Improved UI textbox
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@@ -1,7 +1,6 @@
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class_name BattleCutsceneAction
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const DialogueAction = preload("res://cutscene/dialogue/DialogueAction.gd")
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static var NARRATION:DialogueResource = preload("res://dialogue/battle/narration.dialogue")
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const _NARRATION_BASE:String = "res://dialogue/battle/narration"
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# State object passed as extra_game_states so {{variable}} tokens resolve in the dialogue file.
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class BattleNarrationState:
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@@ -29,7 +28,7 @@ static func battleDecisionCallable(params:Dictionary) -> int:
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var cutscene:Cutscene = params['cutscene']
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cutscene.addCallable(
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DialogueAction.getDialogueCallable(NARRATION, 'move_perform', [state]).merged(
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DialogueAction.getDialogueCallable(_NARRATION_BASE, 'move_perform', [state], DialogueAction.DialogueMode.NARRATION).merged(
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{'position': Cutscene.CUTSCENE_ADD_NEXT}, false
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)
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)
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@@ -58,7 +57,7 @@ static func playerDecisionCallable(params:Dictionary) -> int:
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if allPlayersDead:
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params['cutscene'].addCallable(
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DialogueAction.getDialogueCallable(NARRATION, 'battle_defeat').merged(
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DialogueAction.getDialogueCallable(_NARRATION_BASE, 'battle_defeat', [], DialogueAction.DialogueMode.NARRATION).merged(
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{'position': Cutscene.CUTSCENE_ADD_NEXT}, false
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)
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)
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@@ -66,7 +65,7 @@ static func playerDecisionCallable(params:Dictionary) -> int:
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if allEnemiesDead:
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params['cutscene'].addCallable(
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DialogueAction.getDialogueCallable(NARRATION, 'battle_victory').merged(
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DialogueAction.getDialogueCallable(_NARRATION_BASE, 'battle_victory', [], DialogueAction.DialogueMode.NARRATION).merged(
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{'position': Cutscene.CUTSCENE_ADD_NEXT}, false
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)
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)
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@@ -1,55 +1,73 @@
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class_name DialogueAction
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# Runs a .dialogue file through the VNTextbox and returns CUTSCENE_CONTINUE when
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# the last line is dismissed. Mutations in the .dialogue file are executed
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# automatically by DialogueManager before the line is returned.
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#
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# extra_game_states: additional objects/dicts whose properties and methods are
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# accessible inside the .dialogue file (alongside all autoloads).
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const _TextboxGd = preload("res://ui/component/DialogueTextbox.gd")
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const _ChoiceBoxGd = preload("res://ui/component/DialogueChoiceBox.gd")
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enum DialogueMode {
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CONVERSATION, # blocks movement, player advances
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NARRATION, # non-blocking, player advances
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AMBIENT, # non-blocking, timed auto-advance
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}
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static func dialogueCallable(params:Dictionary) -> int:
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assert(params.has('resource'))
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var resource:DialogueResource = params['resource']
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assert(params.has('basePath'))
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var basePath:String = params['basePath']
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var title:String = params.get('title', 'start')
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var extraStates:Array = params.get('extraStates', [])
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var characterTargets:Dictionary = params.get('characterTargets', {})
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var mode:DialogueMode = params.get('mode', DialogueMode.CONVERSATION)
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var resource:DialogueResource = _loadLocaleResource(basePath)
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assert(resource != null, "DialogueAction: could not load resource for path: " + basePath)
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if mode == DialogueMode.CONVERSATION:
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UI.activeConversation = true
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var advancementMode:int = (
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_TextboxGd.AdvancementMode.TIMED
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if mode == DialogueMode.AMBIENT
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else _TextboxGd.AdvancementMode.PLAYER
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)
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UI.dialogueActive = true
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var line:DialogueLine = await DialogueManager.get_next_dialogue_line(resource, title, extraStates)
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while line != null:
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var target:Node3D = _getLineTarget(line.character, characterTargets)
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var text:String = line.text
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var entity:Entity = OVERWORLD.getEntityByDialogueName(line.character)
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if line.responses.size() > 0:
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# Show text then auto-pick the first allowed response.
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# Replace this block with a real response UI when branching dialogue is needed.
