Files
GDevelop/Extensions/DialogueTree/dialoguetools.ts
Arthur Pacaud bc606ed1be Add a console to the games debugger (#2770)
* When launching the Debugger to inspect a game, open the Console to see internal messages sent by the game, JavaScript code or the game engine.
* This is an advanced feature that is useful to find issues in your game or to see if your game is displaying any internal error.
2021-10-21 19:47:28 +01:00

822 lines
27 KiB
TypeScript

// @ts-nocheck - Weird usage of `this` in this file. Should be refactored.
namespace gdjs {
const logger = new gdjs.Logger('Dialogue tree');
gdjs.dialogueTree = {};
gdjs.dialogueTree.runner = new bondage.Runner();
/**
* Load the Dialogue Tree data of the game. Initialize The Dialogue Tree, so as it can be used in the game.
* @param sceneVar The variable to load the Dialogue tree data from. The data is a JSON string, created by Yarn.
* @param startDialogueNode The Dialogue Branch to start the Dialogue Tree from. If left empty, the data will only be loaded, but can later be initialized via another action
*/
gdjs.dialogueTree.loadFromSceneVariable = function (
sceneVar: gdjs.Variable,
startDialogueNode: string
) {
this.runner = gdjs.dialogueTree.runner;
try {
this.yarnData = JSON.parse(sceneVar.getAsString());
this.runner.load(this.yarnData);
if (startDialogueNode && startDialogueNode.length > 0) {
gdjs.dialogueTree.startFrom(startDialogueNode);
}
} catch (e) {
logger.error('Error while loading from scene variable: ', e);
}
};
/**
* Load the Dialogue Tree data from a JSON resource.
*
* @param runtimeScene The scene where the dialogue is running.
* @param jsonResourceName The JSON resource where to load the Dialogue Tree data from. The data is a JSON string usually created with [Yarn Dialogue Editor](https://github.com/InfiniteAmmoInc/Yarn).
* @param startDialogueNode The Dialogue Branch to start the Dialogue Tree from. If left empty, the data will only be loaded, but can later be initialized via another action
*/
gdjs.dialogueTree.loadFromJsonFile = function (
runtimeScene: gdjs.RuntimeScene,
jsonResourceName: string,
startDialogueNode: string
) {
runtimeScene
.getGame()
.getJsonManager()
.loadJson(jsonResourceName, function (error, content) {
if (error) {
logger.error('An error happened while loading JSON resource:', error);
} else {
if (!content) {
return;
}
gdjs.dialogueTree.yarnData = content;
try {
gdjs.dialogueTree.runner.load(gdjs.dialogueTree.yarnData);
} catch (error) {
logger.error(
'An error happened while loading parsing the dialogue tree data:',
error
);
}
if (startDialogueNode && startDialogueNode.length > 0) {
gdjs.dialogueTree.startFrom(startDialogueNode);
}
}
});
};
/**
* Stop the currently running dialogue
*/
gdjs.dialogueTree.stopRunningDialogue = function () {
if (this.dialogueIsRunning) {
this.dialogueIsRunning = false;
}
if (this.dialogueData) {
this.dialogueData = null;
}
this.dialogueText = '';
this.clipTextEnd = 0;
};
/**
* Check if the Dialogue Tree is currently parsing data.
* For example, you can do things like disabling player movement while talking to a NPC.
*/
gdjs.dialogueTree.isRunning = function () {
if (
this.dialogueIsRunning &&
!this.dialogueData &&
this.dialogueText &&
this.clipTextEnd >= this.dialogueText.length
) {
this.dialogueIsRunning = false;
}
return this.dialogueIsRunning;
};
/**
* Scroll the clipped text. This can be combined with a timer and user input to control how fast the dialogue line text is scrolling.
*/
gdjs.dialogueTree.scrollClippedText = function () {
if (this.pauseScrolling || !this.dialogueIsRunning) {
return;
}
// Autoscroll commands so the user doesnt have to press again
if (
gdjs.dialogueTree._isLineTypeCommand() &&
this.dialogueDataType === 'text' &&
this.dialogueBranchTitle === this.dialogueData.data.title &&
this.lineNum === this.dialogueData.lineNum &&
gdjs.dialogueTree.hasClippedScrollingCompleted()
) {
gdjs.dialogueTree.goToNextDialogueLine();
return;
}
// Increment scrolling of clipped text
if (
this.dialogueText &&
this.dialogueDataType === 'text' &&
this.clipTextEnd < this.dialogueText.length
) {
this.clipTextEnd += 1;
}
};
/**
* Scroll the clipped text to its end, so the entire text is printed. This can be useful in keeping the event sheet logic simpler, while supporting more variation.
