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No files matched your search
@@ -0,0 +1,10 @@
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rpg/schema/builtin/rpg_battle = Battle from the map
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rpg/schema/builtin/rpg_battle_desc = Enemies, comma separated; the win flag is set on victory
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rpg/schema/field/enemies = Enemies
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rpg/schema/field/win_flag = Win flag
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rpg/schema/builtin/rpg_teleport = Teleport on the map
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rpg/schema/builtin/rpg_teleport_desc = A cell and a facing; the map is optional
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rpg/schema/field/map = Map
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rpg/schema/field/x = X
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rpg/schema/field/y = Y
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rpg/schema/field/dir = Facing
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@@ -0,0 +1,10 @@
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rpg/schema/builtin/rpg_battle = Combate desde el mapa
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rpg/schema/builtin/rpg_battle_desc = Enemigos separados por comas; la marca de victoria se pone al ganar
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rpg/schema/field/enemies = Enemigos
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rpg/schema/field/win_flag = Marca de victoria
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rpg/schema/builtin/rpg_teleport = Teletransportar en el mapa
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rpg/schema/builtin/rpg_teleport_desc = Una casilla y una dirección; el mapa es opcional
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rpg/schema/field/map = Mapa
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rpg/schema/field/x = X
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rpg/schema/field/y = Y
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rpg/schema/field/dir = Dirección
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@@ -0,0 +1,10 @@
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rpg/schema/builtin/rpg_battle = マップからの戦闘
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rpg/schema/builtin/rpg_battle_desc = 敵はカンマ区切り。勝つと勝利フラグが立つ
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rpg/schema/field/enemies = 敵
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rpg/schema/field/win_flag = 勝利フラグ
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rpg/schema/builtin/rpg_teleport = マップ上で移動
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rpg/schema/builtin/rpg_teleport_desc = マスと向き。マップは任意
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rpg/schema/field/map = マップ
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rpg/schema/field/x = X
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rpg/schema/field/y = Y
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rpg/schema/field/dir = 向き
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@@ -0,0 +1,10 @@
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rpg/schema/builtin/rpg_battle = 맵에서 전투
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rpg/schema/builtin/rpg_battle_desc = 적은 쉼표로 구분. 이기면 승리 플래그 설정
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rpg/schema/field/enemies = 적
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rpg/schema/field/win_flag = 승리 플래그
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rpg/schema/builtin/rpg_teleport = 맵에서 이동
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rpg/schema/builtin/rpg_teleport_desc = 칸과 방향. 맵은 선택
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rpg/schema/field/map = 맵
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rpg/schema/field/x = X
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rpg/schema/field/y = Y
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rpg/schema/field/dir = 방향
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@@ -0,0 +1,10 @@
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rpg/schema/builtin/rpg_battle = Бой с карты
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rpg/schema/builtin/rpg_battle_desc = Враги через запятую; флаг победы ставится при выигрыше
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rpg/schema/field/enemies = Враги
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rpg/schema/field/win_flag = Флаг победы
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rpg/schema/builtin/rpg_teleport = Переместить на карте
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rpg/schema/builtin/rpg_teleport_desc = Клетка и направление; карта — по желанию
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rpg/schema/field/map = Карта
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rpg/schema/field/x = X
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rpg/schema/field/y = Y
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rpg/schema/field/dir = Направление
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@@ -0,0 +1,10 @@
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rpg/schema/builtin/rpg_battle = Trận đấu từ bản đồ
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rpg/schema/builtin/rpg_battle_desc = Kẻ địch cách nhau bằng dấu phẩy; thắng thì đặt cờ chiến thắng
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rpg/schema/field/enemies = Kẻ địch
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rpg/schema/field/win_flag = Cờ chiến thắng
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rpg/schema/builtin/rpg_teleport = Dịch chuyển trên bản đồ
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rpg/schema/builtin/rpg_teleport_desc = Ô và hướng; bản đồ tùy chọn
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rpg/schema/field/map = Bản đồ
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rpg/schema/field/x = X
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rpg/schema/field/y = Y
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rpg/schema/field/dir = Hướng
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@@ -0,0 +1,10 @@
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rpg/schema/builtin/rpg_battle = 地图上的战斗
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rpg/schema/builtin/rpg_battle_desc = 敌人以逗号分隔;获胜时设置胜利标记
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rpg/schema/field/enemies = 敌人
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rpg/schema/field/win_flag = 胜利标记
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rpg/schema/builtin/rpg_teleport = 地图传送
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rpg/schema/builtin/rpg_teleport_desc = 格子和朝向;地图可选
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rpg/schema/field/map = 地图
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rpg/schema/field/x = X
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rpg/schema/field/y = Y
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rpg/schema/field/dir = 朝向
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+1
-1
@@ -11,7 +11,7 @@
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"test_sources": [
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"tests/*.cs"
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],
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"depends": ["shell2d_base>=1", "ui_base>=1", "dialog_base>=1", "turn_battle_base>=2"],
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"depends": ["shell2d_base>=1", "ui_base>=1", "time_base>=1", "dialog_base>=1", "turn_battle_base>=2"],
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"test_suites": [
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{"id": "walk", "activate": ["--itest=rpg_walk"]}
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]
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@@ -0,0 +1,61 @@
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{
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"Actions": [
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{
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"Id": "rpg.battle",
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"Name": "rpg/schema/builtin/rpg_battle",
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"Description": "rpg/schema/builtin/rpg_battle_desc",
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"Category": "battle",
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"Params": [
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{
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"Key": "enemies",
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"Type": "ref_list",
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"Kind": "character",
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"Required": true,
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"Name": "rpg/schema/field/enemies"
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},
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{
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"Key": "win_flag",
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"Type": "flag",
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"Name": "rpg/schema/field/win_flag"
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}
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]
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},
|
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{
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"Id": "rpg.teleport",
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"Name": "rpg/schema/builtin/rpg_teleport",
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"Description": "rpg/schema/builtin/rpg_teleport_desc",
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"Category": "world",
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"Params": [
|
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{
|
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"Key": "map",
|
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"Type": "ref",
|
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"Kind": "rpg_map",
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"Name": "rpg/schema/field/map"
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},
|
||||
{
|
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"Key": "x",
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"Type": "int",
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||||
"Required": true,
|
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"Name": "rpg/schema/field/x"
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||||
},
|
||||
{
|
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"Key": "y",
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||||
"Type": "int",
|
||||
"Required": true,
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"Name": "rpg/schema/field/y"
|
||||
},
|
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{
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"Key": "dir",
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"Type": "choice",
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"Options": [
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"Up",
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"Down",
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"Left",
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"Right"
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||||
],
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||||
"Name": "rpg/schema/field/dir"
|
||||
}
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||||
]
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}
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||||
]
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}
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@@ -0,0 +1,47 @@
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shader_type canvas_item;
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// Light of an RPG map (RpgLighting): the tiles and actors are multiplied by the ambient
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// colour of the time of day (time_weights blends the four phases like timed_sprite), and
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// point lights (the player, lit events) add to it. Lights only add up to white, so by day
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// they are invisible and at night they open circles in the dark. Positions and radii are
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// in canvas pixels, the space of world_pos below.
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uniform vec4 day_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
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uniform vec4 morning_color : source_color = vec4(0.86, 0.72, 0.84, 1.0);
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uniform vec4 evening_color : source_color = vec4(0.84, 0.72, 0.92, 1.0);
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uniform vec4 night_color : source_color = vec4(0.2, 0.26, 0.42, 1.0);
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uniform vec4 time_weights = vec4(0.0, 1.0, 0.0, 0.0);
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// A map that sets its own ambient (indoors) uses it instead of the time of day.
