feat: add playable generated dialogue mode

This commit is contained in:
Rijad Zuzo
2026-08-12 21:16:15 +02:00
parent 6b50580598
commit f8734422a0
11 changed files with 1012 additions and 8 deletions
+1
View File
@@ -7,6 +7,7 @@ const KIND_PANTRY := &"pantry"
const KIND_STORAGE_DEPOSIT := &"storage_deposit" const KIND_STORAGE_DEPOSIT := &"storage_deposit"
const KIND_GUARD := &"guard" const KIND_GUARD := &"guard"
const KIND_STUDY := &"study" const KIND_STUDY := &"study"
const KIND_DIALOGUE := &"dialogue"
var kind: StringName var kind: StringName
var action_id: StringName var action_id: StringName
+16 -3
View File
@@ -48,6 +48,11 @@ func _physics_process(delta: float) -> void:
if simulation_manager != null and simulation_manager.has_method("update_player_combatant"): if simulation_manager != null and simulation_manager.has_method("update_player_combatant"):
simulation_manager.update_player_combatant(player.global_position) simulation_manager.update_player_combatant(player.global_position)
_advance_timers(delta) _advance_timers(delta)
if _input_is_locked():
dash_duration_remaining = 0.0
dashing = false
dash_velocity = Vector3.ZERO
return
if _player_is_downed(): if _player_is_downed():
attack_timer = 0.0 attack_timer = 0.0
dash_duration_remaining = 0.0 dash_duration_remaining = 0.0
@@ -81,7 +86,7 @@ func _player_is_downed() -> bool:
func _perform_attack() -> void: func _perform_attack() -> void:
if attack_timer > 0.0 or not _simulation_attack_ready(): if _input_is_locked() or attack_timer > 0.0 or not _simulation_attack_ready():
return return
attack_timer = attack_cooldown_seconds attack_timer = attack_cooldown_seconds
_play_swing() _play_swing()
@@ -100,7 +105,7 @@ func _perform_attack() -> void:
func _perform_dash() -> void: func _perform_dash() -> void:
if dash_cooldown_remaining > 0.0 or _player_is_downed(): if _input_is_locked() or dash_cooldown_remaining > 0.0 or _player_is_downed():
return return
dash_duration_remaining = dash_duration dash_duration_remaining = dash_duration
dash_cooldown_remaining = maxf(dash_cooldown_seconds, dash_duration) dash_cooldown_remaining = maxf(dash_cooldown_seconds, dash_duration)
@@ -144,7 +149,15 @@ func is_dashing() -> bool:
func get_dash_velocity() -> Vector3: func get_dash_velocity() -> Vector3:
return dash_velocity if dashing else Vector3.ZERO return dash_velocity if dashing and not _input_is_locked() else Vector3.ZERO
func _input_is_locked() -> bool:
return (
player != null
and player.has_method("is_dialogue_input_locked")
and bool(player.call("is_dialogue_input_locked"))
)
func get_dash_cooldown_remaining() -> float: func get_dash_cooldown_remaining() -> float:
+77 -2
View File
@@ -2,6 +2,8 @@ extends CharacterBody3D
signal interaction_feedback(heading: String, message: String, succeeded: bool) signal interaction_feedback(heading: String, message: String, succeeded: bool)
const DIALOGUE_MODE_CONTROLLER_SCRIPT := preload("res://world/dialogue/DialogueModeController.gd")
@export var move_speed := 7.0 @export var move_speed := 7.0
@export var acceleration := 18.0 @export var acceleration := 18.0
@export var rotation_speed := 12.0 @export var rotation_speed := 12.0
@@ -21,12 +23,24 @@ signal interaction_feedback(heading: String, message: String, succeeded: bool)
@onready var combat_controller: Node = get_node_or_null("PlayerCombatController") @onready var combat_controller: Node = get_node_or_null("PlayerCombatController")
var dialogue_mode_controller: DialogueModeController
func _ready() -> void: func _ready() -> void:
add_to_group("grass_interactors") add_to_group("grass_interactors")
_install_dialogue_mode_controller()
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
if is_dialogue_input_locked():
velocity.x = move_toward(velocity.x, 0.0, acceleration * delta)
velocity.z = move_toward(velocity.z, 0.0, acceleration * delta)
if not is_on_floor():
velocity.y -= 30.0 * delta
else:
velocity.y = 0.0
move_and_slide()
return
if _is_player_downed(): if _is_player_downed():
velocity.x = move_toward(velocity.x, 0.0, acceleration * delta) velocity.x = move_toward(velocity.x, 0.0, acceleration * delta)
velocity.z = move_toward(velocity.z, 0.0, acceleration * delta) velocity.z = move_toward(velocity.z, 0.0, acceleration * delta)
@@ -79,16 +93,26 @@ func _is_player_downed() -> bool:
func _unhandled_input(event: InputEvent) -> void: func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("interact"): if is_dialogue_input_locked():
return
if (
event.is_action_pressed("interact")
or (event.is_action_pressed("ui_accept") and _get_nearby_dialogue_npc_id() >= 0)
):
try_interact() try_interact()
func try_interact() -> void: func try_interact() -> void:
if is_dialogue_input_locked():