*/
gdjs.dialogueTree.completeClippedTextScrolling = function () {
if (
this.pauseScrolling ||
!this.dialogueIsRunning ||
!this.dialogueText ||
this.dialogueDataType !== 'text'
) {
return;
}
this.clipTextEnd = this.dialogueText.length;
};
/**
* Check if text scrolling has completed.
* Useful to prevent the user from skipping to next line before the current one has been printed fully.
*/
gdjs.dialogueTree.hasClippedScrollingCompleted = function () {
if (!this.dialogueIsRunning || this.dialogueDataType === '') {
return false;
}
if (
this.dialogueData &&
this.dialogueText.length > 0 &&
this.clipTextEnd >= this.dialogueText.length
) {
if (gdjs.dialogueTree.getVariable('debug')) {
logger.warn(
'Scroll completed:',
this.clipTextEnd,
'/',
this.dialogueText.length
);
}
return true;
}
return false;
};
/**
* Get the current dialogue line with a scrolling effect (recommended).
* Used with the scrollClippedText to achieve a classic scrolling text, as well as any <<wait>> effects to pause scrolling.
*/
gdjs.dialogueTree.getClippedLineText = function () {
return this.dialogueIsRunning && this.dialogueText.length
? this.dialogueText.substring(0, this.clipTextEnd + 1)
: '';
};
/**
* Get the current complete dialogue line without using any scrolling effects.
* Note that using this instead getClippedLineText will skip any <<wait>> commands entirely.
*/
gdjs.dialogueTree.getLineText = function () {
return this.dialogueIsRunning && this.dialogueText.length
? this.dialogueText
: '';
};
/**
* Get the number of command parameters in a command with parameters that has been caught by a isCommandCalled condition
*/
gdjs.dialogueTree.commandParametersCount = function () {
if (this.commandParameters && this.commandParameters.length > 1) {
return this.commandParameters.length - 1;
}
return 0;
};
/**
* Get a command parameter in any command with parameters that has been caught by a isCommandCalled condition
* @param paramIndex The index of the parameter to get.
*/
gdjs.dialogueTree.getCommandParameter = function (paramIndex: float) {
if (paramIndex === -1 && this.commandParameters.length > 0) {
return this.commandParameters[0];
}
if (
this.commandParameters &&
this.commandParameters.length >= paramIndex + 1
) {
const returnedParam = this.commandParameters[paramIndex + 1];
return returnedParam ? returnedParam : '';
}
return '';
};
/**
* Catch <<commands>> and <<commands with parameters>> from the current Dialogue Line.
* You can trigger custom logic that relate to the story you are telling during the dialogue.
*
* @param command The command you want to check for being called. Write it without the `<<>>`.
*/
gdjs.dialogueTree.isCommandCalled = function (command: string) {
if (!this.dialogueIsRunning) {
return false;
}
const commandCalls = gdjs.dialogueTree.commandCalls;
const clipTextEnd = gdjs.dialogueTree.clipTextEnd;
const dialogueText = gdjs.dialogueTree.dialogueText;
if (this.pauseScrolling || !commandCalls) {
return false;
}
return this.commandCalls.some(function (call, index) {
if (clipTextEnd !== 0 && clipTextEnd < call.time) {
return false;
}
if (
call.cmd === 'wait' &&
(clipTextEnd === 0 || clipTextEnd !== dialogueText.length)
) {
gdjs.dialogueTree.pauseScrolling = true;
setTimeout(function () {
gdjs.dialogueTree.pauseScrolling = false;
commandCalls.splice(index, 1);
if (gdjs.dialogueTree.getVariable('debug')) {
logger.info('CMD:', call);
}
}, parseInt(call.params[1], 10));
}
if (call.cmd === command) {
gdjs.dialogueTree.commandParameters = call.params;
commandCalls.splice(index, 1);
if (gdjs.dialogueTree.getVariable('debug')) {
logger.info('CMD:', call);
}
return true;
}
});
};
/**
* Internal method to allow for capping option selection.
