extends Control # Copyright (c) 2019-2020 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: 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 visibility_changed() -> void: if visible: refresh() 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()