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uniform bool use_ambient = false;
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uniform vec4 ambient_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
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uniform vec2 light_positions[16];
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uniform vec4 light_colors[16];
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uniform float light_radii[16];
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uniform int light_count = 0;
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varying vec2 world_pos;
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|
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void vertex() {
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world_pos = (MODEL_MATRIX * vec4(VERTEX, 0.0, 1.0)).xy;
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}
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|
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void fragment() {
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vec4 color = texture(TEXTURE, UV) * COLOR;
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vec3 ambient = use_ambient
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? ambient_color.rgb
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: (morning_color * time_weights.x + day_color * time_weights.y
|
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+ evening_color * time_weights.z + night_color * time_weights.w).rgb;
|
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|
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vec3 light = vec3(0.0);
|
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for (int i = 0; i < 16; i++) {
|
||||
if (i >= light_count)
|
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break;
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float k = clamp(1.0 - distance(world_pos, light_positions[i]) / max(light_radii[i], 1.0), 0.0, 1.0);
|
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light += light_colors[i].rgb * light_colors[i].a * k * k;
|
||||
}
|
||||
|
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COLOR = vec4(color.rgb * min(ambient + light, vec3(1.0)), color.a);
|
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}
|
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@@ -0,0 +1,84 @@
|
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using Godot;
|
||||
|
||||
namespace Cthangover.Mods.Rpg
|
||||
{
|
||||
/// <summary>
|
||||
/// Autotiles in the RPG Maker A2 layout: one picture of 2×3 tiles describes a terrain
|
||||
/// (water, a path, a cliff top), and each map cell is assembled from four quarter tiles
|
||||
/// chosen by its eight neighbours — so an author paints "water" and the shores draw
|
||||
/// themselves. A tileset entry becomes an autotile by naming that picture
|
||||
/// (<see cref="RpgTileInfo.Autotile"/>); its index is any number outside the atlas.
|
||||
/// <para/>
|
||||
/// The block in quarter units (4 columns × 6 rows): the top-left tile is the palette
|
||||
/// preview; the top-right tile holds the four inner corners; the 2×2 tiles below are a
|
||||
/// framed patch whose outer ring gives outer corners and edges and whose middle gives the
|
||||
/// fill. For a quarter, the two neighbours along its sides and the one across its corner
|
||||
/// decide: both sides alike and the corner too — fill; both sides alike but not the
|
||||
/// corner — inner corner; only one side alike — the edge along the other; none — the
|
||||
/// outer corner. Cells past the map edge count as alike, so a terrain runs off the map
|
||||
/// without a border. The world (<see cref="RpgAutotileLayer"/>) and the map editor draw
|
||||
/// through <see cref="Quarters"/> and <see cref="Draw"/>, so both show the same cells.
|
||||
/// </summary>
|
||||
public static class RpgAutotiles
|
||||
{
|
||||
/// <summary>
|
||||
/// Source quarters (in quarter units of the block) for the top-left, top-right,
|
||||
/// bottom-left and bottom-right quarter of a cell, from which neighbours are alike.
|
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/// </summary>
|
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public static Vector2I[] Quarters(bool up, bool down, bool left, bool right,
|
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bool upLeft, bool upRight, bool downLeft, bool downRight)
|
||||
{
|
||||
return new[]
|
||||
{
|
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Quarter(up, left, upLeft, new Vector2I(2, 0), left ? 2 : 0, up ? 4 : 2),
|
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Quarter(up, right, upRight, new Vector2I(3, 0), right ? 1 : 3, up ? 4 : 2),
|
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Quarter(down, left, downLeft, new Vector2I(2, 1), left ? 2 : 0, down ? 3 : 5),
|
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Quarter(down, right, downRight, new Vector2I(3, 1), right ? 1 : 3, down ? 3 : 5),
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The quarters of the cell (<paramref name="x"/>, <paramref name="y"/>) of
|
||||
/// <paramref name="layer"/>, whose tile is the autotile <paramref name="index"/>.
|
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/// </summary>
|
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public static Vector2I[] QuartersAt(RpgMapGrid grid, RpgLayer layer, int x, int y, int index)
|
||||
{
|
||||
return Quarters(
|
||||
Alike(grid, layer, x, y - 1, index), Alike(grid, layer, x, y + 1, index),
|
||||
Alike(grid, layer, x - 1, y, index), Alike(grid, layer, x + 1, y, index),
|
||||
Alike(grid, layer, x - 1, y - 1, index), Alike(grid, layer, x + 1, y - 1, index),
|
||||
Alike(grid, layer, x - 1, y + 1, index), Alike(grid, layer, x + 1, y + 1, index));
|
||||
}
|
||||
|
||||
/// <summary>Pixel rectangle of a quarter in the block picture of a tileset with <paramref name="tileSize"/>.</summary>
|
||||
public static Rect2 SourceRect(Vector2I quarter, int tileSize)
|
||||
{
|
||||
var half = tileSize / 2f;
|
||||
return new Rect2(quarter.X * half, quarter.Y * half, half, half);
|
||||
}
|
||||
|
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/// <summary>Draws a cell of an autotile into <paramref name="cell"/> on <paramref name="target"/>.</summary>
|
||||
public static void Draw(CanvasItem target, Texture2D block, Rect2 cell, Vector2I[] quarters, int tileSize, Color modulate)
|
||||
{
|
||||
var half = cell.Size / 2f;
|
||||
for (var i = 0; i < 4; i++)
|
||||
{
|
||||
var offset = new Vector2(i % 2 * half.X, i / 2 * half.Y);
|
||||
target.DrawTextureRectRegion(block, new Rect2(cell.Position + offset, half), SourceRect(quarters[i], tileSize), modulate);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Source rectangle of the block's preview tile (its top-left tile), for palettes.</summary>
|
||||
public static Rect2 PreviewRect(int tileSize) => new(0, 0, tileSize, tileSize);
|
||||
|
||||
private static Vector2I Quarter(bool sideA, bool sideB, bool corner, Vector2I inner, int column, int row)
|
||||
{
|
||||
if (sideA && sideB && !corner)
|
||||
return inner;
|
||||
return new Vector2I(column, row);
|
||||
}
|
||||
|
||||
private static bool Alike(RpgMapGrid grid, RpgLayer layer, int x, int y, int index)
|
||||
=> !grid.InBounds(x, y) || grid.GetTile(layer, x, y) == index;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,50 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Cthangover.Mods.Rpg
|
||||
{
|
||||
/// <summary>
|
||||
/// One page of a map event, as in RPG Maker: the event's look and effect while the
|
||||
/// page's <see cref="Condition"/> holds. Every field left out (null) is the event's
|
||||
/// own; an empty <see cref="Sprite"/>/<see cref="Icon"/> clears it. The last page whose
|
||||
/// condition holds is the active one; the event's own fields are page 0 and count only
|
||||
/// while the event's own condition holds (<see cref="RpgEventPages"/>).
|
||||
/// </summary>
|
||||
public class RpgEventPage
|
||||
{
|
||||
/// <summary>Scenario condition of the page; empty = always.</summary>
|
||||
public string Condition { get; set; }
|
||||
|
||||
/// <summary>Charset of the page ("" = none).</summary>
|
||||
public string Sprite { get; set; }
|
||||
|
||||
/// <summary>Atlas tile of the page (-1 = none).</summary>
|
||||
public int? Tile { get; set; }
|
||||
|
||||
/// <summary>Item icon of the page ("" = none).</summary>
|
||||
public string Icon { get; set; }
|
||||
|
||||
/// <summary>Facing the event turns to when the page becomes active.</summary>
|
||||
public RpgDirection? Dir { get; set; }
|
||||
|
||||
/// <summary>How the page starts.</summary>
|
||||
public RpgEventTrigger? Trigger { get; set; }
|
||||
|
||||
/// <summary>Whether the page blocks walking.</summary>
|
||||
public bool? Solid { get; set; }
|
||||
|
||||
/// <summary>Scenario file of the page.</summary>
|
||||
public string Scenario { get; set; }
|
||||
|
||||
/// <summary>Inline scenario lines of the page.</summary>
|
||||
public List<string> Commands { get; set; }
|
||||
|
||||
/// <summary>Teleport of the page.</summary>
|
||||
public RpgTeleport Teleport { get; set; }
|
||||
|
||||
/// <summary>Autonomous movement of the page.</summary>
|
||||
public RpgMoveRoute Route { get; set; }
|
||||
|
||||
/// <summary>Light of the page (a lamp lit by a page).</summary>
|
||||
public RpgLight Light { get; set; }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,73 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Cthangover.Mods.Rpg
|
||||
{
|
||||
/// <summary>
|
||||
/// Picks the active page of an event and builds the event as that page shows it. Page
|
||||
/// index 0 is the event's own fields (active while the event's own condition holds),
|
||||
/// 1… are <see cref="RpgMapEvent.Pages"/>; the last page whose condition holds wins, -1
|
||||
/// means none holds and the event is hidden. Pure: the caller passes the condition check.
|
||||
/// </summary>
|
||||
public static class RpgEventPages
|
||||
{
|
||||
/// <summary>The index of the active page, or -1.</summary>
|
||||
public static int ActiveIndex(RpgMapEvent mapEvent, Func<string, bool> holds)
|
||||
{
|
||||
if (mapEvent == null)
|
||||
return -1;
|
||||
var pages = mapEvent.Pages;
|
||||
if (pages != null)
|
||||
{
|
||||
for (var i = pages.Count - 1; i >= 0; i--)
|
||||
{
|
||||
if (pages[i] != null && Holds(pages[i].Condition, holds))
|
||||
return i + 1;
|
||||
}
|
||||
}
|
||||
return Holds(mapEvent.Condition, holds) ? 0 : -1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The event as page <paramref name="index"/> shows it: the event itself for 0, else a
|
||||
/// copy with the page's fields over the event's. Null for an index out of range.
