@tool extends Node class_name Escoria ## The main Escoria script. ## Signal sent when pause menu has to be displayed[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] signal request_pause_menu ## Name of the Escoria core plugin const ESCORIA_CORE_PLUGIN_NAME: String = "escoria-core" ## The main scene @onready var main = $main # Called by Save Manager signal "game_is_loading" when a savegame is being loaded. func _on_game_is_loading(): escoria.logger.info(self, "SAVEGAME IS LOADING") # Called by Save Manager signal "game_finished_loading" when a savegame has loaded. func _on_game_finished_loading(): escoria.logger.info(self, "SAVEGAME FINISHED LOADING") # Constructor. Inits all Escoria's managers accessible from `escoria` Godot global. func _init(): escoria.inventory_manager = ESCInventoryManager.new() escoria.action_manager = ESCActionManager.new() escoria.event_manager = ESCEventManager.new() escoria.globals_manager = ESCGlobalsManager.new() add_child(escoria.event_manager) escoria.object_manager = ESCObjectManager.new() escoria.command_registry = ESCCommandRegistry.new() escoria.resource_cache = ESCResourceCache.new() escoria.save_manager = ESCSaveManager.new() escoria.save_manager.game_is_loading.connect(_on_game_is_loading) escoria.save_manager.game_finished_loading.connect(_on_game_finished_loading) escoria.inputs_manager = ESCInputsManager.new() escoria.settings_manager = ESCSettingsManager.new() escoria.interpreter_factory = preload("res://addons/escoria-core/game/core-scripts/esc/compiler/esc_interpreter_factory.gd").new() if ESCProjectSettingsManager.get_setting( ESCProjectSettingsManager.GAME_SCENE ).is_empty(): escoria.logger.error( self, "Project setting '%s' is not set!" % ESCProjectSettingsManager.GAME_SCENE ) else: escoria.game_scene = escoria.resource_cache.get_resource( ESCProjectSettingsManager.get_setting(ESCProjectSettingsManager.GAME_SCENE) ).instantiate() # Ready method. Loads settings and Escoria's start script (ESC or ASH). func _ready(): add_child(escoria.resource_cache) _handle_direct_scene_run() escoria.settings_manager.load_settings() escoria.settings_manager.apply_settings() escoria.room_manager.register_reserved_globals() escoria.inputs_manager.register_core() if ESCProjectSettingsManager.get_setting( ESCProjectSettingsManager.GAME_START_SCRIPT ).is_empty(): escoria.logger.error( self, "Project setting '%s' is not set!" % ESCProjectSettingsManager.GAME_START_SCRIPT ) escoria.start_script = escoria.esc_compiler.load_esc_file( ESCProjectSettingsManager.get_setting( ESCProjectSettingsManager.GAME_START_SCRIPT ) ) if ESCProjectSettingsManager.get_setting( ESCProjectSettingsManager.ACTION_DEFAULT_SCRIPT ).is_empty(): escoria.logger.info( self, "Project setting '%s' is not set. No action defaults will be used." % ESCProjectSettingsManager.ACTION_DEFAULT_SCRIPT ) else: escoria.action_default_script = escoria.esc_compiler.load_esc_file( ESCProjectSettingsManager.get_setting( ESCProjectSettingsManager.ACTION_DEFAULT_SCRIPT ) ) escoria.main = main _perform_plugins_checks() ## Verifies that the game is configured with required plugin(s). If a required plugin is missing (or disabled) we stop immediately.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func _perform_plugins_checks(): if ESCProjectSettingsManager.get_setting( ESCProjectSettingsManager.DIALOG_MANAGERS ).is_empty(): escoria.logger.error( self, "No dialog manager configured. Please add a dialog manager plugin." ) # Manage notifications received from OS. # # #### Parameters # - what: the notification constant received (usually defined in MainLoop) func _notification(what: int): match what: NOTIFICATION_WM_CLOSE_REQUEST, NOTIFICATION_WM_GO_BACK_REQUEST: escoria.logger.close_logs() escoria.is_quitting = true get_tree().quit() ## Initializer called by Escoria's main_scene as very very first event EVER. Usually you'll want to show some logos animations before spawning the main menu in the escoria/main/game_start_script 's `:init` event[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func init(): # Don't show the UI until we're ready in order to avoid a sometimes-noticeable # blink. The UI will be "shown" later via a visibility update to the first room. escoria.game_scene.escoria_hide_ui() run_event_from_script(escoria.start_script, escoria.event_manager.EVENT_INIT) ## Input function to manage specific input keys.