/Main").load_character(b.file_name)
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func focus() -> void:
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var loadb : Control = get_node(load_button_path) as Control
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if loadb.visible:
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loadb.grab_focus()
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else:
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get_node(create_button_path).grab_focus()
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func visibility_changed() -> void:
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if visible:
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refresh()
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focus()
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func character_selection_changed() -> void:
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var b : BaseButton = character_button_group.get_pressed_button()
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if b == null:
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return
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for e in player_display_container_node.get_children():
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e.get_body().hide()
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b.entity.get_body().show()
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