maxgame/addons/popochiu/engine/interfaces/i_room.gd
2025-07-17 01:49:18 -04:00

354 lines
12 KiB
GDScript

class_name PopochiuIRoom
extends Node
## Provides access to the [PopochiuRoom]s in the game. Access with [b]R[/b] (e.g.
## [code]R.House.get_prop("Drawer")[/code]).
##
## Use it to access props, hotspots, regions and walkable areas in the current room; or to access to
## data from other rooms. Its script is [b]i_room.gd[/b].[br][br]
##
## Some things you can do with it:[br][br]
## [b]•[/b] Access objects inside the current room.[br]
## [b]•[/b] Access the state of any room.[br]
## [b]•[/b] Move to another room.[br][br]
##
## Examples:
## [codeblock]
## R.get_prop("Scissors").modulate.a = 1.0 # Get Scissors prop and make it visible
## R.Outside.state.is_raining # Access the is_raining property in the Outside room
## [/codeblock]
## Provides access to the current [PopochiuRoom].
var current: PopochiuRoom = null : set = set_current
## Stores the state of each [PopochiuRoom] in the game. The key of each room is its
## [member PopochiuRoom.script_name], and each value is a [Dictionary] with its properties and the
## data of all its [PopochiuProp]s, [PopochiuHotspot]s, [PopochiuWalkableArea]s, [PopochiuRegion]s,
## and some data related with the [PopochiuCharacter]s in it. For more info about the data stored,
## check the documentation for [PopochiuRoomData].
var rooms_states := {}
var _room_instances := {}
var _use_transition_on_room_change := true
#region Godot ######################################################################################
func _init() -> void:
Engine.register_singleton(&"R", self)
#endregion
#region Public #####################################################################################
## Retrieves the [PopochiuProp] with a [member PopochiuClickable.script_name] matching
## [param prop_name].
func get_prop(prop_name: String) -> PopochiuProp:
return current.get_prop(prop_name)
## Retrieves the [PopochiuHotspot] with a [member PopochiuClickable.script_name] matching
## [param hotspot_name].
func get_hotspot(hotspot_name: String) -> PopochiuHotspot:
return current.get_hotspot(hotspot_name)
## Retrieves the [PopochiuRegion] with a [member PopochiuRegion.script_name] matching
## [param region_name].
func get_region(region_name: String) -> PopochiuRegion:
return current.get_region(region_name)
## Retrieves the [PopochiuWalkableArea] with a [member PopochiuWalkableArea.script_name] matching
## [param walkable_area_name].
func get_walkable_area(walkable_area_name: String) -> PopochiuWalkableArea:
return current.get_walkable_area(walkable_area_name)
## Retrieves the [Marker2D] with a [member Node.name] matching [param marker_name].
func get_marker(marker_name: String) -> Marker2D:
return current.get_marker(marker_name)
## Retrieves the [b]global position[/b] of the [Marker2D] with a [member Node.name] matching
## [param marker_name].
func get_marker_position(marker_name: String) -> Vector2:
return current.get_marker_position(marker_name)
## Returns all the [PopochiuProp]s in the room.
func get_props() -> Array:
return get_tree().get_nodes_in_group("props")
## Returns all the [PopochiuHotspot]s in the room.
func get_hotspots() -> Array:
return get_tree().get_nodes_in_group("hotspots")
## Returns all the [PopochiuRegion]s in the room.
func get_regions() -> Array:
return get_tree().get_nodes_in_group("regions")
## Returns all the [PopochiuWalkableArea]s in the room.
func get_walkable_areas() -> Array:
return get_tree().get_nodes_in_group("walkable_areas")
## Returns all the [Marker2D]s in the room.
func get_markers() -> Array:
return current.get_markers()