[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |event|`InputEvent`|The input event to manage.|yes|[br] ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func _input(event: InputEvent): if InputMap.has_action(ESCInputsManager.ESC_SHOW_DEBUG_PROMPT) \ and event.is_action_pressed(ESCInputsManager.ESC_SHOW_DEBUG_PROMPT): main.get_node("layers/debug_layer/esc_prompt_popup").popup() if event.is_action_pressed("ui_cancel"): request_pause_menu.emit() pass ## Runs the event "event_name" from the "script" ESC script.[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |script|`ESCScript`|ESC script containing the event to run. The script must have been loaded.|yes|[br] ## |event_name|`String`|Name of the event to run|yes|[br] ## |from_statement_id|`int`|Statement id to start from (default 0)|no|[br] ## [br] ## #### Returns[br] ## [br] ## Returns Nothing. Waits for the event to finish before returning. (`Variant`) func run_event_from_script(script: ESCScript, event_name: String, from_statement_id: int = 0): if script == null: escoria.logger.error( self, "Requested event %s on unloaded script %s." % [event_name, script] + "Please load the ESC script using esc_compiler.load_esc_file()." ) if not _event_exists_in_script(script, event_name): return escoria.event_manager.queue_event(script.events[event_name]) var rc = await escoria.event_manager.event_finished while rc[1] != event_name: rc = await escoria.event_manager.event_finished if rc[0] != ESCExecution.RC_OK: escoria.logger.error( self, "Start event of the start script returned unsuccessful: %d." % rc[0] ) return ## Checks for the existence of both mandatory and optional events within a specified script.[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |script|`ESCScript`|The script in which to check for the existence of the given event.|yes|[br] ## |event_name|`String`|The name of the event to check for inside the given script.|yes|[br] ## [br] ## #### Returns[br] ## [br] ## Returns True iff event_name exists within script. Method will terminate execution of the program if the specified event is required and doesn't exist. (`bool`) func _event_exists_in_script(script: ESCScript, event_name: String) -> bool: if script.events.has(event_name): return true if event_name in escoria.event_manager.REQUIRED_EVENTS: if script.filename: escoria.logger.error( self, "The script '%s' is missing a required event: '%s'." % [script.filename, event_name] ) else: escoria.logger.error( self, "The required event '%s' requested by internal script is missing." % event_name ) else: if script.filename: escoria.logger.warn( self, "The script '%s' is missing the requested event: '%s'." % [script.filename, event_name] ) else: escoria.logger.warn( self, "The event '%s' requested by internal script is missing." % event_name ) return false ## Called from escoria autoload to start a new game.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func new_game(): escoria.event_manager.interrupt() # interrupt first because we're going to reset the interpreter escoria.game_scene.escoria_show_ui() escoria.globals_manager.clear() escoria.interpreter_factory.reset_interpreter() escoria.main.clear_previous_scene() escoria.creating_new_game = true escoria.globals_manager.set_global( escoria.room_manager.GLOBAL_FORCE_LAST_SCENE_NULL, true, true ) run_event_from_script(escoria.start_script, escoria.event_manager.EVENT_NEW_GAME) ## Function called to quit the game.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func quit(): get_tree().root.propagate_notification(NOTIFICATION_WM_CLOSE_REQUEST) # Handle anything necessary if the game started a scene directly. func _handle_direct_scene_run() -> void: var current_scene: Node = get_tree().get_current_scene() if escoria.is_direct_room_run and current_scene is ESCRoom: escoria.object_manager.set_current_room(current_scene) ## Used by game.gd to determine whether the game scene is ready to take inputs from the _input() function. To do so, the current_scene must be set, the game scene must be set, and the game scene must've been notified that the room is ready.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns true if game scene is ready for inputs. (`bool`) func is_ready_for_inputs() -> bool: return main.current_scene and main.current_scene.game \ and main.current_scene.game.room_ready_for_inputs