return
var context := get_interaction_context() var context := get_interaction_context()
if context == null: if context == null:
return return
match context.kind: match context.kind:
PlayerInteractionResult.KIND_DIALOGUE:
if dialogue_mode_controller != null:
dialogue_mode_controller.begin_conversation(int(String(context.target_id)))
PlayerInteractionResult.KIND_ANIMAL: PlayerInteractionResult.KIND_ANIMAL:
_execute_animal_interaction(context) _execute_animal_interaction(context)
PlayerInteractionResult.KIND_RESOURCE: PlayerInteractionResult.KIND_RESOURCE:
@@ -110,8 +134,19 @@ func try_interact() -> void:
func get_interaction_context() -> PlayerInteractionResult: func get_interaction_context() -> PlayerInteractionResult:
if simulation_manager == null: if simulation_manager == null or is_dialogue_input_locked():
return null return null
var villager := _find_npc(_get_nearby_dialogue_npc_id())
if villager != null:
return PlayerInteractionResult.new(
PlayerInteractionResult.KIND_DIALOGUE,
DialogueModeController.TALK_ACTION_ID,
StringName(str(villager.id)),
villager.npc_name,
"Talk with %s" % villager.npc_name,
"Ask what is happening nearby",
null
)
var animal := _find_feed_animal() var animal := _find_feed_animal()
if animal != null: if animal != null:
return _build_animal_context(animal) return _build_animal_context(animal)
@@ -148,6 +183,46 @@ func get_interaction_context() -> PlayerInteractionResult:
return null return null
func is_dialogue_input_locked() -> bool:
if (
simulation_manager != null
and simulation_manager.has_method("is_dialogue_active")
and bool(simulation_manager.call("is_dialogue_active"))
):
return true
return (
dialogue_mode_controller != null
and is_instance_valid(dialogue_mode_controller)
and dialogue_mode_controller.is_dialogue_active()
)
func _install_dialogue_mode_controller() -> void:
var existing := get_node_or_null("DialogueModeController") as DialogueModeController
if existing != null:
dialogue_mode_controller = existing
else:
dialogue_mode_controller = DIALOGUE_MODE_CONTROLLER_SCRIPT.new()
dialogue_mode_controller.name = "DialogueModeController"
dialogue_mode_controller.configure(self, simulation_manager, world_view_manager)
add_child(dialogue_mode_controller)
if existing != null:
dialogue_mode_controller.configure(self, simulation_manager, world_view_manager)
func _get_nearby_dialogue_npc_id() -> int:
if (
world_view_manager == null
or not world_view_manager.has_method("find_nearest_active_npc_id")
):
return -1
return int(
world_view_manager.call(
"find_nearest_active_npc_id", global_position, villager_inspection_range
)
)
func get_nearby_villager_inspection() -> VillagerInspectionResult: func get_nearby_villager_inspection() -> VillagerInspectionResult:
if ( if (
simulation_manager == null simulation_manager == null
+1
View File
@@ -0,0 +1 @@
uid://cmdvv4u3i6trp
@@ -0,0 +1 @@
uid://4ty0jd5lvj0h
+282
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@@ -0,0 +1,282 @@
extends SceneTree
class ForgedResponse:
extends RefCounted
var text := "Forged authority"
func get_tag_value(tag_name: String) -> String:
if tag_name == "option_id":
return "option_not_in_turn"
if tag_name == "enabled":
return "true"
return ""
class ForgedLine:
extends RefCounted
var responses: Array = [ForgedResponse.new()]
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var main_scene: Node = load("res://main.tscn").instantiate()
root.add_child(main_scene)
await process_frame
for _frame in 4:
await physics_frame
var manager: Node = main_scene.get_node("SimulationManager")
var world_view: Node = main_scene.get_node("WorldViewManager")
var player := main_scene.get_node("Player") as CharacterBody3D
var combat := player.get_node("PlayerCombatController") as PlayerCombatController
var controller := player.get_node_or_null("DialogueModeController") as DialogueModeController
manager.set_process(false)
player.set_physics_process(false)
combat.set_physics_process(false)
_freeze_and_place_population(manager, world_view, player.global_position)
_check(controller != null, "The player should install one autoload-free dialogue controller")
if controller == null:
_finish()
return
var nearest_id: int = world_view.find_nearest_active_npc_id(
player.global_position, player.villager_inspection_range
)
var context := player.get_interaction_context() as PlayerInteractionResult
_check(
(
nearest_id >= 0
and context != null
and context.kind == PlayerInteractionResult.KIND_DIALOGUE
and context.target_id == StringName(str(nearest_id))
and "Talk" in context.prompt_text
),
"The E interaction should prefer the nearest loaded living villager",
)
var mouse_mode_before_dialogue := Input.mouse_mode
var gamepad_accept := InputEventAction.new()