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await UI.MAIN_CHATBOX.setTextAndWait(text, target)
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var nextId:String = ""
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for response:DialogueResponse in line.responses:
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if response.is_allowed:
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nextId = response.next_id
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break
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line = await DialogueManager.get_next_dialogue_line(resource, nextId, extraStates)
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var textbox = _TextboxGd.SCENE.instantiate()
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UI.chatBoxContainer.add_child(textbox)
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textbox.setup(line, entity, advancementMode)
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await textbox.dismissed
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var allowedResponses:Array = line.responses.filter(func(r): return r.is_allowed)
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if allowedResponses.size() > 0:
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var playerEntity:Entity = OVERWORLD.getPlayerEntity()
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var choiceBox = _ChoiceBoxGd.SCENE.instantiate()
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UI.chatBoxContainer.add_child(choiceBox)
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choiceBox.setup(line.responses, playerEntity)
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var chosen:DialogueResponse = await choiceBox.chosen
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line = await DialogueManager.get_next_dialogue_line(resource, chosen.next_id, extraStates)
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else:
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await UI.MAIN_CHATBOX.setTextAndWait(text, target)
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line = await DialogueManager.get_next_dialogue_line(resource, line.next_id, extraStates)
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UI.dialogueActive = false
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if mode == DialogueMode.CONVERSATION:
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UI.activeConversation = false
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return Cutscene.CUTSCENE_CONTINUE
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# "player" (case-insensitive) maps to the player entity; any other named
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# character maps to the npc entity; empty character (narrator) uses no target.
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static func _getLineTarget(character:String, characterTargets:Dictionary) -> Node3D:
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if characterTargets.is_empty() or character == "":
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return null
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if character.to_lower() == "player":
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return characterTargets.get("player", null)
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return characterTargets.get("npc", null)
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static func _loadLocaleResource(basePath:String) -> DialogueResource:
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var lang:String = TranslationServer.get_locale().left(2)
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var localePath:String = basePath + "." + lang + ".dialogue"
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if ResourceLoader.exists(localePath):
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return load(localePath)
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var fallback:String = basePath + ".en.dialogue"
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if ResourceLoader.exists(fallback):
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return load(fallback)
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return null
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static func getDialogueCallable(resource:DialogueResource, title:String = 'start', extraStates:Array = [], characterTargets:Dictionary = {}) -> Dictionary:
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static func getDialogueCallable(basePath:String, title:String = "start", extraStates:Array = [], mode:DialogueMode = DialogueMode.CONVERSATION) -> Dictionary:
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return {
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'function': dialogueCallable,
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'resource': resource,
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'title': title,
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'extraStates': extraStates,
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'characterTargets': characterTargets,
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"function": dialogueCallable,
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"basePath": basePath,
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"title": title,
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"extraStates": extraStates,
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"mode": mode,
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}
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@@ -1,23 +1,24 @@
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class_name ItemAction
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const DialogueAction = preload("res://cutscene/dialogue/DialogueAction.gd")
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# Passed as extra_game_states so {{item_name}} and {{quantity}} resolve in the .dialogue file.
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class ItemDialogueState:
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var item_name:String
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var quantity:int
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func _init(name:String, qty:int) -> void:
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item_name = name
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func _init(itemName:String, qty:int) -> void:
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item_name = itemName
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quantity = qty
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static var PICKUP_DIALOGUE:DialogueResource = preload("res://dialogue/item/pickup.dialogue")
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static func itemGetCallable(params:Dictionary) -> int:
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assert(params.has('stack'))
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var stack:ItemStack = params['stack']
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PARTY.BACKPACK.addStack(stack)
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var state = ItemDialogueState.new(Item.getItemName(stack.item), stack.quantity)
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var dialogueParams:Dictionary = DialogueAction.getDialogueCallable(PICKUP_DIALOGUE, 'start', [state])
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var dialogueParams:Dictionary = DialogueAction.getDialogueCallable(
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"res://dialogue/item/pickup",
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"start",
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[state],
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DialogueAction.DialogueMode.CONVERSATION
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)
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dialogueParams['position'] = Cutscene.CUTSCENE_ADD_NEXT
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params['cutscene'].addCallable(dialogueParams)
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return Cutscene.CUTSCENE_CONTINUE
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