|
||||
/// </summary>
|
||||
public static RpgMapEvent Effective(RpgMapEvent mapEvent, int index)
|
||||
{
|
||||
if (mapEvent == null || index < 0)
|
||||
return null;
|
||||
if (index == 0)
|
||||
return mapEvent;
|
||||
if (mapEvent.Pages == null || index > mapEvent.Pages.Count || mapEvent.Pages[index - 1] == null)
|
||||
return null;
|
||||
|
||||
var page = mapEvent.Pages[index - 1];
|
||||
var hasLook = page.Sprite != null || page.Tile.HasValue || page.Icon != null;
|
||||
return new RpgMapEvent
|
||||
{
|
||||
Id = mapEvent.Id,
|
||||
X = mapEvent.X,
|
||||
Y = mapEvent.Y,
|
||||
// A page that names any look replaces the whole look, so a chest page with an
|
||||
// Icon does not keep the closed chest's Tile underneath it.
|
||||
Sprite = hasLook ? page.Sprite : mapEvent.Sprite,
|
||||
Tile = hasLook ? page.Tile ?? -1 : mapEvent.Tile,
|
||||
Icon = hasLook ? page.Icon : mapEvent.Icon,
|
||||
Dir = page.Dir ?? mapEvent.Dir,
|
||||
Trigger = page.Trigger ?? mapEvent.Trigger,
|
||||
Solid = page.Solid ?? (hasLook ? null : mapEvent.Solid),
|
||||
Scenario = page.Scenario ?? mapEvent.Scenario,
|
||||
Commands = page.Commands ?? mapEvent.Commands,
|
||||
Teleport = page.Teleport ?? mapEvent.Teleport,
|
||||
Route = page.Route ?? mapEvent.Route,
|
||||
Light = page.Light ?? mapEvent.Light,
|
||||
Condition = page.Condition,
|
||||
ModId = mapEvent.ModId,
|
||||
File = mapEvent.File,
|
||||
};
|
||||
}
|
||||
|
||||
private static bool Holds(string condition, Func<string, bool> holds)
|
||||
=> string.IsNullOrWhiteSpace(condition) || (holds != null && holds(condition));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
namespace Cthangover.Mods.Rpg
|
||||
{
|
||||
/// <summary>
|
||||
/// A light an event gives off (a lamp, a fire, a lit window), drawn by
|
||||
/// <see cref="RpgLighting"/>. It brightens the cells around the event towards their
|
||||
/// own colours, so it shows at dusk and at night and is lost in daylight.
|
||||
/// </summary>
|
||||
public class RpgLight
|
||||
{
|
||||
/// <summary>Reach in cells from the event's centre; the light fades to nothing there.</summary>
|
||||
public float Radius { get; set; } = 3f;
|
||||
|
||||
/// <summary>Colour (<c>#rrggbb</c>, optionally <c>#rrggbbaa</c>: alpha is the strength).</summary>
|
||||
public string Color { get; set; } = "#ffd8a0";
|
||||
}
|
||||
}
|
||||
@@ -55,5 +55,11 @@ namespace Cthangover.Mods.Rpg
|
||||
|
||||
/// <summary>Random battles; null for a safe map.</summary>
|
||||
public RpgEncounterTable Encounters { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Fixed light colour of the map (<c>#rrggbb</c>), e.g. a lit room; null = the time of day
|
||||
/// lights the map (<see cref="RpgLighting"/>).
|
||||
/// </summary>
|
||||
public string Ambient { get; set; }
|
||||
}
|
||||
}
|
||||
@@ -64,6 +64,19 @@ namespace Cthangover.Mods.Rpg
|
||||
/// <summary>Scenario condition; the event exists only while it is true.</summary>
|
||||
public string Condition { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Further pages (RPG Maker's event pages): the last one whose condition holds replaces
|
||||
/// the event's look and effect; with pages, a false own <see cref="Condition"/> only
|
||||
/// turns off page 0 (<see cref="RpgEventPages"/>).
|
||||
/// </summary>
|
||||
public List<RpgEventPage> Pages { get; set; }
|
||||
|
||||
/// <summary>Autonomous movement (<see cref="RpgMoveRoute"/>); null = the event stands still.</summary>
|
||||
public RpgMoveRoute Route { get; set; }
|
||||
|
||||
/// <summary>Light the event gives off (<see cref="RpgLight"/>); null = none.</summary>
|
||||
public RpgLight Light { get; set; }
|
||||
|
||||
/// <summary>Mod the event was read from (set by the event resolver, not stored).</summary>
|
||||
[JsonIgnore]
|
||||
public string ModId { get; set; }
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Cthangover.Mods.Rpg
|
||||
{
|
||||
/// <summary>
|
||||
/// Autonomous movement of an event (RPG Maker's "move route" / "autonomous movement"):
|
||||
/// <c>"Route": { "Steps": ["left", "left", "wait", "right", "right"], "Every": 0.8 }</c>.
|
||||
/// Steps: <c>up</c>, <c>down</c>, <c>left</c>, <c>right</c>, <c>random</c> (a random
|
||||
/// direction), <c>toward</c> / <c>away</c> (relative to the player), <c>wait</c>, and
|
||||
/// <c>face_up</c> … <c>face_right</c> (turn without moving). A step into a blocked cell is
|
||||
/// skipped (the event turns that way). The route pauses while a dialog runs or the player
|
||||
/// cannot walk; positions are not saved, so an event starts from its cell on every visit.
|
||||
/// </summary>
|
||||
public class RpgMoveRoute
|
||||
{
|
||||
/// <summary>The steps, repeated from the start when <see cref="Repeat"/> is set.</summary>
|
||||
public List<string> Steps { get; set; } = new();
|
||||
|
||||
/// <summary>Seconds between steps.</summary>
|
||||
public double Every { get; set; } = 1.0;
|
||||
|
||||
/// <summary>Whether the route starts over after the last step.</summary>
|
||||
public bool Repeat { get; set; } = true;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,58 @@
|
||||
using System;
|
||||
using Godot;
|
||||
|
||||
namespace Cthangover.Mods.Rpg
|
||||
{
|
||||
/// <summary>
|
||||
/// One step of an <see cref="RpgMoveRoute"/> resolved for the current positions: a
|
||||
/// direction (null for <c>wait</c> or an unknown word) and whether the event walks or only
|
||||
/// turns. Pure, so routes are tested without a map.
|
||||
/// </summary>
|
||||
public readonly struct RpgRouteStep
|
||||
{
|
||||
/// <summary>Creates a step.</summary>
|
||||
public RpgRouteStep(RpgDirection? direction, bool moves)
|
||||
{
|
||||
Direction = direction;
|
||||
Moves = moves;
|
||||
}
|
||||
|
||||
/// <summary>Where to walk or turn; null = stand.</summary>
|
||||
public RpgDirection? Direction { get; }
|
||||
|
||||
/// <summary>True for a walk, false for a turn or a wait.</summary>
|
||||
public bool Moves { get; }
|
||||
|
||||
/// <summary>Resolves <paramref name="word"/> (any case) for an event at <paramref name="self"/>.</summary>
|
||||
public static RpgRouteStep Resolve(string word, Vector2I self, Vector2I player, Random random)
|
||||
{
|
||||
var step = (word ?? string.Empty).Trim().ToLowerInvariant();
|
||||
switch (step)
|
||||
{
|
||||
case "up": return new RpgRouteStep(RpgDirection.Up, true);
|
||||
case "down": return new RpgRouteStep(RpgDirection.Down, true);
|
||||
case "left": return new RpgRouteStep(RpgDirection.Left, true);
|
||||
case "right": return new RpgRouteStep(RpgDirection.Right, true);
|
||||
case "face_up": return new RpgRouteStep(RpgDirection.Up, false);
|
||||
case "face_down": return new RpgRouteStep(RpgDirection.Down, false);
|
||||
case "face_left": return new RpgRouteStep(RpgDirection.Left, false);
|
||||
case "face_right": return new RpgRouteStep(RpgDirection.Right, false);
|
||||
case "random": return new RpgRouteStep((RpgDirection)(random ?? Random.Shared).Next(4), true);
|
||||
case "toward": return new RpgRouteStep(Toward(self, player), true);
|
||||
case "away": return new RpgRouteStep(Toward(self, player) is { } d ? RpgDirections.Opposite(d) : null, true);
|
||||
default: return new RpgRouteStep(null, false);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>The direction that shortens the longer axis of the distance to <paramref name="target"/>; null when already there.</summary>
|
||||
public static RpgDirection? Toward(Vector2I self, Vector2I target)
|
||||
{
|
||||
var delta = target - self;
|
||||
if (delta == Vector2I.Zero)
|
||||
return null;
|
||||
if (Math.Abs(delta.X) >= Math.Abs(delta.Y))
|
||||
return delta.X > 0 ? RpgDirection.Right : RpgDirection.Left;
|
||||
return delta.Y > 0 ? RpgDirection.Down : RpgDirection.Up;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -21,5 +21,14 @@ namespace Cthangover.Mods.Rpg
|
||||
/// "tree_crown"). Not a locale key: players never see it.