*/
gdjs.dialogueTree._normalizedOptionIndex = function (optionIndex) {
if (optionIndex >= this.options.length) {
optionIndex = this.options.length - 1;
}
if (optionIndex < 0) {
optionIndex = 0;
}
return optionIndex;
};
/**
* Internal method to allow for cycling option selection.
*/
gdjs.dialogueTree._cycledOptionIndex = function (optionIndex) {
if (optionIndex >= this.options.length) {
optionIndex = 0;
}
if (optionIndex < 0) {
optionIndex = this.options.length - 1;
}
return optionIndex;
};
/**
* Get the text of an option the player can select.
* Used with getLineOptionsCount to render options for the player when a line of the Options type is parsed
* @param optionIndex The index of the option you want to get
*/
gdjs.dialogueTree.getLineOption = function (optionIndex: float) {
if (!this.dialogueIsRunning || !this.options.length) {
return [];
}
optionIndex = gdjs.dialogueTree._normalizedOptionIndex(optionIndex);
return this.options[optionIndex];
};
/**
* Get the text of the options the player can select, along with the selection cursor.
* @param optionSelectionCursor The string used to draw the currently selected option's cursor
* @param addNewLine when true each option is rendered on a new line.
*/
gdjs.dialogueTree.getLineOptionsText = function (
optionSelectionCursor: string,
addNewLine: boolean
) {
if (!this.dialogueIsRunning || !this.options.length) {
return '';
}
let textResult = '';
this.options.forEach(function (optionText, index) {
if (index === gdjs.dialogueTree.selectedOption) {
textResult += optionSelectionCursor;
} else {
textResult += optionSelectionCursor.replace(/.*/g, ' ');
}
textResult += optionText;
if (addNewLine) {
textResult += '\n';
}
});
return textResult;
};
gdjs.dialogueTree.getLineOptionsTextHorizontal = function (
optionSelectionCursor
) {
return this.getLineOptionsText(optionSelectionCursor, false);
};
gdjs.dialogueTree.getLineOptionsTextVertical = function (
optionSelectionCursor
) {
return this.getLineOptionsText(optionSelectionCursor, true);
};
/**
* Get the number of options that are presented to the player, during the parsing of an Options type line.
* @returns The number of options
*/
gdjs.dialogueTree.getLineOptionsCount = function (): number {
if (this.dialogueIsRunning && this.options.length) {
return this.optionsCount;
}
return 0;
};
/**
* Confirm the currently selected option, during the parsing of an Options type line.
*
* This will advance the dialogue tree to the dialogue branch was selected by the player.
*/
gdjs.dialogueTree.confirmSelectOption = function () {
if (!this.dialogueIsRunning) {
return;
}
if (
this.dialogueData.select &&
!this.selectedOptionUpdated &&
this.selectedOption !== -1
) {
this.commandCalls = [];
try {
this.dialogueData.select(this.selectedOption);
this.dialogueData = this.dialogue.next().value;
gdjs.dialogueTree.goToNextDialogueLine();
} catch (error) {
logger.error(
`An error happened when trying to access the dialogue branch!`,
error
);
}
}
};
/**
* Select next option during Options type line parsing. Hook this to your game input.
*/
gdjs.dialogueTree.selectNextOption = function () {
if (!this.dialogueIsRunning) {
return;
}
if (this.dialogueData.select) {
this.selectedOption += 1;
this.selectedOption = gdjs.dialogueTree._cycledOptionIndex(
this.selectedOption
);
this.selectedOptionUpdated = true;
}
};
/**
* Select previous option during Options type line parsing. Hook this to your game input.
*/
gdjs.dialogueTree.selectPreviousOption = function () {
if (!this.dialogueIsRunning) {
return;
}
if (this.dialogueData.select) {
this.selectedOption -= 1;
this.selectedOption = gdjs.dialogueTree._cycledOptionIndex(
this.selectedOption
);
this.selectedOptionUpdated = true;
}
};
/**
* Select option by index during Options type line parsing.
