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* 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.
822 lines
27 KiB
TypeScript
822 lines
27 KiB
TypeScript
// @ts-nocheck - Weird usage of `this` in this file. Should be refactored.
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namespace gdjs {
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const logger = new gdjs.Logger('Dialogue tree');
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gdjs.dialogueTree = {};
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gdjs.dialogueTree.runner = new bondage.Runner();
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/**
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* Load the Dialogue Tree data of the game. Initialize The Dialogue Tree, so as it can be used in the game.
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* @param sceneVar The variable to load the Dialogue tree data from. The data is a JSON string, created by Yarn.
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* @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
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*/
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gdjs.dialogueTree.loadFromSceneVariable = function (
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sceneVar: gdjs.Variable,
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startDialogueNode: string
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) {
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this.runner = gdjs.dialogueTree.runner;
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try {
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this.yarnData = JSON.parse(sceneVar.getAsString());
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this.runner.load(this.yarnData);
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if (startDialogueNode && startDialogueNode.length > 0) {
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gdjs.dialogueTree.startFrom(startDialogueNode);
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}
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} catch (e) {
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logger.error('Error while loading from scene variable: ', e);
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}
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};
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/**
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* Load the Dialogue Tree data from a JSON resource.
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*
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* @param runtimeScene The scene where the dialogue is running.
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* @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).
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* @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
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*/
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gdjs.dialogueTree.loadFromJsonFile = function (
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runtimeScene: gdjs.RuntimeScene,
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jsonResourceName: string,
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startDialogueNode: string
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) {
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runtimeScene
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.getGame()
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.getJsonManager()
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.loadJson(jsonResourceName, function (error, content) {
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if (error) {
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logger.error('An error happened while loading JSON resource:', error);
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} else {
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if (!content) {
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return;
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}
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gdjs.dialogueTree.yarnData = content;
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try {
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gdjs.dialogueTree.runner.load(gdjs.dialogueTree.yarnData);
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} catch (error) {
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logger.error(
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'An error happened while loading parsing the dialogue tree data:',
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error
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);
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}
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if (startDialogueNode && startDialogueNode.length > 0) {
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gdjs.dialogueTree.startFrom(startDialogueNode);
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}
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}
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});
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};
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/**
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* Stop the currently running dialogue
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*/
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gdjs.dialogueTree.stopRunningDialogue = function () {
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if (this.dialogueIsRunning) {
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this.dialogueIsRunning = false;
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}
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if (this.dialogueData) {
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this.dialogueData = null;
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}
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this.dialogueText = '';
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this.clipTextEnd = 0;
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};
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/**
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* Check if the Dialogue Tree is currently parsing data.
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* For example, you can do things like disabling player movement while talking to a NPC.
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*/
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gdjs.dialogueTree.isRunning = function () {
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if (
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this.dialogueIsRunning &&
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!this.dialogueData &&
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this.dialogueText &&
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this.clipTextEnd >= this.dialogueText.length
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) {
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this.dialogueIsRunning = false;
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}
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return this.dialogueIsRunning;
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};
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/**
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* Scroll the clipped text. This can be combined with a timer and user input to control how fast the dialogue line text is scrolling.
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*/
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gdjs.dialogueTree.scrollClippedText = function () {
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if (this.pauseScrolling || !this.dialogueIsRunning) {
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return;
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}
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// Autoscroll commands so the user doesnt have to press again
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if (
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gdjs.dialogueTree._isLineTypeCommand() &&
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this.dialogueDataType === 'text' &&
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this.dialogueBranchTitle === this.dialogueData.data.title &&
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this.lineNum === this.dialogueData.lineNum &&
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gdjs.dialogueTree.hasClippedScrollingCompleted()
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) {
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gdjs.dialogueTree.goToNextDialogueLine();
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return;
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}
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// Increment scrolling of clipped text
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if (
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this.dialogueText &&
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this.dialogueDataType === 'text' &&
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this.clipTextEnd < this.dialogueText.length
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) {
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this.clipTextEnd += 1;
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}
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};
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/**
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* 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.