gamepad_accept.action = &"ui_accept"
gamepad_accept.pressed = true
player.call("_unhandled_input", gamepad_accept)
await _wait_for_presentation(controller)
_check(
(
manager.is_dialogue_active()
and controller.is_dialogue_active()
and player.is_dialogue_input_locked()
and controller.has_valid_option_mapping()
and not controller.get_presented_speaker().is_empty()
and not controller.get_presented_line().is_empty()
and not controller.get_presented_option_ids().is_empty()
),
"A manager-planned turn should render through the pinned Dialogue Manager adapter",
)
_check(
player.get_interaction_context() == null,
"Ordinary world interactions should be unavailable while dialogue owns input",
)
var horizontal_speed_before := 5.0
player.velocity = Vector3(horizontal_speed_before, 0.0, 0.0)
player.call("_physics_process", 0.1)
_check(
absf(player.velocity.x) < horizontal_speed_before,
"Dialogue mode should decelerate the player instead of reading movement input",
)
_check_combat_lock(combat)
_check_navigation(controller)
_check_responsive_layout(controller)
var displayed_revision := controller.get_presented_revision()
var authoritative_turn: ConversationTurn = manager.conversation_service.get_turn(
controller.get_conversation_id()
)
var forged_mapping: Array = controller.call(
"_copy_mapped_responses", ForgedLine.new(), authoritative_turn
)
_check(
forged_mapping.is_empty(),
"Presenter copy must reject response tags that are absent from the planned turn",
)
var advance_option := _first_non_goodbye_option(authoritative_turn)
_check(advance_option != null, "The opening turn should offer a non-terminal response")
if advance_option != null:
var advanced: ConversationSelectionResult = manager.conversation_service.select_option(
controller.get_conversation_id(),
advance_option.get_option_id(),
authoritative_turn.get_revision()
)
_check(advanced.was_accepted(), "The stale-revision setup should advance domain state")
var stale_option_id := controller.get_presented_option_ids()[0]
_check(
not controller.select_option(stale_option_id),
"A displayed response must not apply against a newer authoritative revision",
)
await _wait_for_presentation(controller)
_check(
(
controller.get_presented_revision() == displayed_revision + 1
and controller.has_valid_option_mapping()
),
"A stale selection should refresh from the rejected result's authoritative turn",
)
_check(controller.close_conversation(), "Esc/close should end the active manager conversation")
await process_frame
_check(
(
not manager.is_dialogue_active()
and not controller.is_dialogue_active()
and not player.is_dialogue_input_locked()
and not controller.get_node("DialogueBalloon").visible
and Input.mouse_mode == mouse_mode_before_dialogue
),
"Closing should release presentation and gameplay input without one-way UI state",
)
_check(
controller.begin_conversation(nearest_id),
"The same nearby villager should be talkable again"
)
await _wait_for_presentation(controller)
var goodbye_id := _option_id_for_intent(
manager.conversation_service.get_turn(controller.get_conversation_id()),
ConversationIntentIds.GOODBYE
)
_check(
not goodbye_id.is_empty() and controller.get_presented_option_ids().has(goodbye_id),
"The semantic goodbye option should retain its controlled presenter mapping",
)
if not goodbye_id.is_empty():
_check(controller.select_option(goodbye_id), "Selecting goodbye should be accepted")
await process_frame
_check(
not manager.is_dialogue_active() and not controller.is_dialogue_active(),
"A terminal goodbye should close through the manager's conversation-ended signal",
)
main_scene.queue_free()
await process_frame
_finish()
func _wait_for_presentation(controller: DialogueModeController) -> void:
for _frame in 12:
if controller.has_valid_option_mapping() or not controller.is_dialogue_active():
return
await process_frame
func _freeze_and_place_population(manager: Node, world_view: Node, origin: Vector3) -> void:
for index in manager.npcs.size():
var npc: SimNPC = manager.npcs[index]
var position := origin + Vector3(40.0 + index * 3.0, 0.0, 30.0)
if index == 0:
position = origin + Vector3(1.0, 0.0, 0.0)
manager.synchronize_npc_position(npc.id, position)
var visual := world_view.active_npc_visuals.get(npc.id) as Node3D
if visual != null:
visual.set_physics_process(false)
if visual.has_method("stop_travel"):
visual.stop_travel()
visual.global_position = position
func _check_combat_lock(combat: PlayerCombatController) -> void:
combat.dashing = true
combat.dash_velocity = Vector3(18.0, 0.0, 0.0)
var attack_timer_before := combat.attack_timer
combat.call("_perform_attack")
_check(
(
combat.get_dash_velocity() == Vector3.ZERO
and is_equal_approx(combat.attack_timer, attack_timer_before)