* @param optionIndex The index of the option to select
*/
gdjs.dialogueTree.selectOption = function (optionIndex: float) {
if (!this.dialogueIsRunning) {
return;
}
if (this.dialogueData.select) {
this.selectedOption = gdjs.dialogueTree._normalizedOptionIndex(
optionIndex
);
this.selectedOptionUpdated = true;
}
};
/**
* Get the currently selected option
* @returns The index of the currently selected option
*/
gdjs.dialogueTree.getSelectedOption = function (): number {
if (!this.dialogueIsRunning) {
return;
}
if (this.dialogueData.select) {
return this.selectedOption;
}
return 0;
};
/**
* Check when the player has changed option selection since the last call to this function.
*
* Can be used to re-render your displayed dialogue options when needed.
*
* @returns true if the selected option was updated since the last call to this function
*/
gdjs.dialogueTree.hasSelectedOptionChanged = function (): boolean {
if (this.selectedOptionUpdated) {
this.selectedOptionUpdated = false;
if (this.selectedOption === -1) {
this.selectedOption = 0;
}
return true;
}
return false;
};
/**
* Check the type of the Dialogue Line that is being displayed to the player at the moment.
*
* There are three types:
* - text - regular dialogue text is being parsed at the moment
* - options - the player has reached a branching choise moment where they must select one of multiple options
* - command - a <<command>> was called in the background, that can be used to trigger game events, but will not be displayed in the dialogue box.
*
* @param type The type you want to check for ( one of the three above )
*/
gdjs.dialogueTree.isDialogueLineType = function (type: string) {
if (!this.dialogueIsRunning) {
return false;
}
if (this.commandCalls && type === 'command') {
if (
this.commandCalls.some(function (call) {
return (
gdjs.dialogueTree.clipTextEnd > call.time && call.cmd === 'wait'
);
})
) {
return !this.pauseScrolling;
}
if (this.commandCalls.length > 0 && this.commandParameters.length > 0) {
return true;
}
}
return this.dialogueDataType === type;
};
/**
* Check if a branch exists. It is also used internaly whenever you use the start from action.
* @param branchName The Dialogue Branch name you want to check.
*/
gdjs.dialogueTree.hasDialogueBranch = function (branchName: string) {
return (
this.runner &&
this.runner.yarnNodes &&
Object.keys(this.runner.yarnNodes).some(function (node) {
return node === branchName;
})
);
};
/**
* Start parsing dialogue from a specified Dialogue tree branch.
* Can be used if you want to store multiple dialogues inside a single Dialogue tree data set.
* @param startDialogueNode The Dialogue Branch name you want to start parsing from.
*/
gdjs.dialogueTree.startFrom = function (startDialogueNode: string) {
this.runner = gdjs.dialogueTree.runner;
if (!this.hasDialogueBranch(startDialogueNode)) {
return;
}
this.optionsCount = 0;
this.options = [];
this.tagParameters = [];
this.dialogue = this.runner.run(startDialogueNode);
this.dialogueText = '';
this.clipTextEnd = 0;
this.commandCalls = [];
this.commandParameters = [];
this.pauseScrolling = false;
this.dialogueData = this.dialogue.next().value;
this.dialogueBranchTags = this.dialogueData.data.tags;
this.dialogueBranchTitle = this.dialogueData.data.title;
this.dialogueBranchBody = this.dialogueData.data.body;
this.lineNum = this.dialogueData.lineNum;
if (gdjs.dialogueTree._isLineTypeText()) {
this.dialogueDataType = 'text';
} else {
if (gdjs.dialogueTree._isLineTypeOptions()) {
this.dialogueDataType = 'options';
} else {
this.dialogueDataType = 'command';
}
}
this.dialogueIsRunning = true;
gdjs.dialogueTree.goToNextDialogueLine();
};
/**
* Internal methods to check the type of a Dialogue Line
*/
gdjs.dialogueTree._isLineTypeText = function () {
return this.dialogueData instanceof bondage.TextResult;
};
gdjs.dialogueTree._isLineTypeOptions = function () {
return this.dialogueData instanceof bondage.OptionsResult;
};
gdjs.dialogueTree._isLineTypeCommand = function () {
return this.dialogueData instanceof bondage.CommandResult;
};
/**
* This is the main lifecycle function.It runs once only when the user is advancing the dialogue to the next line.
