Files
RuinAdventurer/Scripts/UI/DSL/NodeDisplay.cs
T
Nicola 8170b700b2 Added final features for this release. Now only polishing (if needed) remains.
Features: Sacrifice-Node, Maintain-Node, Options for screen type, lightcolor and soundvolume, tied in sound effects, game pause when menu is open, visibly open up gate when opening it.
2026-05-10 14:09:14 +02:00

221 lines
6.1 KiB
C#

using System;
using System.Collections.Generic;
using Godot;
public partial class NodeDisplay : PanelContainer
{
[Export] PanelContainer editorDisplay;
[Export] public Button listDisplay;
public ProgramNode node;
[Signal]
public delegate void OnDeleteNodeEventHandler();
public void SetNode(ProgramNode node)
{
this.node = node;
}
public override void _Ready()
{
if (node == null) return;
node.Setup(this);
}
public void ShowListDisplay()
{
editorDisplay.Visible = false;
listDisplay.Visible = true;
}
public void ShowEditorDisplay()
{
editorDisplay.Visible = true;
listDisplay.Visible = false;
}
public void DeleteNodePressed()
{
EmitSignal(SignalName.OnDeleteNode);
}
public static NodeDisplay Load(string content, Dictionary<ProgramNode, PackedScene> DSLNodes)
{
string nodeSanitized = content.Replace("\r\n", "").Trim();
if (nodeSanitized.Length <= 0) return null;
string nodeName = nodeSanitized.Split(",")[0].Replace("Name: ", "").ToLower();
PackedScene prefab = GetPrefab(nodeName, DSLNodes);
if (prefab == null) return null;
NodeDisplay result = prefab.Instantiate<NodeDisplay>();
switch (nodeName)
{
case "move":
result.node = new MoveNode();
result.LoadMove(nodeSanitized);
break;
case "harvest":
result.node = new HarvestNode();
result.LoadHarvest(nodeSanitized);
break;
case "explore":
result.node = new ExploreNode();
result.LoadExplore(nodeSanitized);
break;
case "craft":
result.node = new CraftNode();
result.LoadCraft(nodeSanitized);
break;
case "while":
result.node = new WhileNode();
result.LoadWhile(nodeSanitized);
break;
case "until":
result.node = new UntilNode();
result.LoadUntil(nodeSanitized);
break;
case "for":
result.node = new ForNode();
result.LoadFor(nodeSanitized);
break;
case "if":
result.node = new IfNode();
result.LoadIf(nodeSanitized);
break;
case "else":
result.node = new ElseNode();
result.LoadElse(nodeSanitized);
break;
case "maintain":
result.node = new MaintainNode();
result.LoadMaintain(nodeSanitized);
break;
case "sacrifice":
result.node = new SacrificeNode();
result.LoadSacrifice(nodeSanitized);
break;
default:
result.QueueFree();
return null;
}
return result;
}
private void LoadElse(string content) { }
private void LoadMaintain(string content) { }
private void LoadSacrifice(string content) { }
private void LoadIf(string content)
{
HBoxContainer valueContainer = GetNode<HBoxContainer>("./EditorDisplay/VBoxContainer/Values");
string[] parts = content.Split(",");
string itemString = parts[1].Replace("Item:", "").Trim();
string comparatorString = parts[2].Replace("Comparator:", "").Trim();
if (itemString.ToLower() != "empty")
{
IfNode ifNode = node as IfNode;
if (ifNode != null)
{
ifNode.selectedItem = new Item { data = GameData.availableItems[itemString] };
ifNode.comparator = comparatorString;
}
}
string amountString = parts[3].Replace("Amount:", "").Trim();
valueContainer.GetNode<SpinBox>("./Amount").Value = int.Parse(amountString);
}
private void LoadFor(string content)
{
HBoxContainer valueContainer = GetNode<HBoxContainer>("./EditorDisplay/VBoxContainer/Values");
string[] parts = content.Split(",");
string amountExecuted = parts[1].Replace("AmountExecuted:", "").Trim();
ForNode forNode = node as ForNode;
if (forNode != null)
{
forNode.amountExecuted = int.Parse(amountExecuted);
}
string amountString = parts[2].Replace("Amount:", "").Trim();
valueContainer.GetNode<SpinBox>("./Amount").Value = int.Parse(amountString);
}
private void LoadUntil(string content) { }
private void LoadWhile(string content)
{
HBoxContainer valueContainer = GetNode<HBoxContainer>("./EditorDisplay/VBoxContainer/Values");
string[] parts = content.Split(",");
string itemString = parts[1].Replace("Item:", "").Trim();
string comparatorString = parts[2].Replace("Comparator:", "").Trim();
if (itemString.ToLower() != "empty")
{
WhileNode whileNode = node as WhileNode;
if (whileNode != null)
{
whileNode.selectedItem = new Item { data = GameData.availableItems[itemString] };
whileNode.comparator = comparatorString;
}
}
string amountString = parts[3].Replace("Amount:", "").Trim();
valueContainer.GetNode<SpinBox>("./Amount").Value = int.Parse(amountString);
}
private static PackedScene GetPrefab(string nodeName, Dictionary<ProgramNode, PackedScene> DSLNodes)
{
foreach (ProgramNode programNode in DSLNodes.Keys)
{
if (programNode.DisplayText.ToLower() == nodeName)
{
return DSLNodes[programNode];
}
}
return null;
}
public void LoadHarvest(string content) { }
public void LoadMove(string content)
{
HBoxContainer valueContainer = GetNode<HBoxContainer>("./EditorDisplay/VBoxContainer/Values");
string[] parts = content.Split(",");
string positionValues = parts[1].Replace("Position:", "").Replace("(", "").Replace(")", "").Trim();
int posX = int.Parse(positionValues.Split("|")[0]);
int posY = int.Parse(positionValues.Split("|")[1]);
int posZ = int.Parse(positionValues.Split("|")[2]);
valueContainer.GetNode<SpinBox>("./CoordinateX").Value = posX;
valueContainer.GetNode<SpinBox>("./CoordinateY").Value = posY;
valueContainer.GetNode<SpinBox>("./CoordinateZ").Value = posZ;
MoveNode moveNode = node as MoveNode;
if (moveNode != null)
{
moveNode.targetPosition = new Vector3I(posX, posY, posZ);
}
}
public void LoadExplore(string content) { }
public void LoadCraft(string content)
{
HBoxContainer valueContainer = GetNode<HBoxContainer>("./EditorDisplay/VBoxContainer/Values");
string[] parts = content.Split(",");
string itemString = parts[1].Replace("Item:", "").Trim();
if (itemString.ToLower() != "empty")
{
CraftNode craftNode = node as CraftNode;
if (craftNode != null)
{
craftNode.selectedItem = new Item { data = GameData.availableItems[itemString] };
}
}
string amountString = parts[2].Replace("Amount:", "").Trim();
valueContainer.GetNode<SpinBox>("./Amount").Value = int.Parse(amountString);
}
}