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mirror of https://github.com/Relintai/broken_seals.git synced 2024-12-28 13:27:10 +01:00
broken_seals/game/scenes/CharacterSelectorMenu.gd

235 lines
6.8 KiB
GDScript

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