),
"Dialogue input ownership should suppress active dashes and new attacks",
)
func _check_navigation(controller: DialogueModeController) -> void:
var option_ids := controller.get_presented_option_ids()
if option_ids.size() < 2:
_check(false, "The navigation proof needs at least two presented responses")
return
var first_id := controller.get_focused_option_id()
var down := InputEventAction.new()
down.action = &"ui_down"
down.pressed = true
controller.call("_input", down)
_check(
controller.get_focused_option_id() != first_id,
"Keyboard/gamepad down should move deterministic option focus",
)
var up := InputEventAction.new()
up.action = &"ui_up"
up.pressed = true
controller.call("_input", up)
_check(
controller.get_focused_option_id() == first_id,
"Keyboard/gamepad up should restore deterministic option focus",
)
func _check_responsive_layout(controller: DialogueModeController) -> void:
var original_size := root.size
root.size = Vector2i(480, 270)
controller.call("_layout_balloon")
var panel := controller.get_node("DialogueBalloon/Panel") as PanelContainer
var viewport_size := controller.get_viewport().get_visible_rect().size
_check(
(
panel.size.x <= minf(760.0, viewport_size.x)
and panel.size.y <= viewport_size.y
and panel.position.x >= 0.0
and panel.position.y >= 0.0
and panel.position.x + panel.size.x <= viewport_size.x + 0.01
and panel.position.y + panel.size.y <= viewport_size.y + 0.01
),
"The custom balloon should remain inside the low-resolution viewport bounds",
)
root.size = original_size
func _first_non_goodbye_option(turn: ConversationTurn) -> ConversationOption:
if turn == null:
return null
for option in turn.get_options():
if option.is_enabled() and option.get_intent_id() != ConversationIntentIds.GOODBYE:
return option
return null
func _option_id_for_intent(turn: ConversationTurn, intent_id: StringName) -> StringName:
if turn == null:
return &""
for option in turn.get_options():
if option.is_enabled() and option.get_intent_id() == intent_id:
return option.get_option_id()
return &""
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
func _finish() -> void:
if failures.is_empty():
print("[TEST] Playable Dialogue Manager presentation passed")
quit(0)
return
for failure in failures:
push_error("[TEST] " + failure)
quit(1)
@@ -0,0 +1 @@
uid://d1eld8rj11h34
+4 -3
View File
@@ -94,13 +94,14 @@ func _run() -> void:
_check( _check(
( (
pantry_context != null pantry_context != null
and pantry_context.kind == PlayerInteractionResult.KIND_PANTRY and pantry_context.kind == PlayerInteractionResult.KIND_DIALOGUE
and pantry_context.target_id == SimulationIds.STORAGE_VILLAGE_PANTRY and pantry_context.target_id == StringName(str(selected.id))
and "Talk" in pantry_context.prompt_text
and pantry_context.prompt_text in interaction_action.text and pantry_context.prompt_text in interaction_action.text
and inspection != null and inspection != null
and field_note.visible and field_note.visible
), ),
"The automatic villager field note should coexist with the existing pantry E action", "The automatic villager field note should coexist with the preferred nearby Talk action",
) )
if inspection == null or labels.is_empty(): if inspection == null or labels.is_empty():
_finish() _finish()
@@ -16,6 +16,7 @@ func _run() -> void:
var simulation_manager := main_scene.get_node("SimulationManager") var simulation_manager := main_scene.get_node("SimulationManager")
var player := main_scene.get_node("Player") var player := main_scene.get_node("Player")
player.villager_inspection_range = 0.0
var bush := ( var bush := (
main_scene.get_node("JajceWorld/WorldObjects/ResourceNodes/BerryBush_01") as ResourceNode main_scene.get_node("JajceWorld/WorldObjects/ResourceNodes/BerryBush_01") as ResourceNode
) )
+627
View File
@@ -0,0 +1,627 @@
class_name DialogueModeController
extends CanvasLayer
signal mode_started(conversation_id: StringName, revision: int)
signal turn_presented(conversation_id: StringName, revision: int)
signal mode_ended(conversation_id: StringName)
signal presentation_failed(reason: StringName)
const TALK_ACTION_ID := &"talk"
const MIN_PANEL_WIDTH := 280.0
const MAX_PANEL_WIDTH := 760.0
const MIN_PANEL_HEIGHT := 210.0
const MAX_PANEL_HEIGHT := 460.0
var _player: Node3D
var _simulation_manager: Node
var _world_view_manager: Node
var _presenter: ConversationPresenter
var _dialogue_runtime: Object
var _conversation_id: StringName
var _presented_turn: ConversationTurn
var _presentation_request := 0
var _presented_option_ids: Array[StringName] = []
var _option_buttons: Array[Button] = []
var _focused_option_index := -1
var _mapping_valid := false
var _mouse_mode_before_dialogue := Input.MOUSE_MODE_CAPTURED