* Progress Dialogue to the next line. Hook it to your game input.
* Note that this action can be influenced by any <<wait>> commands, but they work only if you have at least one isCommandCalled condition.
*/
gdjs.dialogueTree.goToNextDialogueLine = function () {
if (this.pauseScrolling || !this.dialogueIsRunning) {
return;
}
this.optionsCount = 0;
this.selectedOption = -1;
this.selectedOptionUpdated = false;
if (gdjs.dialogueTree.getVariable('debug')) {
logger.info('Parsing:', this.dialogueData);
}
if (!this.dialogueData) {
gdjs.dialogueTree.stopRunningDialogue();
} else {
if (gdjs.dialogueTree._isLineTypeText()) {
if (
this.lineNum === this.dialogueData.lineNum &&
this.dialogueBranchTitle === this.dialogueData.data.title
) {
this.clipTextEnd = this.dialogueText.length - 1;
this.dialogueText +=
(this.dialogueText === '' ? '' : ' ') + this.dialogueData.text;
} else {
this.clipTextEnd = 0;
this.dialogueText = this.dialogueData.text;
}
this.dialogueBranchTags = this.dialogueData.data.tags;
this.dialogueBranchTitle = this.dialogueData.data.title;
this.dialogueBranchBody = this.dialogueData.data.body;
this.lineNum = this.dialogueData.lineNum;
this.dialogueDataType = 'text';
this.dialogueData = this.dialogue.next().value;
} else {
if (gdjs.dialogueTree._isLineTypeOptions()) {
this.commandCalls = [];
this.dialogueDataType = 'options';
this.dialogueText = '';
this.clipTextEnd = 0;
this.optionsCount = this.dialogueData.options.length;
this.options = this.dialogueData.options;
this.selectedOptionUpdated = true;
} else {
if (gdjs.dialogueTree._isLineTypeCommand()) {
this.dialogueDataType = 'command';
const command = this.dialogueData.text.split(' ');
// If last command was to wait, increase time by one
const offsetTime =
this.commandCalls.length &&
this.commandCalls[this.commandCalls.length - 1].cmd === 'wait'
? 1
: 0;
this.commandCalls.push({
cmd: command[0],
params: command,
time: this.dialogueText.length + offsetTime,
});
this.dialogueData = this.dialogue.next().value;
gdjs.dialogueTree.goToNextDialogueLine();
} else {
this.dialogueDataType = 'unknown';
}
}
}
}
};
/**
* Get the current Dialogue Tree branch title.
* @returns The current branch title.
*/
gdjs.dialogueTree.getBranchTitle = function (): string {
if (this.dialogueIsRunning) {
return this.dialogueBranchTitle;
}
return '';
};
/**
* Check if the currently parsed Dialogue branch title is a query.
* @param title The Dialogue Branch name you want to check for.
*/
gdjs.dialogueTree.branchTitleIs = function (title: string) {
if (this.dialogueIsRunning) {
return this.dialogueBranchTitle === title;
}
return false;
};
/**
* Get all the branch tags from the current Dialogue branch as a string. Useful for debugging.
* @returns The current branch tags, separated by a comma.
*/
gdjs.dialogueTree.getBranchTags = function (): string {
if (this.dialogueIsRunning) {
return this.dialogueBranchTags.join(',');
}
return '';
};
/**
* Get one of the current Dialogue branch tags via index.
* @param index The index of the Dialogue Branch tag you want to get.
* @returns The branch tag at the specified index, or an empty string if not found.
*/
gdjs.dialogueTree.getBranchTag = function (index: float): string {
if (this.dialogueIsRunning && this.dialogueBranchTags.length) {
if (index > this.dialogueBranchTags.length - 1) {
index = this.dialogueBranchTags.length - 1;
}
return this.dialogueBranchTags[index];
}
return '';
};
/**
* Check if the current Dialogue branch contains a specific tag.
* @param query The name of the Dialogue Branch tag you want to check.