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*/
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gdjs.dialogueTree.completeClippedTextScrolling = function () {
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if (
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this.pauseScrolling ||
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!this.dialogueIsRunning ||
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!this.dialogueText ||
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this.dialogueDataType !== 'text'
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) {
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return;
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}
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this.clipTextEnd = this.dialogueText.length;
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};
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/**
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* Check if text scrolling has completed.
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* Useful to prevent the user from skipping to next line before the current one has been printed fully.
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*/
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gdjs.dialogueTree.hasClippedScrollingCompleted = function () {
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if (!this.dialogueIsRunning || this.dialogueDataType === '') {
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return false;
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}
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if (
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this.dialogueData &&
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this.dialogueText.length > 0 &&
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this.clipTextEnd >= this.dialogueText.length
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) {
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if (gdjs.dialogueTree.getVariable('debug')) {
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logger.warn(
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'Scroll completed:',
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this.clipTextEnd,
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'/',
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this.dialogueText.length
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);
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}
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return true;
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}
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return false;
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};
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/**
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* Get the current dialogue line with a scrolling effect (recommended).
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* Used with the scrollClippedText to achieve a classic scrolling text, as well as any <<wait>> effects to pause scrolling.
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*/
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gdjs.dialogueTree.getClippedLineText = function () {
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return this.dialogueIsRunning && this.dialogueText.length
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? this.dialogueText.substring(0, this.clipTextEnd + 1)
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: '';
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};
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/**
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* Get the current complete dialogue line without using any scrolling effects.
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* Note that using this instead getClippedLineText will skip any <<wait>> commands entirely.
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*/
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gdjs.dialogueTree.getLineText = function () {
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return this.dialogueIsRunning && this.dialogueText.length
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? this.dialogueText
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: '';
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};
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/**
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* Get the number of command parameters in a command with parameters that has been caught by a isCommandCalled condition
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*/
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gdjs.dialogueTree.commandParametersCount = function () {
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if (this.commandParameters && this.commandParameters.length > 1) {
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return this.commandParameters.length - 1;
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}
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return 0;
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};
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/**
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* Get a command parameter in any command with parameters that has been caught by a isCommandCalled condition
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* @param paramIndex The index of the parameter to get.
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*/
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gdjs.dialogueTree.getCommandParameter = function (paramIndex: float) {
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if (paramIndex === -1 && this.commandParameters.length > 0) {
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return this.commandParameters[0];
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}
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if (
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this.commandParameters &&
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this.commandParameters.length >= paramIndex + 1
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) {
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const returnedParam = this.commandParameters[paramIndex + 1];
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return returnedParam ? returnedParam : '';
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}
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return '';
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};
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/**
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* Catch <<commands>> and <<commands with parameters>> from the current Dialogue Line.
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* You can trigger custom logic that relate to the story you are telling during the dialogue.
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*
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* @param command The command you want to check for being called. Write it without the `<<>>`.
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*/
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gdjs.dialogueTree.isCommandCalled = function (command: string) {
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if (!this.dialogueIsRunning) {
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return false;
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}
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const commandCalls = gdjs.dialogueTree.commandCalls;
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const clipTextEnd = gdjs.dialogueTree.clipTextEnd;
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const dialogueText = gdjs.dialogueTree.dialogueText;
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if (this.pauseScrolling || !commandCalls) {
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return false;
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}
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return this.commandCalls.some(function (call, index) {
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if (clipTextEnd !== 0 && clipTextEnd < call.time) {
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return false;
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}
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if (
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call.cmd === 'wait' &&
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(clipTextEnd === 0 || clipTextEnd !== dialogueText.length)
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) {
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gdjs.dialogueTree.pauseScrolling = true;
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setTimeout(function () {
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gdjs.dialogueTree.pauseScrolling = false;
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commandCalls.splice(index, 1);
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if (gdjs.dialogueTree.getVariable('debug')) {
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logger.info('CMD:', call);
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}
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}, parseInt(call.params[1], 10));
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}
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if (call.cmd === command) {
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gdjs.dialogueTree.commandParameters = call.params;
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commandCalls.splice(index, 1);
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if (gdjs.dialogueTree.getVariable('debug')) {
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logger.info('CMD:', call);
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}
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return true;
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}
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});
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};
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/**
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* Internal method to allow for capping option selection.