var _owns_visible_mouse := false
var _root_control: Control
var _backdrop: ColorRect
var _panel: PanelContainer
var _speaker_label: Label
var _line_label: Label
var _options_scroll: ScrollContainer
var _options_box: VBoxContainer
var _status_label: Label
var _close_button: Button
func configure(
player: Node3D,
simulation_manager: Node,
world_view_manager: Node,
presenter: ConversationPresenter = null,
dialogue_runtime: Object = null
) -> void:
_player = player
_simulation_manager = simulation_manager
_world_view_manager = world_view_manager
_presenter = presenter
_dialogue_runtime = dialogue_runtime
_connect_manager_signals()
func _ready() -> void:
layer = 20
_build_balloon()
_resolve_dependencies()
_connect_manager_signals()
set_process_input(false)
_root_control.visible = false
get_viewport().size_changed.connect(_layout_balloon)
_layout_balloon()
func _exit_tree() -> void:
_presentation_request += 1
if (
is_dialogue_active()
and _simulation_manager != null
and is_instance_valid(_simulation_manager)
and _simulation_manager.has_method("end_player_conversation")
):
_simulation_manager.call(
"end_player_conversation", _conversation_id, get_presented_revision()
)
_restore_mouse_mode()
func begin_nearest_conversation() -> bool:
if _player == null or not is_instance_valid(_player):
return false
return begin_conversation(_nearest_active_npc_id())
func begin_conversation(npc_id: int) -> bool:
_resolve_dependencies()
if (
npc_id < 0
or is_dialogue_active()
or _simulation_manager == null
or not _simulation_manager.has_method("begin_player_conversation")
or npc_id != _nearest_active_npc_id()
):
return false
var started_id := StringName(_simulation_manager.call("begin_player_conversation", npc_id))
return not started_id.is_empty()
func close_conversation() -> bool:
if not is_dialogue_active():
return false
if (
_simulation_manager == null
or not is_instance_valid(_simulation_manager)
or not _simulation_manager.has_method("end_player_conversation")
):
_close_local(_conversation_id)
return false
var expected_revision := get_presented_revision()
var ended := bool(
_simulation_manager.call("end_player_conversation", _conversation_id, expected_revision)
)
if not ended:
_show_status("The conversation changed. Choose again or press close once more.", true)
return ended
func select_option(option_id: StringName) -> bool:
if (
not is_dialogue_active()
or not _mapping_valid
or _presented_turn == null
or not _presented_option_ids.has(option_id)
or _simulation_manager == null
or not _simulation_manager.has_method("select_player_conversation_option")
):
return false
var option := _presented_turn.get_option(option_id)
if option == null or not option.is_enabled():
return false
var expected_revision := _presented_turn.get_revision()
_set_options_enabled(false)
var result := (
_simulation_manager.call(
"select_player_conversation_option", _conversation_id, option_id, expected_revision
)
as ConversationSelectionResult
)
if result == null:
_show_status("That response is unavailable.", true)
_set_options_enabled(true)
return false
if result.was_accepted():
return true
var current_turn := result.get_turn()
if current_turn != null and current_turn.is_valid():
_show_status("The conversation changed; choices were refreshed.", false)
_queue_turn(current_turn)
else:
_show_status("That response is no longer available.", true)
_set_options_enabled(true)
return false
func is_dialogue_active() -> bool:
return not _conversation_id.is_empty()
func get_conversation_id() -> StringName:
return _conversation_id
func get_presented_revision() -> int:
return _presented_turn.get_revision() if _presented_turn != null else -1
func get_presented_option_ids() -> Array[StringName]:
return _presented_option_ids.duplicate()
func get_presented_line() -> String:
return _line_label.text if _line_label != null else ""
func get_presented_speaker() -> String:
return _speaker_label.text if _speaker_label != null else ""
func has_valid_option_mapping() -> bool:
return _mapping_valid
func get_focused_option_id() -> StringName:
if _focused_option_index < 0 or _focused_option_index >= _presented_option_ids.size():
return &""
return _presented_option_ids[_focused_option_index]
func _input(event: InputEvent) -> void:
if not is_dialogue_active() or event.is_echo():
return
if event.is_action_pressed("ui_cancel"):
close_conversation()
get_viewport().set_input_as_handled()
return
if event.is_action_pressed("ui_down"):
_move_option_focus(1)
get_viewport().set_input_as_handled()
return
if event.is_action_pressed("ui_up"):
_move_option_focus(-1)
get_viewport().set_input_as_handled()
return
if event.is_action_pressed("ui_accept") and _focused_option_index >= 0:
select_option(_presented_option_ids[_focused_option_index])
get_viewport().set_input_as_handled()
func _resolve_dependencies() -> void:
if _simulation_manager == null and is_inside_tree():
_simulation_manager = get_tree().get_first_node_in_group("simulation_manager")
if _dialogue_runtime == null and is_inside_tree():
_dialogue_runtime = get_tree().root.get_node_or_null("DialogueManager")
if _presenter == null:
_presenter = DialogueManagerConversationPresenter.new(_dialogue_runtime)
func _connect_manager_signals() -> void:
if _simulation_manager == null or not is_instance_valid(_simulation_manager):
return
_connect_once(&"conversation_started", _on_conversation_started)
_connect_once(&"conversation_turn_changed", _on_conversation_turn_changed)
_connect_once(&"conversation_ended", _on_conversation_ended)
_connect_once(&"state_restored", _on_state_restored)
func _connect_once(signal_name: StringName, callback: Callable) -> void:
if not _simulation_manager.has_signal(signal_name):
return
if not _simulation_manager.is_connected(signal_name, callback):
_simulation_manager.connect(signal_name, callback)
func _on_conversation_started(conversation_id: StringName, turn: ConversationTurn) -> void:
if turn == null or not turn.is_valid() or turn.get_conversation_id() != conversation_id:
return
_conversation_id = conversation_id
_capture_mouse_mode()
_root_control.visible = true
set_process_input(true)
mode_started.emit(conversation_id, turn.get_revision())
_queue_turn(turn)
func _on_conversation_turn_changed(conversation_id: StringName, turn: ConversationTurn) -> void:
if conversation_id != _conversation_id or turn == null or not turn.is_valid():
return
_queue_turn(turn)
func _on_conversation_ended(conversation_id: StringName) -> void:
if conversation_id == _conversation_id:
_close_local(conversation_id)
func _on_state_restored() -> void:
if is_dialogue_active():
_close_local(_conversation_id)
func _queue_turn(turn: ConversationTurn) -> void:
_presentation_request += 1
var request := _presentation_request
_presented_turn = turn.copy()
_mapping_valid = false
_presented_option_ids.clear()
_clear_option_buttons()
_speaker_label.text = "Conversation"
_line_label.text = "Listening…"
_show_status("", false)
call_deferred("_present_turn", _presented_turn.copy(), request)
func _present_turn(turn: ConversationTurn, request: int) -> void:
_resolve_dependencies()
if request != _presentation_request or not is_dialogue_active():
return
if _presenter == null or _dialogue_runtime == null:
_fail_presentation(&"runtime_unavailable")
return
var presentation_context := _build_presentation_context(turn)
var resource: Variant = _presenter.present_turn(turn, presentation_context)
if not _resource_matches_turn(resource, turn):
_release_ephemeral_resource(resource, null)
_fail_presentation(&"resource_mismatch")
return
var line: Variant = await _dialogue_runtime.call("get_next_dialogue_line", resource, "start")
if request != _presentation_request or not is_dialogue_active():
_release_ephemeral_resource(resource, line)
return
if not _line_matches_turn(line, turn):
_release_ephemeral_resource(resource, line)
_fail_presentation(&"line_mismatch")
return
var mapped := _copy_mapped_responses(line, turn)
var speaker_text := String(line.get("character"))
var line_text := String(line.get("text"))
_release_ephemeral_resource(resource, line)
if mapped.is_empty() and not turn.is_terminal():
_fail_presentation(&"option_mapping_invalid")
return
_speaker_label.text = speaker_text if not speaker_text.is_empty() else "Villager"
_line_label.text = line_text
for copied_response in mapped:
_add_option_button(
StringName(copied_response["option_id"]), String(copied_response["text"])
)
_mapping_valid = true
_focus_option(0)
turn_presented.emit(_conversation_id, turn.get_revision())
func _resource_matches_turn(resource: Variant, turn: ConversationTurn) -> bool:
return (
resource is Resource
and resource.has_meta("conversation_id")
and resource.has_meta("conversation_revision")
and String(resource.get_meta("conversation_id")) == String(turn.get_conversation_id())
and int(resource.get_meta("conversation_revision")) == turn.get_revision()
)
func _line_matches_turn(line: Variant, turn: ConversationTurn) -> bool:
return (
line is Object
and line.has_method("get_tag_value")
and line.get("responses") is Array
and (
String(line.call("get_tag_value", "conversation_id"))
== String(turn.get_conversation_id())
)
and int(String(line.call("get_tag_value", "revision"))) == turn.get_revision()
)
func _copy_mapped_responses(line: Variant, turn: ConversationTurn) -> Array[Dictionary]:
var expected_ids: Array[StringName] = []
for option in turn.get_options():
if option.is_enabled():