|
||||
/// </summary>
|
||||
public string Tag { get; set; }
|
||||
|
||||
/// <summary>Light the tile gives off wherever it lies on a map (a lamp, a lit window); null = none.</summary>
|
||||
public RpgLight Light { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Picture of an autotile block (RPG Maker A2 layout, see <see cref="RpgAutotiles"/>) in the
|
||||
/// tilesets group; set, the entry is an autotile and <see cref="Index"/> should lie outside the atlas.
|
||||
/// </summary>
|
||||
public string Autotile { get; set; }
|
||||
}
|
||||
}
|
||||
@@ -34,6 +34,30 @@ namespace Cthangover.Mods.Rpg
|
||||
/// <summary>Per-cell properties; cells without an entry are walkable.</summary>
|
||||
public List<RpgTileInfo> Tiles { get; set; } = new();
|
||||
|
||||
/// <summary>The autotile entry with this index (<see cref="RpgTileInfo.Autotile"/> set), or null.</summary>
|
||||
public RpgTileInfo AutotileOf(int index)
|
||||
{
|
||||
if (index < 0)
|
||||
return null;
|
||||
foreach (var tile in Tiles ?? new List<RpgTileInfo>())
|
||||
{
|
||||
if (tile.Index == index && !string.IsNullOrEmpty(tile.Autotile))
|
||||
return tile;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>Light of the atlas cell (<see cref="RpgTileInfo.Light"/>), or null.</summary>
|
||||
public RpgLight LightOf(int index)
|
||||
{
|
||||
foreach (var tile in Tiles ?? new List<RpgTileInfo>())
|
||||
{
|
||||
if (tile.Index == index && tile.Light != null)
|
||||
return tile.Light;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>True when the atlas cell blocks walking. Built once from <see cref="Tiles"/>.</summary>
|
||||
public bool IsSolid(int index)
|
||||
{
|
||||
|
||||
+26
-2
@@ -15,6 +15,7 @@ namespace Cthangover.Mods.Rpg
|
||||
/// <see cref="StepFinished"/>. The actor's <see cref="Cell"/> changes at the
|
||||
/// start of a step, so two actors never walk into the same cell. The actor
|
||||
/// layer sorts children by Y, which keeps whoever is lower in front.
|
||||
/// The sprite uses the actor's material (the map's light, set by the view).
|
||||
/// </summary>
|
||||
public partial class RpgActor : Node2D
|
||||
{
|
||||
@@ -42,9 +43,21 @@ namespace Cthangover.Mods.Rpg
|
||||
/// <summary>True while a step is in progress.</summary>
|
||||
public bool IsMoving => progress < 1f;
|
||||
|
||||
/// <summary>The map event this actor shows; null for the player.</summary>
|
||||
/// <summary>The map event this actor shows (its definition, all pages); null for the player.</summary>
|
||||
public RpgMapEvent Event { get; }
|
||||
|
||||
/// <summary>The event as its active page shows it (<see cref="RpgEventPages.Effective"/>); null while no page is active.</summary>
|
||||
public RpgMapEvent Current { get; set; }
|
||||
|
||||
/// <summary>Index of the active page (<see cref="RpgEventPages.ActiveIndex"/>); -2 before the first refresh.</summary>
|
||||
public int PageIndex { get; set; } = -2;
|
||||
|
||||
/// <summary>Next step of the active page's route.</summary>
|
||||
public int RouteIndex { get; set; }
|
||||
|
||||
/// <summary>Seconds until the next route step.</summary>
|
||||
public double RouteTimer { get; set; }
|
||||
|
||||
/// <summary>Creates an actor for a cell grid of <paramref name="tileSize"/> pixels.</summary>
|
||||
public RpgActor(int tileSize, RpgMapEvent mapEvent = null)
|
||||
{
|
||||
@@ -52,12 +65,21 @@ namespace Cthangover.Mods.Rpg
|
||||
Event = mapEvent;
|
||||
}
|
||||
|
||||
/// <summary>Removes the shown charset, tile or icon (a page change shows another one).</summary>
|
||||
public void ClearLook()
|
||||
{
|
||||
if (sprite == null)
|
||||
return;
|
||||
sprite.QueueFree();
|
||||
sprite = null;
|
||||
}
|
||||
|
||||
/// <summary>Shows a charset; a null texture leaves the actor invisible (an invisible trigger).</summary>
|
||||
public void UseCharset(Texture2D texture)
|
||||
{
|
||||
if (texture == null)
|
||||
return;
|
||||
sprite = new Sprite2D { Texture = texture, Hframes = 3, Vframes = 4, Centered = false };
|
||||
sprite = new Sprite2D { Texture = texture, Hframes = 3, Vframes = 4, Centered = false, UseParentMaterial = true };
|
||||
var frame = new Vector2(texture.GetWidth() / 3f, texture.GetHeight() / 4f);
|
||||
sprite.Position = new Vector2((tileSize - frame.X) / 2f, tileSize - frame.Y);
|
||||
AddChild(sprite);
|
||||
@@ -73,6 +95,7 @@ namespace Cthangover.Mods.Rpg
|
||||
{
|
||||
Texture = atlas,
|
||||
Centered = false,
|
||||
UseParentMaterial = true,
|
||||
RegionEnabled = true,
|
||||
RegionRect = new Rect2(atlasCoords * tileSize, new Vector2(tileSize, tileSize)),
|
||||
};
|
||||
@@ -94,6 +117,7 @@ namespace Cthangover.Mods.Rpg
|
||||
Position = new Vector2(tileSize, tileSize) / 2f,
|
||||
Scale = new Vector2(fit, fit),
|
||||
TextureFilter = TextureFilterEnum.Linear,
|
||||
UseParentMaterial = true,
|
||||
};
|
||||
AddChild(sprite);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,50 @@
|
||||
using System.Collections.Generic;
|
||||
using Godot;
|
||||
|
||||
namespace Cthangover.Mods.Rpg
|
||||
{
|
||||
/// <summary>
|
||||
/// The autotile cells of one map layer, drawn as a child of that layer's
|
||||
/// <see cref="TileMapLayer"/> — right above its plain tiles, below the next layer — with
|
||||
/// the layer's material (the map's light). A tile map cannot hold them: each cell is four
|
||||
/// quarters picked from its neighbours (<see cref="RpgAutotiles"/>), so the cells and their
|
||||
/// quarters are worked out once when the map is built and drawn by <c>_Draw</c>, which
|
||||
/// Godot caches until the next redraw.
|
||||
/// </summary>
|
||||
public partial class RpgAutotileLayer : Node2D
|
||||
{
|
||||
private readonly List<(Rect2 Cell, Texture2D Block, Vector2I[] Quarters)> cells = new();
|
||||
private readonly int tileSize;
|
||||
|
||||
/// <summary>Collects the autotile cells of <paramref name="layer"/>; cells whose picture is missing stay empty.</summary>
|
||||
public RpgAutotileLayer(RpgMapGrid grid, RpgLayer layer, RpgTileset tileset, RpgTextures textures)
|
||||
{
|
||||
Name = layer + "Autotiles";
|
||||
UseParentMaterial = true;
|
||||
tileSize = tileset.TileSize;
|
||||
for (var y = 0; y < grid.Height; y++)
|
||||
{
|
||||
for (var x = 0; x < grid.Width; x++)
|
||||
{
|
||||
var index = grid.GetTile(layer, x, y);
|
||||
var info = tileset.AutotileOf(index);
|
||||
var block = info == null ? null : textures.Tileset(info.Autotile);
|
||||
if (block == null)
|
||||
continue;
|
||||
var rect = new Rect2(x * tileSize, y * tileSize, tileSize, tileSize);
|
||||
cells.Add((rect, block, RpgAutotiles.QuartersAt(grid, layer, x, y, index)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Number of drawn autotile cells.</summary>
|
||||
public int Count => cells.Count;
|
||||
|
||||
/// <summary>Draws every collected cell.</summary>
|
||||
public override void _Draw()
|
||||
{
|
||||
foreach (var (cell, block, quarters) in cells)
|
||||
RpgAutotiles.Draw(this, block, cell, quarters, tileSize, Colors.White);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,137 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Cthangover.Core.Mods.Resolvers;
|
||||
using Cthangover.Core.Settings;
|
||||
using Cthangover.Mods.Time;
|
||||
using Godot;
|
||||
|
||||
namespace Cthangover.Mods.Rpg
|
||||
{
|
||||
/// <summary>
|
||||
/// Light of a mounted map. One <c>rpg_lit</c> material is shared by the tile layers and
|
||||
/// every actor (their sprites use the parent's material), so the whole map is lit by the
|
||||
/// same ambient and the same lights.
