Files
seeding-planets/gui/game/tutorial/scripts/tutorial.gd
T

219 lines
6.9 KiB
GDScript

extends CanvasLayer
class_name Tutorial
const STEP_SCENE = preload("res://gui/game/tutorial/step_gui/step_gui.tscn")
signal succeded
var indicators: Array[InGameIndicator]
var player: Player
var region: Region
var game_gui: GameGui
var success = false
@onready var steps: Array[Step] = [
Step.new(
tr("MOVE_WITH_RIGHT_CLICK_OR_WASD").format({
"W": get_action_key_name("move_up"),
"A": get_action_key_name("move_left"),
"S": get_action_key_name("move_down"),
"D": get_action_key_name("move_right")
}),
(func():
return player.global_position.distance_to(region.data.player_spawn) > 30)
),
Step.new(
tr("CHANGE_ZOOM_WITH_Z_X").format({
"Z": get_action_key_name("zoom_in"),
"X": get_action_key_name("zoom_out")
}),
(func():
return GameInfo.settings_data.zoom != 1.),
(func(): GameInfo.game_data.player_data.inventory.add_item(Detector.new()))
),
Step.new(
"SELECT_ITEM_WITH_SCROLL_CLICK_OR_NUMBER",
(func():
return player.data.inventory.current_item_ind != player.data.inventory.tools.size())
),
Step.new(
"LEFT_CLICK_TO_USE_ITEMS",
(func ():
return player.instruction is Player.ItemActionInstruction)
),
Step.new(
"USE_YOUR_DETECTOR_TO_FIND_THE_BATTERY",
(func():
return player.position.distance_to(Vector2.ZERO) < 600)
),
Step.new(
"RECHARGE_IN_THE_RECHARGE_STATION",
(func():
return region and region.data and not region.data.in_passing_day_animation and region.data.day != 1),
(func():
game_gui.show_energy()
game_gui.show_help()
game_gui.help.display_energy_tutorial()
await game_gui.help.tutorial_passed
GameInfo.game_data.player_data.inventory.add_item(Pickaxe.new()))
),
Step.new(
"DIG_A_TALION_VEIN_WITH_SHOVEL",
(func():
for e in region.entity_container.get_children():
if e is ItemObject and e.item is Seed:
return true
return false)
),
Step.new(
"TAKE_A_SEED_BY_CLICKING_ON_IT",
(func():
return player.data.inventory.seeds.find_custom(
func(i: Item): return i is Seed
) != -1)
),
Step.new(
tr("DROP_SEED_WITH_KEY").format({
"Q": get_action_key_name("drop")
}),
(func():
return (
Input.is_action_pressed("drop"))
)
),
Step.new(
"PLANT_SEED_IN_FERTILE_ZONE",
(func():
for e in region.entity_container.get_children():
if e is Plant:
game_gui.help.display_plant_info_tutorial(e.card_info())
return true
return false)
),
Step.new(
"WAIT_FOR_THE_PLANT_MATURATION",
(func():
return region and region.data and not region.data.in_passing_day_animation and region.data.get_score() != 0),
(func(): GameInfo.game_data.player_data.inventory.add_item(Fork.new()))
),
Step.new(
"HARVEST_A_MATURE_PLANT",
(func():
for e in region.entity_container.get_children():
if e is Plant and e.harvested:
return true
return false)
),
Step.new(
"TAKE_HARVESTED_SEEDS",
(func():
for s in player.data.inventory.seeds:
if s is Seed and len(s.plant_mutations) > 0:
game_gui.help.display_mutations_tutorial(s.card_info())
return true
return false),
(func():
await game_gui.help.tutorial_passed
game_gui.show_progress_bar()
game_gui.help.display_plant_point_tutorial())
),
Step.new(
"HAVE_3_PLANT_POINTS_SIMULTANEOUSLY",
(func(): return region.data.get_score() >= 3)
),
]
func _ready():
setup_gui()
show()
game_gui.show_energy(false)
game_gui.show_progress_bar(false)
game_gui.show_help(false)
func setup_gui():
for s in %Steps.get_children():
s.queue_free()
for s in steps:
var new_step = STEP_SCENE.instantiate() as TutorialStepGui
new_step.suceeded = false
new_step.text = s.get_text()
%Steps.add_child(new_step)
func _process(_d):
if success:
hide()
elif region and region.data and not success:
var all_success = true
for i in len(steps):
var step := steps[i]
var step_gui := %Steps.get_children()[i] as TutorialStepGui
step_gui.visible = i == 0 or steps[i - 1].succeeded
if step_gui.visible:
var old_succeeded = step.succeeded
step.update_succeeded()
if old_succeeded != step.succeeded: # Put a delay so two state don't collide
return
step_gui.suceeded = step.succeeded
if not step.succeeded:
game_gui.objective_text = step.text
all_success = false
if all_success:
finish_tutorial()
func finish_tutorial():
region.data.state = RegionData.State.SUCCEEDED
region.data.update()
succeded.emit()
success = true
SteamConnection.unlock_achievement(SteamConnection.ACH_FINISH_TUTORIAL)
class Step:
var text: String: get = get_text
var is_step_over_callable: Callable
var on_succeeded: Callable
var succeeded = false
func _init(
_text: String = "",
_is_step_over_callable: Callable = (func(): return false),
_on_succeeded: Callable = (func(): return false)
):
text = _text
is_step_over_callable = _is_step_over_callable
on_succeeded = _on_succeeded
func get_text() -> String:
return text
func update_succeeded() -> bool:
if not succeeded:
succeeded = is_step_over_callable.call()
if succeeded:
on_succeeded.call()
return succeeded
func get_action_key_name(action_name: String) -> String:
var events: Array[InputEvent] = InputMap.action_get_events(action_name)
var saved_remapped_input = null
var existing_remapped_id: int = GameInfo.settings_data.action_remapped.find(action_name)
if existing_remapped_id != -1:
saved_remapped_input = GameInfo.settings_data.input_remapped[existing_remapped_id]
var event: InputEvent = null
if saved_remapped_input:
event = saved_remapped_input
else:
event = null if events.size() == 0 else events[0]
var input_name: String = "UNASSIGNED" if event == null else event.as_text()
if event is InputEventKey:
var keycode = DisplayServer.keyboard_get_keycode_from_physical(event.physical_keycode)
input_name = OS.get_keycode_string(keycode)
return input_name