67 lines
3.0 KiB
C#
67 lines
3.0 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Cthangover.Core.Utils;
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using Cthangover.Mods.Dialog.Action;
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using Godot;
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using Cthangover.Core.UI;
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using Cthangover.Mods.Interface.Base.Lists;
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using Cthangover.Core.UI.Dialog;
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using Cthangover.Core.UI.Event;
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using Cthangover.Core.UI.Executable;
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using Cthangover.Core.Scenarios;
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using Cthangover.Core.Scenes;
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using Cthangover.Core.Interactive;
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namespace Cthangover.Mods.Dialog.Action.Impls
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{
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/// <summary>
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/// Presents player choices by spawning answer variants in the DialogBox.
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/// WaitType is WaitSelect so the dialog pauses until the player picks an
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/// option (which triggers DialogBox.SelectVariant → Runtime.TryGoTo).
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/// Each variant's text is processed through variable substitution before
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/// display. Also sets an accompanying text message to contextualize the
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/// choice (e.g. "What will you do?").
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/// </summary>
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public class ActionSelect : ActionCommand
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{
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/// <summary>The list of selectable choice variants. Each carries display text and a GoTo target.</summary>
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public List<SelectVariant> Variants { get; set; }
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/// <summary>Context text shown alongside the choices (e.g. "What will you do?"). Supports variable substitution.</summary>
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public string Text { get; set; }
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/// <summary>Left avatar sprite ID shown during the choice. Null hides the slot.</summary>
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public string FirstAvatar { get; set; }
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/// <summary>Right avatar sprite ID shown during the choice. Null hides the slot.</summary>
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public string SecondAvatar { get; set; }
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/// <summary>Dialog pauses until the player selects a variant — then the runtime jumps to the chosen GoTo target.</summary>
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public override WaitType WaitType { get; set; } = WaitType.WaitSelect;
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/// <summary>Substitutes variables in the variants and context text, then shows the answer box; the runtime stays paused until a variant is picked.</summary>
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/// <summary>
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/// Offers the options whose conditions hold now. When none does, the choice is
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/// skipped and the dialog goes on with the next line, so a choice of only gated
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/// options never leaves the player stuck.
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/// </summary>
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public override void DoRun(DialogRuntime runtime)
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{
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var dialogBox = runtime.DialogBox;
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if (dialogBox == null)
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return;
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var shown = Variants.Where(v => v.IsShown()).ToList();
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WaitType = shown.Count == 0 ? WaitType.NoWait : WaitType.WaitSelect;
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if (shown.Count == 0)
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{
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GameLogger.Log("DIALOG", "select: no option is shown (all conditions false), going on", LogLevel.Debug);
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return;
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}
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foreach (var variant in shown)
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variant.Text = runtime.ProcessText(variant.Text);
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dialogBox.SetVariants(shown);
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dialogBox.SetText(runtime.ProcessText(Text));
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}
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}
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}
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