|
||||
/// <para/>
|
||||
/// The ambient follows the game clock with the phases and cross-fades of the novel
|
||||
/// backgrounds (<see cref="UiLightController.CalculateTimeWeights"/>; dark mode forces night,
|
||||
/// the light switch off keeps day), unless the map fixes its own (<see cref="RpgMap.Ambient"/>,
|
||||
/// a lit room). The lights are the player's own glow, the tiles whose tileset entry has a
|
||||
/// <see cref="RpgLight"/> (lamps and windows light every map they are drawn on, collected
|
||||
/// once per map) and the shown events with a light on their active page. The nearest to the
|
||||
/// player win, at most <see cref="MaxLights"/>. They are pushed every frame in canvas
|
||||
/// pixels, because the view moves with the player and actors walk.
|
||||
/// </summary>
|
||||
public sealed class RpgLighting
|
||||
{
|
||||
/// <summary>Lights the shader takes (its arrays' size).</summary>
|
||||
public const int MaxLights = 16;
|
||||
|
||||
/// <summary>Reach of the player's glow in cells.</summary>
|
||||
public const float PlayerRadius = 3.5f;
|
||||
|
||||
private static readonly Color PlayerColor = new(1f, 0.9f, 0.75f, 0.75f);
|
||||
private static readonly Vector4 Day = new(0, 1, 0, 0);
|
||||
private static readonly Vector4 Night = new(0, 0, 0, 1);
|
||||
|
||||
private readonly Vector2[] positions = new Vector2[MaxLights];
|
||||
private readonly Color[] colors = new Color[MaxLights];
|
||||
private readonly float[] radii = new float[MaxLights];
|
||||
private readonly List<(Vector2I Cell, RpgLight Light)> tileLights = new();
|
||||
private readonly List<(Vector2 Centre, RpgLight Light)> candidates = new();
|
||||
|
||||
/// <summary>The shared material; null when the shader is missing (the map is drawn unlit).</summary>
|
||||
public ShaderMaterial Material { get; }
|
||||
|
||||
/// <summary>Creates the material for <paramref name="map"/>, applies its fixed ambient and collects the lit tiles.</summary>
|
||||
public RpgLighting(RpgMap map, RpgMapGrid grid, RpgTileset tileset)
|
||||
{
|
||||
if (tileset != null)
|
||||
tileLights.AddRange(TileLights(grid, tileset));
|
||||
|
||||
var shader = Shaders.Resolve("rpg_lit");
|
||||
if (shader == null)
|
||||
return;
|
||||
Material = new ShaderMaterial { Shader = shader };
|
||||
var ambient = !string.IsNullOrEmpty(map.Ambient) && Color.HtmlIsValid(map.Ambient);
|
||||
Material.SetShaderParameter("use_ambient", ambient);
|
||||
if (ambient)
|
||||
Material.SetShaderParameter("ambient_color", Color.FromHtml(map.Ambient));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The ambient weights for an hour 0–24: night in dark mode, day while lighting is
|
||||
/// switched off, otherwise the phase blend of the time shaders.
|
||||
/// </summary>
|
||||
public static Vector4 Weights(float hour, bool darkMode, bool useLight)
|
||||
{
|
||||
if (darkMode)
|
||||
return Night;
|
||||
if (!useLight)
|
||||
return Day;
|
||||
return UiLightController.CalculateTimeWeights(hour);
|
||||
}
|
||||
|
||||
/// <summary>Cells of <paramref name="grid"/> whose tile (on any layer) gives off light, with that light.</summary>
|
||||
public static List<(Vector2I Cell, RpgLight Light)> TileLights(RpgMapGrid grid, RpgTileset tileset)
|
||||
{
|
||||
var result = new List<(Vector2I, RpgLight)>();
|
||||
for (var y = 0; y < grid.Height; y++)
|
||||
{
|
||||
for (var x = 0; x < grid.Width; x++)
|
||||
{
|
||||
foreach (var layer in new[] { RpgLayer.Back, RpgLayer.Main, RpgLayer.Front })
|
||||
{
|
||||
var light = tileset.LightOf(grid.GetTile(layer, x, y));
|
||||
if (light == null)
|
||||
continue;
|
||||
result.Add((new Vector2I(x, y), light));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>Pushes the ambient of the current hour and the lights of <paramref name="view"/>.</summary>
|
||||
public void Update(RpgWorldView view, IEnumerable<RpgActor> events)
|
||||
{
|
||||
if (Material == null || view.Player == null)
|
||||
return;
|
||||
|
||||
var controller = UiLightController.Instance;
|
||||
var hour = GameData.Instance?.Runtime?.Time?.Normalized ?? 12f;
|
||||
Material.SetShaderParameter("time_weights", Weights(hour, controller?.IsDarkMode == true, controller?.IsUseLight != false));
|
||||
|
||||
var half = new Vector2(view.TileSize, view.TileSize) / 2f;
|
||||
candidates.Clear();
|
||||
foreach (var (cell, light) in tileLights)
|
||||
candidates.Add((new Vector2(cell.X, cell.Y) * view.TileSize + half, light));
|
||||
foreach (var actor in events)
|
||||
{
|
||||
if (actor.Visible && actor.Current?.Light != null)
|
||||
candidates.Add((actor.Position + half, actor.Current.Light));
|
||||
}
|
||||
|
||||
var cellPixels = view.TileSize * view.GlobalScale.X;
|
||||
var player = view.Player.Position + half;
|
||||
positions[0] = view.ToGlobal(player);
|
||||
colors[0] = PlayerColor;
|
||||
radii[0] = PlayerRadius * cellPixels;
|
||||
var count = 1;
|
||||
foreach (var (centre, light) in candidates.OrderBy(c => c.Centre.DistanceSquaredTo(player)))
|
||||
{
|
||||
if (count >= MaxLights)
|
||||
break;
|
||||
positions[count] = view.ToGlobal(centre);
|
||||
colors[count] = Color.HtmlIsValid(light.Color ?? "") ? Color.FromHtml(light.Color) : Colors.White;
|
||||
radii[count] = light.Radius * cellPixels;
|
||||
count++;
|
||||
}
|
||||
|
||||
Material.SetShaderParameter("light_count", count);
|
||||
Material.SetShaderParameter("light_positions", positions);
|
||||
Material.SetShaderParameter("light_colors", colors);
|
||||
Material.SetShaderParameter("light_radii", radii);
|
||||
}
|
||||
}
|
||||
}
|
||||
+88
-18
@@ -12,7 +12,8 @@ namespace Cthangover.Mods.Rpg
|
||||
/// scene is entered and freed when the scene is left.
|
||||
/// <para/>
|
||||
/// Draw order (children, bottom to top): back tiles, main tiles, the actor
|
||||
/// layer (Y-sorted: events and the player), front tiles. The whole node is
|
||||
/// layer (Y-sorted: events and the player), front tiles; each tile layer draws its
|
||||
/// autotile cells over its plain tiles (<see cref="RpgAutotileLayer"/>). The whole node is
|
||||
/// scaled by the map's zoom with nearest filtering and follows the player
|
||||
/// like a camera, clamped to the map edges; a map smaller than the screen is
|
||||
/// centred.
|
||||
@@ -23,6 +24,9 @@ namespace Cthangover.Mods.Rpg
|
||||
/// event on the cell fires, else the encounter table rolls. The action key
|
||||
/// fires the action event in front of the player (or under them); during a
|
||||
/// dialog it advances the dialog instead.
|
||||
/// <para/>
|
||||
/// Layers and actors share the material of <see cref="RpgLighting"/> (time of day, the
|
||||
/// player's glow, lit events), updated after the camera each frame.