expected_ids.append(option.get_option_id())
var mapped: Array[Dictionary] = []
var seen: Dictionary = {}
for response in line.get("responses"):
if response is not Object or not response.has_method("get_tag_value"):
return []
var option_id := StringName(response.call("get_tag_value", "option_id"))
var option := turn.get_option(option_id)
if (
option == null
or not option.is_enabled()
or seen.has(option_id)
or String(response.call("get_tag_value", "enabled")) != "true"
):
return []
seen[option_id] = true
mapped.append({"option_id": option_id, "text": String(response.get("text"))})
if mapped.size() != expected_ids.size():
return []
for expected_id in expected_ids:
if not seen.has(expected_id):
return []
return mapped
func _build_presentation_context(turn: ConversationTurn) -> Dictionary:
var entity_names := {}
for entity in [turn.get_speaker(), turn.get_listener()]:
var label := _entity_display_name(entity)
entity_names[String(entity.get_entity_id())] = label
entity_names[entity.index_key()] = label
var topic_labels := {}
for topic_id in turn.get_causal_topic_ids():
topic_labels[String(topic_id)] = String(topic_id).replace("_", " ")
return {"entity_names": entity_names, "topic_labels": topic_labels}
func _entity_display_name(entity: WorldEntityRef) -> String:
if String(entity.get_entity_type()) == "player":
return "You"
var entity_id := String(entity.get_entity_id())
if String(entity.get_entity_type()) == "npc" and entity_id.is_valid_int():
var npc_name := _npc_name(int(entity_id))
if not npc_name.is_empty():
return npc_name
return entity_id.replace("_", " ").capitalize()
func _npc_name(npc_id: int) -> String:
if _simulation_manager == null or not ("npcs" in _simulation_manager):
return ""
for npc in _simulation_manager.get("npcs"):
if int(npc.get("id")) == npc_id:
return String(npc.get("npc_name"))
return ""
func _nearest_active_npc_id() -> int:
if (
_player == null
or _world_view_manager == null
or not _world_view_manager.has_method("find_nearest_active_npc_id")
):
return -1
var maximum_distance := float(_player.get("villager_inspection_range"))
return int(
_world_view_manager.call(
"find_nearest_active_npc_id", _player.global_position, maximum_distance
)
)
func _fail_presentation(reason: StringName) -> void:
_mapping_valid = false
_clear_option_buttons()
_speaker_label.text = "Conversation unavailable"
_line_label.text = "The dialogue could not be displayed safely."
_show_status("Close and try speaking again.", true)
presentation_failed.emit(reason)
func _close_local(conversation_id: StringName) -> void:
_presentation_request += 1
_conversation_id = &""
_presented_turn = null
_presented_option_ids.clear()
_mapping_valid = false
_focused_option_index = -1
_clear_option_buttons()
set_process_input(false)
if _root_control != null:
_root_control.visible = false
_restore_mouse_mode()
mode_ended.emit(conversation_id)
func _capture_mouse_mode() -> void:
_mouse_mode_before_dialogue = Input.mouse_mode
_owns_visible_mouse = Input.mouse_mode != Input.MOUSE_MODE_VISIBLE
if _owns_visible_mouse:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
func _restore_mouse_mode() -> void:
if _owns_visible_mouse and Input.mouse_mode == Input.MOUSE_MODE_VISIBLE:
Input.mouse_mode = _mouse_mode_before_dialogue
_owns_visible_mouse = false
func _release_ephemeral_resource(resource: Variant, line: Variant) -> void:
if line is Object:
var extra_states: Variant = line.get("extra_game_states")
if extra_states is Array:
extra_states.clear()
var responses: Variant = line.get("responses")
if responses is Array:
responses.clear()
if resource is Resource:
var lines: Variant = resource.get("lines")
if lines is Dictionary:
resource.set("lines", {})
resource.set_script(null)
func _build_balloon() -> void:
_root_control = Control.new()
_root_control.name = "DialogueBalloon"
_root_control.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
_root_control.mouse_filter = Control.MOUSE_FILTER_STOP
add_child(_root_control)
_backdrop = ColorRect.new()
_backdrop.name = "Backdrop"
_backdrop.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
_backdrop.color = Color(0.025, 0.018, 0.012, 0.28)
_backdrop.mouse_filter = Control.MOUSE_FILTER_STOP
_root_control.add_child(_backdrop)
_panel = PanelContainer.new()
_panel.name = "Panel"
_panel.mouse_filter = Control.MOUSE_FILTER_STOP
var panel_style := StyleBoxFlat.new()
panel_style.bg_color = Color(0.075, 0.055, 0.037, 0.97)
panel_style.border_color = Color(0.75, 0.52, 0.25, 0.92)
panel_style.set_border_width_all(2)
panel_style.set_corner_radius_all(10)
panel_style.shadow_color = Color(0.0, 0.0, 0.0, 0.45)
panel_style.shadow_size = 8
_panel.add_theme_stylebox_override("panel", panel_style)