## Returns the instance of the [PopochiuRoom] identified with [param script_name]. If the room
## doesn't exists, then [code]null[/code] is returned.[br][br]
## This method is used by [b]res://game/autoloads/r.gd[/b] to load the instance of each room (present
## in that script as a variable for code autocompletion) in runtime.
func get_runtime_room(script_name: String) -> PopochiuRoom:
var room: PopochiuRoom = null
if _room_instances.has(script_name):
room = _room_instances[script_name]
else:
room = get_instance(script_name)
if room:
_room_instances[room.script_name] = room
return room
## Gets the instance of the [PopochiuRoom] identified with [param script_name].
func get_instance(script_name: String) -> PopochiuRoom:
# Fix #328 by returning the instance of the current room if it matches the instance that the
# plugin is looking for
if is_instance_valid(current) and current.script_name == script_name:
return current
var tres_path: String = PopochiuResources.get_data_value("rooms", script_name, "")
if not tres_path:
PopochiuUtils.print_error("Room [b]%s[/b] doesn't exist in the project" % script_name)
return null
return load(load(tres_path).scene).instantiate()
## Clears all the [PopochiuRoom] instances to free memory and orphan children.
func clear_instances() -> void:
for r in _room_instances:
(_room_instances[r] as PopochiuRoom).free()
_room_instances.clear()
## Loads the room with [param script_name]. [param use_transition] can be used to trigger a [i]fade
## out[/i] animation before loading the room, and a [i]fade in[/i] animation once it is ready.
## If [param store_state] is [code]true[/code] the state of the room will be stored in memory.
## [param ignore_change] is used internally by Popochiu to know if it's the first time the room is
## loaded when starting the game.
func goto_room(
script_name := "",
use_transition := true,
store_state := true,
ignore_change := false
) -> void:
if not PopochiuUtils.e.in_room: return
PopochiuUtils.e.in_room = false
PopochiuUtils.g.block()
_use_transition_on_room_change = use_transition
# Never fade the TL in, if we are entering the first room at game start
if use_transition and Engine.get_process_frames() > 0:
PopochiuUtils.e.tl.play_transition(PopochiuUtils.e.tl.FADE_IN)
await PopochiuUtils.e.tl.transition_finished
elif Engine.get_process_frames() > 0:
PopochiuUtils.e.tl.show_curtain()
# Prevent the GUI from showing info coming from the previous room
PopochiuUtils.g.show_hover_text()
PopochiuUtils.cursor.show_cursor()
if is_instance_valid(PopochiuUtils.c.player) and Engine.get_process_frames() > 0:
PopochiuUtils.c.player.last_room = current.script_name
# Store the room state
if store_state:
rooms_states[current.script_name] = current.state
current.state.save_children_states()
# Remove PopochiuCharacter nodes from the room so they are not deleted
if Engine.get_process_frames() > 0:
current.exit_room()
# Reset camera config
PopochiuUtils.e.camera.restore_default_limits()
if ignore_change:
return
var rp: String = PopochiuResources.get_data_value("rooms", script_name, "")
if rp.is_empty():
PopochiuUtils.print_error(
"Can't go to room [b]%s[/b] because it doesn't exist" % script_name
)
return
if Engine.get_process_frames() == 0:
await get_tree().process_frame
clear_instances()
PopochiuUtils.e.clear_hovered()
PopochiuUtils.e.get_tree().change_scene_to_file(load(rp).scene)
## Called once the loaded [param room] is "ready" ([method Node._ready]).
func room_readied(room: PopochiuRoom) -> void:
if not is_instance_valid(current):
current = room
# When running from the Editor the first time, use goto_room
if Engine.get_process_frames() == 0:
await get_tree().process_frame
PopochiuUtils.e.in_room = true
# Calling this will make the camera be set to its default values and will store the state of
# the main room (the last parameter will prevent Popochiu from changing the scene to the
# same that is already loaded).
# Also, use the transition layer to fade in the room, if the setting is enabled.
await goto_room(room.script_name, PopochiuUtils.e.settings.show_tl_in_first_room, true, true)
# Make the camera be ready for the room
current.setup_camera()
# Update the core state
if PopochiuUtils.e.loaded_game:
PopochiuUtils.c.player = PopochiuUtils.c.get_character(PopochiuUtils.e.loaded_game.player.id)
else:
current.state.visited = true
current.state.visited_times += 1
current.state.visited_first_time = current.state.visited_times == 1
# Add the PopochiuCharacter instances to the room
if (rooms_states[room.script_name]["characters"] as Dictionary).is_empty():
# Store the initial state of the characters in the room
current.state.save_characters()
current.clean_characters()
# Load the state of characters in the room
for chr_script_name: String in rooms_states[room.script_name]["characters"]:
var chr_dic: Dictionary = rooms_states[room.script_name]["characters"][chr_script_name]
var chr: PopochiuCharacter = PopochiuUtils.c.get_character(chr_script_name)
if not chr: continue
chr.position = Vector2(chr_dic.x, chr_dic.y)
chr._looking_dir = chr_dic.facing
chr.visible = chr_dic.visible
chr.modulate = Color.from_string(chr_dic.modulate, Color.WHITE)
chr.self_modulate = Color.from_string(chr_dic.self_modulate, Color.WHITE)
chr.light_mask = chr_dic.light_mask
chr.baseline = chr_dic.baseline
if chr_dic.has("walk_to_point"):
chr.walk_to_point = PopochiuUtils.unpack_vector_2(chr_dic.walk_to_point)
if chr_dic.has("look_at_point"):
chr.look_at_point = PopochiuUtils.unpack_vector_2(chr_dic.look_at_point)
current.add_character(chr)
# If the room must have the player character but it is not part of its $Characters node, then
# add the PopochiuCharacter to the room
if (
current.has_player
and is_instance_valid(PopochiuUtils.c.player)
and not current.has_character(PopochiuUtils.c.player.script_name)
):
current.add_character(PopochiuUtils.c.player)
# Place the PC in the middle of the room
PopochiuUtils.c.player.position = Vector2(PopochiuUtils.e.width, PopochiuUtils.e.height) / 2.0
await PopochiuUtils.c.player.idle()
# Load the state of Props, Hotspots, Regions and WalkableAreas
for type in PopochiuResources.ROOM_CHILDREN:
for script_name in rooms_states[room.script_name][type]:
var node: Node2D = current.callv(
"get_" + type.trim_suffix("s"),
[(script_name as String).to_pascal_case()]
)
if not is_instance_valid(node):
# Fix #320 by ignoring the object if it doesn't exist inside the Room
continue
var node_dic: Dictionary =\
rooms_states[room.script_name][type][script_name]
for property in node_dic:
if not PopochiuResources.has_property(node, property): continue
node[property] = node_dic[property]
for c in get_tree().get_nodes_in_group("PopochiuClickable"):
c.room = current
await current._on_room_entered()
if PopochiuUtils.e.loaded_game:
PopochiuUtils.c.player.global_position = Vector2(
PopochiuUtils.e.loaded_game.player.position.x,
PopochiuUtils.e.loaded_game.player.position.y
)
if _use_transition_on_room_change:
PopochiuUtils.e.tl.play_transition(PopochiuUtils.e.tl.FADE_OUT)
await PopochiuUtils.e.tl.transition_finished
await PopochiuUtils.e.wait(0.3)
else:
PopochiuUtils.e.tl.hide_curtain()
await get_tree().process_frame
if not current.hide_gui:
PopochiuUtils.g.unblock()
if PopochiuUtils.e.hovered:
PopochiuUtils.g.mouse_entered_clickable.emit(PopochiuUtils.e.hovered)
PopochiuUtils.e.in_room = true
if PopochiuUtils.e.loaded_game:
PopochiuUtils.e.game_loaded.emit(PopochiuUtils.e.loaded_game)
await PopochiuUtils.g.load_feedback_finished
PopochiuUtils.e.loaded_game = {}
# This enables the room to listen input events
current.is_current = true
await current._on_room_transition_finished()
# Fix #219: Update visited_first_time state once _on_room_transition_finished() finishes
current.state.visited_first_time = false
func store_states() -> void:
# Store the default state of rooms in the game
for room_tres in PopochiuResources.get_section("rooms"):
var res: PopochiuRoomData = load(room_tres)
rooms_states[res.script_name] = res
res.save_children_states()
#endregion
#region SetGet #####################################################################################
func set_current(value: PopochiuRoom) -> void:
if not value.is_inside_tree():
goto_room(value.script_name)
else:
current = value
#endregion