|
||||
/// </summary>
|
||||
public partial class RpgWorldView : Node2D
|
||||
{
|
||||
@@ -32,6 +36,7 @@ namespace Cthangover.Mods.Rpg
|
||||
private RpgMapGrid grid;
|
||||
private Node2D actorLayer;
|
||||
private Texture2D atlas;
|
||||
private RpgLighting lighting;
|
||||
|
||||
/// <summary>The mounted map.</summary>
|
||||
public RpgMap Map { get; private set; }
|
||||
@@ -59,6 +64,7 @@ namespace Cthangover.Mods.Rpg
|
||||
GameLogger.Log("RPG", $"map '{map.ID}': tileset '{map.Tileset}' not found", LogLevel.Error);
|
||||
atlas = Tileset != null ? textures.Tileset(Tileset.Image) : null;
|
||||
var tileSet = Tileset != null && atlas != null ? RpgTileSetBuilder.Build(Tileset, atlas) : null;
|
||||
lighting = new RpgLighting(map, grid, Tileset);
|
||||
|
||||
AddChild(BuildLayer(RpgLayer.Back, tileSet));
|
||||
AddChild(BuildLayer(RpgLayer.Main, tileSet));
|
||||
@@ -70,7 +76,7 @@ namespace Cthangover.Mods.Rpg
|
||||
AddEventActor(mapEvent);
|
||||
RefreshEvents();
|
||||
|
||||
Player = new RpgActor(TileSize) { Name = "Player" };
|
||||
Player = new RpgActor(TileSize) { Name = "Player", Material = lighting.Material };
|
||||
Player.UseCharset(textures.Charset(RpgPlayerLook.Charset()));
|
||||
Player.StepFinished += OnPlayerStepFinished;
|
||||
actorLayer.AddChild(Player);
|
||||
@@ -92,7 +98,22 @@ namespace Cthangover.Mods.Rpg
|
||||
public void RefreshEvents()
|
||||
{
|
||||
foreach (var actor in eventActors.Values)
|
||||
actor.Visible = string.IsNullOrWhiteSpace(actor.Event.Condition) || ScenarioCondition.Evaluate(actor.Event.Condition);
|
||||
{
|
||||
var index = RpgEventPages.ActiveIndex(actor.Event, ScenarioCondition.Evaluate);
|
||||
actor.Visible = index >= 0;
|
||||
if (index < 0 || index == actor.PageIndex)
|
||||
continue;
|
||||
var first = actor.PageIndex == -2;
|
||||
actor.PageIndex = index;
|
||||
actor.Current = RpgEventPages.Effective(actor.Event, index);
|
||||
actor.RouteIndex = 0;
|
||||
actor.RouteTimer = actor.Current.Route?.Every ?? 0;
|
||||
ApplyLook(actor);
|
||||
if (first)
|
||||
actor.Place(new Vector2I(actor.Event.X, actor.Event.Y), actor.Current.Dir);
|
||||
else if (index > 0 && actor.Event.Pages[index - 1].Dir.HasValue)
|
||||
actor.Face(actor.Current.Dir);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>True when the cell lies on the map (a saved position may be stale after a map edit).</summary>
|
||||
@@ -105,7 +126,7 @@ namespace Cthangover.Mods.Rpg
|
||||
return false;
|
||||
foreach (var actor in eventActors.Values)
|
||||
{
|
||||
if (actor.Visible && actor.Event.IsSolid && actor.Cell == cell)
|
||||
if (actor.Visible && actor.Current?.IsSolid == true && actor.Cell == cell)
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
@@ -119,7 +140,7 @@ namespace Cthangover.Mods.Rpg
|
||||
{
|
||||
foreach (var actor in eventActors.Values)
|
||||
{
|
||||
if (actor.Visible && actor.Cell == cell && actor.Event.Trigger == trigger)
|
||||
if (actor.Visible && actor.Cell == cell && actor.Current?.Trigger == trigger)
|
||||
return actor;
|
||||
}
|
||||
return null;
|
||||
@@ -141,13 +162,16 @@ namespace Cthangover.Mods.Rpg
|
||||
|
||||
if (target.Cell != Player.Cell)
|
||||
target.Face(RpgDirections.Opposite(Player.Facing));
|
||||
return RpgEventRunner.Run(target.Event, Map.ID);
|
||||
return RpgEventRunner.Run(target.Current, Map.ID);
|
||||
}
|
||||
|
||||
/// <summary>Walking: one decision per frame while the player stands still.</summary>
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
if (Player != null && !Player.IsMoving && !RpgInput.IsWalkBlocked(this))
|
||||
var blocked = RpgInput.IsWalkBlocked(this);
|
||||
if (!blocked)
|
||||
WalkRoutes(delta);
|
||||
if (Player != null && !Player.IsMoving && !blocked)
|
||||
{
|
||||
var held = RpgInput.HeldDirection();
|
||||
if (held.HasValue)
|
||||
@@ -160,6 +184,7 @@ namespace Cthangover.Mods.Rpg
|
||||
}
|
||||
}
|
||||
UpdateCamera();
|
||||
lighting.Update(this, eventActors.Values);
|
||||
}
|
||||
|
||||
/// <summary>The action key: advances a running dialog, otherwise interacts.</summary>
|
||||
@@ -188,7 +213,7 @@ namespace Cthangover.Mods.Rpg
|
||||
var touch = EventAt(player.Cell, RpgEventTrigger.Touch);
|
||||
if (touch != null)
|
||||
{
|
||||
RpgEventRunner.Run(touch.Event, Map.ID);
|
||||
RpgEventRunner.Run(touch.Current, Map.ID);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -199,7 +224,7 @@ namespace Cthangover.Mods.Rpg
|
||||
|
||||
private TileMapLayer BuildLayer(RpgLayer layer, TileSet tileSet)
|
||||
{
|
||||
var node = new TileMapLayer { Name = layer.ToString(), TileSet = tileSet };
|
||||
var node = new TileMapLayer { Name = layer.ToString(), TileSet = tileSet, Material = lighting.Material };
|
||||
if (tileSet == null)
|
||||
return node;
|
||||
for (var y = 0; y < grid.Height; y++)
|
||||
@@ -207,10 +232,15 @@ namespace Cthangover.Mods.Rpg
|
||||
for (var x = 0; x < grid.Width; x++)
|
||||
{
|
||||
var index = grid.GetTile(layer, x, y);
|
||||
if (index >= 0)
|
||||
if (index >= 0 && Tileset.AutotileOf(index) == null)
|
||||
node.SetCell(new Vector2I(x, y), RpgTileSetBuilder.SourceId, RpgTileSetBuilder.AtlasCoords(Tileset, index));
|
||||
}
|
||||
}
|
||||
var autotiles = new RpgAutotileLayer(grid, layer, Tileset, textures);
|
||||
if (autotiles.Count > 0)
|
||||
node.AddChild(autotiles);
|
||||
else
|
||||
autotiles.Free();
|
||||
return node;
|
||||
}
|
||||
|
||||
@@ -222,18 +252,58 @@ namespace Cthangover.Mods.Rpg
|
||||
return;
|
||||
}
|
||||
|
||||
var actor = new RpgActor(TileSize, mapEvent) { Name = "Event_" + mapEvent.Id };
|
||||
if (!string.IsNullOrEmpty(mapEvent.Sprite))
|
||||
actor.UseCharset(textures.Charset(mapEvent.Sprite));
|
||||
else if (mapEvent.Tile >= 0 && Tileset != null)
|
||||
actor.UseTile(atlas, RpgTileSetBuilder.AtlasCoords(Tileset, mapEvent.Tile));
|
||||
else if (!string.IsNullOrEmpty(mapEvent.Icon))
|
||||
actor.UseIcon(textures.Icon(mapEvent.Icon));
|
||||
actor.Place(new Vector2I(mapEvent.X, mapEvent.Y), mapEvent.Dir);
|
||||
// The look and the cell come with the first page (RefreshEvents).
|
||||
var actor = new RpgActor(TileSize, mapEvent) { Name = "Event_" + mapEvent.Id, Material = lighting.Material };
|
||||
actorLayer.AddChild(actor);
|
||||
eventActors[mapEvent.Id] = actor;
|
||||
}
|
||||
|
||||
/// <summary>Shows the active page's charset, tile or icon (nothing for an invisible trigger).</summary>
|
||||
private void ApplyLook(RpgActor actor)
|
||||
{
|
||||
var page = actor.Current;
|
||||
actor.ClearLook();
|
||||
if (!string.IsNullOrEmpty(page.Sprite))
|
||||
actor.UseCharset(textures.Charset(page.Sprite));
|
||||
else if (page.Tile >= 0 && Tileset != null)
|
||||
actor.UseTile(atlas, RpgTileSetBuilder.AtlasCoords(Tileset, page.Tile));
|
||||
else if (!string.IsNullOrEmpty(page.Icon))
|
||||
actor.UseIcon(textures.Icon(page.Icon));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Advances the routes of the shown events (<see cref="RpgMoveRoute"/>): one step per
|
||||
/// <c>Every</c> seconds; a walk into a blocked cell or onto the player only turns.