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*/
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gdjs.dialogueTree._normalizedOptionIndex = function (optionIndex) {
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if (optionIndex >= this.options.length) {
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optionIndex = this.options.length - 1;
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}
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if (optionIndex < 0) {
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optionIndex = 0;
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}
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return optionIndex;
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};
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/**
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* Internal method to allow for cycling option selection.
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*/
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gdjs.dialogueTree._cycledOptionIndex = function (optionIndex) {
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if (optionIndex >= this.options.length) {
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optionIndex = 0;
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}
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if (optionIndex < 0) {
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optionIndex = this.options.length - 1;
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}
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return optionIndex;
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};
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/**
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* Get the text of an option the player can select.
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* Used with getLineOptionsCount to render options for the player when a line of the Options type is parsed
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* @param optionIndex The index of the option you want to get
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*/
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gdjs.dialogueTree.getLineOption = function (optionIndex: float) {
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if (!this.dialogueIsRunning || !this.options.length) {
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return [];
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}
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optionIndex = gdjs.dialogueTree._normalizedOptionIndex(optionIndex);
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return this.options[optionIndex];
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};
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/**
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* Get the text of the options the player can select, along with the selection cursor.
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* @param optionSelectionCursor The string used to draw the currently selected option's cursor
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* @param addNewLine when true each option is rendered on a new line.
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*/
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gdjs.dialogueTree.getLineOptionsText = function (
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optionSelectionCursor: string,
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addNewLine: boolean
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) {
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if (!this.dialogueIsRunning || !this.options.length) {
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return '';
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}
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let textResult = '';
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this.options.forEach(function (optionText, index) {
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if (index === gdjs.dialogueTree.selectedOption) {
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textResult += optionSelectionCursor;
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} else {
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textResult += optionSelectionCursor.replace(/.*/g, ' ');
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}
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textResult += optionText;
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if (addNewLine) {
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textResult += '\n';
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}
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});
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return textResult;
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};
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gdjs.dialogueTree.getLineOptionsTextHorizontal = function (
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optionSelectionCursor
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) {
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return this.getLineOptionsText(optionSelectionCursor, false);
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};
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gdjs.dialogueTree.getLineOptionsTextVertical = function (
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optionSelectionCursor
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) {
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return this.getLineOptionsText(optionSelectionCursor, true);
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};
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/**
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* Get the number of options that are presented to the player, during the parsing of an Options type line.
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* @returns The number of options
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*/
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gdjs.dialogueTree.getLineOptionsCount = function (): number {
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if (this.dialogueIsRunning && this.options.length) {
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return this.optionsCount;
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}
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return 0;
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};
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/**
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* Confirm the currently selected option, during the parsing of an Options type line.
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*
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* This will advance the dialogue tree to the dialogue branch was selected by the player.
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*/
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gdjs.dialogueTree.confirmSelectOption = function () {
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if (!this.dialogueIsRunning) {
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return;
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}
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if (
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this.dialogueData.select &&
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!this.selectedOptionUpdated &&
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this.selectedOption !== -1
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) {
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this.commandCalls = [];
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try {
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this.dialogueData.select(this.selectedOption);
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this.dialogueData = this.dialogue.next().value;
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gdjs.dialogueTree.goToNextDialogueLine();
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} catch (error) {
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logger.error(
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`An error happened when trying to access the dialogue branch!`,
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error
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);
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}
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}
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};
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/**
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* Select next option during Options type line parsing. Hook this to your game input.
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*/
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gdjs.dialogueTree.selectNextOption = function () {
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if (!this.dialogueIsRunning) {
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return;
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}
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if (this.dialogueData.select) {
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this.selectedOption += 1;
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this.selectedOption = gdjs.dialogueTree._cycledOptionIndex(
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this.selectedOption
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);
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this.selectedOptionUpdated = true;
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}
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};
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/**
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* Select previous option during Options type line parsing. Hook this to your game input.