*/
gdjs.dialogueTree.branchContainsTag = function (query: string) {
this.tagParameters = [];
if (this.dialogueIsRunning && this.dialogueBranchTags.length) {
return this.dialogueBranchTags.some(function (tag) {
const splitTag = tag.match(/([^\(]+)\(([^\)]+)\)/i);
gdjs.dialogueTree.tagParameters = splitTag
? splitTag[2].split(',')
: [];
return splitTag ? splitTag[1] === query : tag === query;
});
}
return false;
};
/**
* Get any tag(parameter,anotherParameter) from a tag captured by the branchContainsTag Condition
* @param paramIndex The index of the tag parameter you want to get.
* Leaving this empty will result in retrieving the first parameter.
*/
gdjs.dialogueTree.getTagParameter = function (paramIndex: float) {
if (this.dialogueIsRunning && this.tagParameters.length >= paramIndex) {
const returnedParam = this.tagParameters[paramIndex];
return returnedParam ? returnedParam : '';
}
return '';
};
/**
* Get a list of all the titles of visited by the player Branches. Useful for debugging.
*/
gdjs.dialogueTree.getVisitedBranchTitles = function () {
if (this.dialogueIsRunning) {
return Object.keys(this.runner.visited).join(',');
}
return '';
};
/**
* Check if a player has visited a Dialogue Branch in the past.
* @param title The title of the branch to check for.
* Leaving this empty will check if the current branch title has been visited in the past.
*/
gdjs.dialogueTree.branchTitleHasBeenVisited = function (title: string) {
if (!title) {
title = this.dialogueBranchTitle;
}
return (
Object.keys(this.runner.visited).includes(title) &&
this.runner.visited[title]
);
};
/**
* Get the entire unparsed text of the current Dialogue Branch
*/
gdjs.dialogueTree.getBranchText = function () {
if (this.dialogueIsRunning) {
return this.dialogueBranchBody;
}
return '';
};
/**
* Get the value of a variable that was created by the Dialogue parses.
* @param key The name of the variable you want to get the value of
*/
gdjs.dialogueTree.getVariable = function (key: string) {
if (this.runner.variables && key in this.runner.variables.data) {
return this.runner.variables.get(key);
}
return '';
};
/**
* Check if a specific variable created by the Dialogue parses exists and is equal to a specific value.
* @param key The name of the variable you want to check the value of
* @param value The value you want to check against
*/
gdjs.dialogueTree.compareVariable = function (
key: string,
value: string | boolean | number
) {
if (this.runner.variables && key in this.runner.variables.data) {
return this.runner.variables.get(key) === value;
}
return false;
};
/**
* Set a specific variable created by the Dialogue parser to a specific value.
* @param key The name of the variable you want to set the value of
* @param value The value you want to set
*/
gdjs.dialogueTree.setVariable = function (
key: string,
value: string | boolean | number
) {
if (this.runner.variables) {
this.runner.variables.set(key, value);
}
};
/**
* Store the current State of the Dialogue Parser in a specified variable.
* Can be used to implement persistence in dialogue through your game's Load/Save function.
* That way you can later load all the dialogue choices the player has made.
* @param outputVariable The variable where to store the State
*/
gdjs.dialogueTree.saveState = function (outputVariable: gdjs.Variable) {
const dialogueState = {
variables: gdjs.dialogueTree.runner.variables.data,
visited: gdjs.dialogueTree.runner.visited,
};
outputVariable.fromJSObject(dialogueState);
};
/**
* Load the current State of the Dialogue Parser from a specified variable.
* Can be used to implement persistence in dialogue through your game's Load/Save function.
* That way you can later load all the dialogue choices the player has made.
* @param inputVariable The structured variable where to load the State from.
*/
gdjs.dialogueTree.loadState = function (inputVariable: gdjs.Variable) {
const loadedState = inputVariable.toJSObject();
if (!loadedState) {
logger.error('Load state variable is empty:', inputVariable);
return;
}
try {
gdjs.dialogueTree.runner.visited = loadedState.visited;
gdjs.dialogueTree.runner.variables.data = {};
Object.keys(loadedState.variables).forEach(function (key) {
const value = loadedState.variables[key];
gdjs.dialogueTree.runner.variables.set(key, value);
});
} catch (e) {
logger.error('Failed to load state from variable:', inputVariable, e);
}
};
/**
* Clear the current State of the Dialogue Parser.
*/
gdjs.dialogueTree.clearState = function () {
gdjs.dialogueTree.runner.visited = {};
gdjs.dialogueTree.runner.variables.data = {};
};
}