|
||||
/// </summary>
|
||||
private void WalkRoutes(double delta)
|
||||
{
|
||||
foreach (var actor in eventActors.Values)
|
||||
{
|
||||
var route = actor.Current?.Route;
|
||||
if (!actor.Visible || route?.Steps == null || route.Steps.Count == 0 || actor.IsMoving)
|
||||
continue;
|
||||
actor.RouteTimer -= delta;
|
||||
if (actor.RouteTimer > 0)
|
||||
continue;
|
||||
actor.RouteTimer = Math.Max(0.1, route.Every);
|
||||
if (actor.RouteIndex >= route.Steps.Count)
|
||||
{
|
||||
if (!route.Repeat)
|
||||
continue;
|
||||
actor.RouteIndex = 0;
|
||||
}
|
||||
|
||||
var step = RpgRouteStep.Resolve(route.Steps[actor.RouteIndex++], actor.Cell, Player?.Cell ?? actor.Cell, random);
|
||||
if (!step.Direction.HasValue)
|
||||
continue;
|
||||
var next = actor.Cell + RpgDirections.Delta(step.Direction.Value);
|
||||
if (step.Moves && CanEnter(next) && next != Player?.Cell)
|
||||
actor.StepTo(step.Direction.Value);
|
||||
else
|
||||
actor.Face(step.Direction.Value);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateCamera()
|
||||
{
|
||||
if (Player == null || GetParent() is not Control host)
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "RPG Walk Test",
|
||||
"description": "Integration test of the rpg mod on the rpg_demo game: real WASD/E key events walk the hero, collide, read a sign, turn an NPC, go through a door teleport, flip events by a story flag, fight a battle that returns to the same cell with the win flag set. A pickup the suite adds to the village through its own map_events file is picked up and must stay gone after leaving the map and coming back, and after a save is loaded. Activated by --itest=rpg_walk with --game=rpg_demo --new; --shots=<dir> saves screenshots (windowed runs only).",
|
||||
"description": "Integration test of the rpg mod on the rpg_plus game (its rpg_demo_game world): real WASD/E key events walk the hero, collide, read a sign, turn an NPC, go through a door teleport, flip events by a story flag, fight a battle that returns to the same cell with the win flag set. A pickup the suite adds to the village through its own map_events file is picked up and must stay gone after leaving the map and coming back, and after a save is loaded. Activated by --itest=rpg_walk with --game=rpg_plus --new (the prologue is clicked through first); --shots=<dir> saves screenshots (windowed runs only).",
|
||||
"sources": [
|
||||
"src/*.cs"
|
||||
],
|
||||
|
||||
@@ -34,6 +34,9 @@ namespace Cthangover.Mods.Rpg.Tests
|
||||
public partial class RpgWalkTestDriver : Node
|
||||
{
|
||||
private const float TickSeconds = 0.1f;
|
||||
|
||||
// The battle opens with an intro animation (the backdrop zooms in): shots wait it out.
|
||||
private const int BattleIntroTicks = 20;
|
||||
private const float TimeoutSeconds = 90f;
|
||||
private const string Village = "rpg_village";
|
||||
private const string House = "rpg_elder_house";
|
||||
@@ -97,6 +100,8 @@ namespace Cthangover.Mods.Rpg.Tests
|
||||
switch (step)
|
||||
{
|
||||
case 0:
|
||||
if (Boot.IsReady && SkipPrologue())
|
||||
return;
|
||||
if (Boot.IsReady && View?.Map?.ID == Village)
|
||||
Next();
|
||||
return;
|
||||
@@ -241,8 +246,8 @@ namespace Cthangover.Mods.Rpg.Tests
|
||||
// core waits for the player, take the platform's victory path.
|
||||
if (battle.ActiveBattleCore is not IBattleAutoPlayable auto || !auto.IsWaitingForPlayerInput)
|
||||
return;
|
||||
// The shot waits for the fade-in too, otherwise it catches the blank transition.
|
||||
if (GodotSceneService.IsTransitioning)
|
||||
// The shot waits for the fade-in and the intro animation, otherwise it catches the zoomed backdrop.
|
||||
if (GodotSceneService.IsTransitioning || ++waitTicks < BattleIntroTicks)
|
||||
return;
|
||||
Shot("battle");
|
||||
battle.ShowWinground();
|
||||
@@ -319,6 +324,26 @@ namespace Cthangover.Mods.Rpg.Tests
|
||||
}
|
||||
|
||||
/// <summary>Advances a running dialog with the action key; true while it is still running.</summary>
|
||||
/// <summary>
|
||||
/// The game opens with a novel-style prologue (no map yet): its lines are clicked
|
||||
/// through and every choice takes the first answer. True while it runs.
|
||||
/// </summary>
|
||||
private static bool SkipPrologue()
|
||||
{
|
||||
// Asking for the dialog box before the first scene is up caches the wrong node.
|
||||
var scene = ((SceneTree)Engine.GetMainLoop()).Root.GetNodeOrNull<SceneManager>("SceneManager")?.CurrentSceneName;
|
||||
if (string.IsNullOrEmpty(scene) || RpgWorldHost.Current?.View?.Map != null)
|
||||
return false;
|
||||
var box = RpgInput.FindDialogBox();
|
||||
if (box == null || !box.IsRunning)
|
||||
return false;
|
||||
if (box.IsWaitingAnswer)
|
||||
box.TrySelectVariant(0);
|
||||
else
|
||||
box.NextAction();
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool AdvanceDialog()
|
||||
{
|
||||
var box = RpgInput.FindDialogBox();
|
||||
|
||||
@@ -32,7 +32,7 @@ namespace Cthangover.Mods.Rpg.Tests
|
||||
.Select(a => a.Substring("--shots=".Length))
|
||||
.FirstOrDefault();
|
||||
GameLogger.Log("TEST", $"RpgWalkTestInitializer: activating rpg_walk, shots={shots ?? "off"}");
|
||||
(Godot.Engine.GetMainLoop() as SceneTree)?.Root?.CallDeferred("add_child", new RpgWalkTestDriver(shots));
|
||||
ModRoot.AddDeferred(new RpgWalkTestDriver(shots));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,64 @@
|
||||
namespace Cthangover.Mods.Rpg.Tests
|
||||
{
|
||||
using Cthangover.Core.Mods.Testing;
|
||||
using Godot;
|
||||
|
||||
/// <summary>Autotile cells are assembled from quarters of the A2 block picked by their neighbours.</summary>
|
||||
public class RpgAutotilesTests
|
||||
{
|
||||
private const int Water = 40;
|
||||
|
||||
private static bool Is(Vector2I[] quarters, params int[] xy)
|
||||
{
|
||||
for (var i = 0; i < 4; i++)
|
||||
{
|
||||
if (quarters[i] != new Vector2I(xy[i * 2], xy[i * 2 + 1]))
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
[ModTest("autotiles/quarters_by_neighbours")]
|
||||
static void QuartersByNeighbours(ModTestContext ctx)
|
||||
{
|
||||
ModAssert.True(Is(RpgAutotiles.Quarters(false, false, false, false, false, false, false, false), 0, 2, 3, 2, 0, 5, 3, 5),
|
||||
"alone: the four outer corners");
|
||||
ModAssert.True(Is(RpgAutotiles.Quarters(true, true, true, true, true, true, true, true), 2, 4, 1, 4, 2, 3, 1, 3),
|
||||
"surrounded: the fill of the patch");
|
||||
ModAssert.True(Is(RpgAutotiles.Quarters(true, true, true, true, false, false, false, false), 2, 0, 3, 0, 2, 1, 3, 1),
|
||||
"sides alike, corners not: the inner corners");
|
||||
ModAssert.True(Is(RpgAutotiles.Quarters(false, true, true, true, false, false, true, true), 2, 2, 1, 2, 2, 3, 1, 3),
|
||||
"the top row of a pond: top edge above, fill below");
|
||||
ModAssert.True(Is(RpgAutotiles.Quarters(true, true, false, true, false, true, false, true), 0, 4, 1, 4, 0, 3, 1, 3),