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*/
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gdjs.dialogueTree.selectPreviousOption = function () {
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if (!this.dialogueIsRunning) {
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return;
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}
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if (this.dialogueData.select) {
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this.selectedOption -= 1;
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this.selectedOption = gdjs.dialogueTree._cycledOptionIndex(
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this.selectedOption
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);
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this.selectedOptionUpdated = true;
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}
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};
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/**
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* Select option by index during Options type line parsing.
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* @param optionIndex The index of the option to select
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*/
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gdjs.dialogueTree.selectOption = function (optionIndex: float) {
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if (!this.dialogueIsRunning) {
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return;
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}
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if (this.dialogueData.select) {
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this.selectedOption = gdjs.dialogueTree._normalizedOptionIndex(
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optionIndex
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);
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this.selectedOptionUpdated = true;
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}
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};
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/**
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* Get the currently selected option
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* @returns The index of the currently selected option
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*/
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gdjs.dialogueTree.getSelectedOption = function (): number {
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if (!this.dialogueIsRunning) {
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return;
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}
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if (this.dialogueData.select) {
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return this.selectedOption;
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}
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return 0;
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};
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/**
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* Check when the player has changed option selection since the last call to this function.
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*
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* Can be used to re-render your displayed dialogue options when needed.
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*
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* @returns true if the selected option was updated since the last call to this function
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*/
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gdjs.dialogueTree.hasSelectedOptionChanged = function (): boolean {
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if (this.selectedOptionUpdated) {
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this.selectedOptionUpdated = false;
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if (this.selectedOption === -1) {
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this.selectedOption = 0;
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}
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return true;
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}
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return false;
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};
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/**
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* Check the type of the Dialogue Line that is being displayed to the player at the moment.
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*
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* There are three types:
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* - text - regular dialogue text is being parsed at the moment
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* - options - the player has reached a branching choise moment where they must select one of multiple options
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* - 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.
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*
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* @param type The type you want to check for ( one of the three above )
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*/
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gdjs.dialogueTree.isDialogueLineType = function (type: string) {
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if (!this.dialogueIsRunning) {
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return false;
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}
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if (this.commandCalls && type === 'command') {
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if (
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this.commandCalls.some(function (call) {
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return (
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gdjs.dialogueTree.clipTextEnd > call.time && call.cmd === 'wait'
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);
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})
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) {
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return !this.pauseScrolling;
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}
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if (this.commandCalls.length > 0 && this.commandParameters.length > 0) {
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return true;
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}
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}
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return this.dialogueDataType === type;
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};
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/**
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* Check if a branch exists. It is also used internaly whenever you use the start from action.
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* @param branchName The Dialogue Branch name you want to check.
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*/
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gdjs.dialogueTree.hasDialogueBranch = function (branchName: string) {
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return (
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this.runner &&
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this.runner.yarnNodes &&
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Object.keys(this.runner.yarnNodes).some(function (node) {
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return node === branchName;
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})
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);
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};
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/**
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* Start parsing dialogue from a specified Dialogue tree branch.
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* Can be used if you want to store multiple dialogues inside a single Dialogue tree data set.
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* @param startDialogueNode The Dialogue Branch name you want to start parsing from.
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*/
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gdjs.dialogueTree.startFrom = function (startDialogueNode: string) {
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this.runner = gdjs.dialogueTree.runner;
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if (!this.hasDialogueBranch(startDialogueNode)) {
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return;
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}
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this.optionsCount = 0;
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this.options = [];
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this.tagParameters = [];
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this.dialogue = this.runner.run(startDialogueNode);
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this.dialogueText = '';
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this.clipTextEnd = 0;
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this.commandCalls = [];
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this.commandParameters = [];
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this.pauseScrolling = false;
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this.dialogueData = this.dialogue.next().value;
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this.dialogueBranchTags = this.dialogueData.data.tags;
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this.dialogueBranchTitle = this.dialogueData.data.title;
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this.dialogueBranchBody = this.dialogueData.data.body;
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this.lineNum = this.dialogueData.lineNum;
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if (gdjs.dialogueTree._isLineTypeText()) {
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this.dialogueDataType = 'text';
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} else {
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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 = {};
|
|
};
|
|
}
|