_root_control.add_child(_panel)
var margin := MarginContainer.new()
margin.add_theme_constant_override("margin_left", 18)
margin.add_theme_constant_override("margin_top", 14)
margin.add_theme_constant_override("margin_right", 18)
margin.add_theme_constant_override("margin_bottom", 12)
_panel.add_child(margin)
var content := VBoxContainer.new()
content.add_theme_constant_override("separation", 8)
margin.add_child(content)
_speaker_label = Label.new()
_speaker_label.name = "Speaker"
_speaker_label.add_theme_color_override("font_color", Color(0.95, 0.72, 0.38))
_speaker_label.add_theme_font_size_override("font_size", 18)
content.add_child(_speaker_label)
_line_label = Label.new()
_line_label.name = "Line"
_line_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
_line_label.add_theme_color_override("font_color", Color(0.96, 0.91, 0.82))
_line_label.add_theme_font_size_override("font_size", 16)
_line_label.size_flags_vertical = Control.SIZE_EXPAND_FILL
content.add_child(_line_label)
_options_scroll = ScrollContainer.new()
_options_scroll.name = "OptionsScroll"
_options_scroll.custom_minimum_size.y = 76.0
_options_scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
_options_scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL
content.add_child(_options_scroll)
_options_box = VBoxContainer.new()
_options_box.name = "Options"
_options_box.size_flags_horizontal = Control.SIZE_EXPAND_FILL
_options_box.add_theme_constant_override("separation", 5)
_options_scroll.add_child(_options_box)
_status_label = Label.new()
_status_label.name = "Status"
_status_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
_status_label.add_theme_font_size_override("font_size", 13)
content.add_child(_status_label)
var footer := HBoxContainer.new()
footer.alignment = BoxContainer.ALIGNMENT_END
content.add_child(footer)
var hint := Label.new()
hint.text = "↑/↓ Navigate · Enter Select · Esc Close"
hint.add_theme_color_override("font_color", Color(0.68, 0.62, 0.53))
hint.add_theme_font_size_override("font_size", 12)
hint.size_flags_horizontal = Control.SIZE_EXPAND_FILL
footer.add_child(hint)
_close_button = Button.new()
_close_button.name = "Close"
_close_button.text = "Close"
_close_button.focus_mode = Control.FOCUS_NONE
_close_button.pressed.connect(close_conversation)
footer.add_child(_close_button)
func _layout_balloon() -> void:
if _panel == null:
return
var viewport_size := get_viewport().get_visible_rect().size
var panel_width := minf(MAX_PANEL_WIDTH, maxf(MIN_PANEL_WIDTH, viewport_size.x - 24.0))
var available_height := maxf(viewport_size.y - 24.0, 120.0)
var panel_height := minf(
MAX_PANEL_HEIGHT, maxf(minf(MIN_PANEL_HEIGHT, available_height), viewport_size.y * 0.5)
)
panel_height = minf(panel_height, available_height)
_panel.size = Vector2(panel_width, panel_height)
_panel.position = Vector2(
(viewport_size.x - panel_width) * 0.5, maxf(12.0, viewport_size.y - panel_height - 18.0)
)
func _add_option_button(option_id: StringName, copy: String) -> void:
var button := Button.new()
button.text = copy
button.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
button.alignment = HORIZONTAL_ALIGNMENT_LEFT
button.add_theme_font_size_override("font_size", 15)
button.size_flags_horizontal = Control.SIZE_EXPAND_FILL
button.set_meta("option_id", option_id)
button.pressed.connect(select_option.bind(option_id))
_options_box.add_child(button)
_option_buttons.append(button)
_presented_option_ids.append(option_id)
func _clear_option_buttons() -> void:
for button in _option_buttons:
if button != null and is_instance_valid(button):
if button.get_parent() != null:
button.get_parent().remove_child(button)
button.queue_free()
_option_buttons.clear()
_focused_option_index = -1
func _set_options_enabled(enabled: bool) -> void:
for button in _option_buttons:
if button != null and is_instance_valid(button):
button.disabled = not enabled
func _move_option_focus(direction: int) -> void:
if _option_buttons.is_empty():
return
_focus_option(posmod(_focused_option_index + direction, _option_buttons.size()))
func _focus_option(index: int) -> void:
if _option_buttons.is_empty():
_focused_option_index = -1
return
_focused_option_index = clampi(index, 0, _option_buttons.size() - 1)
var button := _option_buttons[_focused_option_index]
if button != null and is_instance_valid(button):
button.grab_focus()
_options_scroll.ensure_control_visible(button)
func _show_status(message: String, is_error: bool) -> void:
if _status_label == null:
return
_status_label.text = message
_status_label.visible = not message.is_empty()
_status_label.add_theme_color_override(
"font_color", Color(0.96, 0.5, 0.36) if is_error else Color(0.82, 0.72, 0.56)
)
@@ -0,0 +1 @@
uid://chfg7yr7w6trx