|
||||
"the left column: left edge");
|
||||
var corner = RpgAutotiles.Quarters(true, true, true, true, false, true, true, true);
|
||||
ModAssert.True(corner[0] == new Vector2I(2, 0) && corner[3] == new Vector2I(1, 3), "only the missing corner turns inner");
|
||||
}
|
||||
|
||||
[ModTest("autotiles/cells_read_their_layer_and_the_map_edge_counts_alike")]
|
||||
static void QuartersAt(ModTestContext ctx)
|
||||
{
|
||||
var grid = new RpgMapGrid(3, 3);
|
||||
grid.SetTile(RpgLayer.Back, 0, 0, Water);
|
||||
grid.SetTile(RpgLayer.Back, 1, 0, Water);
|
||||
grid.SetTile(RpgLayer.Main, 0, 1, Water);
|
||||
|
||||
var corner = RpgAutotiles.QuartersAt(grid, RpgLayer.Back, 0, 0, Water);
|
||||
ModAssert.True(corner[0] == new Vector2I(2, 4), "off the map counts as water: the top-left quarter is fill");
|
||||
ModAssert.True(corner[2] == new Vector2I(2, 5), "below lies grass on this layer: bottom edge (the main layer is not read)");
|
||||
ModAssert.True(corner[1] == new Vector2I(1, 4), "to the right is water");
|
||||
|
||||
var end = RpgAutotiles.QuartersAt(grid, RpgLayer.Back, 1, 0, Water);
|
||||
ModAssert.True(end[1] == new Vector2I(3, 4), "the right end: right edge");
|
||||
ModAssert.True(end[3] == new Vector2I(3, 5), "and its outer bottom-right corner");
|
||||
}
|
||||
|
||||
[ModTest("autotiles/source_and_preview_rects")]
|
||||
static void Rects(ModTestContext ctx)
|
||||
{
|
||||
ModAssert.True(RpgAutotiles.SourceRect(new Vector2I(3, 5), 32) == new Rect2(48, 80, 16, 16), "quarters are half tiles");
|
||||
ModAssert.True(RpgAutotiles.SourceRect(Vector2I.Zero, 48) == new Rect2(0, 0, 24, 24), "of any tile size");
|
||||
ModAssert.True(RpgAutotiles.PreviewRect(32) == new Rect2(0, 0, 32, 32), "the preview is the top-left tile");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,113 @@
|
||||
namespace Cthangover.Mods.Rpg.Tests
|
||||
{
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text.Json;
|
||||
using Cthangover.Core.Mods.Testing;
|
||||
using Cthangover.Core.Utils;
|
||||
using Godot;
|
||||
|
||||
/// <summary>Event pages pick the last page whose condition holds; routes resolve their steps; a page light replaces the event's.</summary>
|
||||
public class RpgEventPagesTests
|
||||
{
|
||||
private static RpgMapEvent Chest() => JsonSerializer.Deserialize<RpgMapEvent>(@"{
|
||||
""Id"": ""chest"", ""X"": 3, ""Y"": 2, ""Tile"": 40, ""Commands"": [""flag chest_open 1""],
|
||||
""Pages"": [
|
||||
{ ""Condition"": ""chest_open == 1"", ""Icon"": ""rpg_demo/coin"", ""Commands"": [""text \""Empty.\""""] },
|
||||
{ ""Condition"": ""guard_back == 1"", ""Sprite"": ""village/guard"", ""Dir"": ""left"", ""Solid"": true }
|
||||
]
|
||||
}", JsonOptionsProvider.ReadOptions);
|
||||
|
||||
private static Func<string, bool> Flags(params string[] holding) => c => Array.IndexOf(holding, c) >= 0;
|
||||
|
||||
[ModTest("pages/last_holding_page_wins")]
|
||||
static void LastHoldingPageWins(ModTestContext ctx)
|
||||
{
|
||||
var chest = Chest();
|
||||
ModAssert.Equal(0, RpgEventPages.ActiveIndex(chest, Flags()), "no page holds: the event itself");
|
||||
ModAssert.Equal(1, RpgEventPages.ActiveIndex(chest, Flags("chest_open == 1")), "the opened page");
|
||||
ModAssert.Equal(2, RpgEventPages.ActiveIndex(chest, Flags("chest_open == 1", "guard_back == 1")), "the later page wins");
|
||||
}
|
||||
|
||||
[ModTest("pages/own_condition_only_turns_off_page_zero")]
|
||||
static void OwnConditionOnlyTurnsOffPageZero(ModTestContext ctx)
|
||||
{
|
||||
var chest = Chest();
|
||||
chest.Condition = "chest_here == 1";
|
||||
ModAssert.Equal(-1, RpgEventPages.ActiveIndex(chest, Flags()), "nothing holds: hidden");
|
||||
ModAssert.Equal(1, RpgEventPages.ActiveIndex(chest, Flags("chest_open == 1")), "a page shows it without the own condition");
|
||||
ModAssert.Equal(0, RpgEventPages.ActiveIndex(new RpgMapEvent { Id = "plain" }, Flags()), "an event without pages and condition");
|
||||
}
|
||||
|
||||
[ModTest("pages/effective_merges_page_over_event")]
|
||||
static void EffectiveMergesPageOverEvent(ModTestContext ctx)
|
||||
{
|
||||
var chest = Chest();
|
||||
ModAssert.True(ReferenceEquals(chest, RpgEventPages.Effective(chest, 0)), "page 0 is the event itself");
|
||||
|
||||
var open = RpgEventPages.Effective(chest, 1);
|
||||
ModAssert.Equal("chest", open.Id, "id kept");
|
||||
ModAssert.Equal(3, open.X, "cell kept");
|
||||
ModAssert.Equal("rpg_demo/coin", open.Icon, "the page's icon");
|
||||
ModAssert.Equal(-1, open.Tile, "a page look replaces the whole look");
|
||||
ModAssert.Equal("text \"Empty.\"", open.Commands[0], "the page's commands");
|
||||
ModAssert.True(open.Trigger == RpgEventTrigger.Action, "trigger inherited");
|
||||
|
||||
var guard = RpgEventPages.Effective(chest, 2);
|
||||
ModAssert.Equal("village/guard", guard.Sprite, "charset of page 2");
|
||||
ModAssert.True(guard.Dir == RpgDirection.Left, "facing of page 2");
|
||||
ModAssert.True(guard.IsSolid, "solid");
|
||||
ModAssert.Equal("flag chest_open 1", guard.Commands[0], "commands inherited from the event");
|
||||
ModAssert.Null(RpgEventPages.Effective(chest, 3), "out of range");
|
||||
}
|
||||
|
||||
[ModTest("routes/steps_resolve")]
|
||||
static void StepsResolve(ModTestContext ctx)
|
||||
{
|
||||
var self = new Vector2I(5, 5);
|
||||
var player = new Vector2I(2, 6);
|
||||
var left = RpgRouteStep.Resolve("Left", self, player, null);
|
||||
ModAssert.True(left.Moves && left.Direction == RpgDirection.Left, "a walk, any case");
|
||||
var face = RpgRouteStep.Resolve("face_up", self, player, null);
|
||||
ModAssert.True(!face.Moves && face.Direction == RpgDirection.Up, "a turn");
|
||||
ModAssert.Null(RpgRouteStep.Resolve("wait", self, player, null).Direction, "wait stands");
|
||||
ModAssert.Null(RpgRouteStep.Resolve("dance", self, player, null).Direction, "an unknown word stands");
|
||||
ModAssert.True(RpgRouteStep.Resolve("toward", self, player, null).Direction == RpgDirection.Left, "toward along the longer axis");
|
||||
ModAssert.True(RpgRouteStep.Resolve("away", self, player, null).Direction == RpgDirection.Right, "away is the opposite");
|
||||
ModAssert.Null(RpgRouteStep.Toward(self, self), "already there");
|
||||
var random = RpgRouteStep.Resolve("random", self, player, new Random(7));
|
||||
ModAssert.True(random.Moves && random.Direction.HasValue, "random walks somewhere");
|
||||
}
|
||||
|
||||
[ModTest("routes/json_defaults")]
|
||||
static void JsonDefaults(ModTestContext ctx)
|
||||
{
|
||||
var mapEvent = JsonSerializer.Deserialize<RpgMapEvent>(@"{ ""Id"": ""cat"", ""Route"": { ""Steps"": [""random""] } }", JsonOptionsProvider.ReadOptions);
|
||||
ModAssert.CloseTo(1.0, mapEvent.Route.Every, what: "a step a second by default");
|
||||
ModAssert.True(mapEvent.Route.Repeat, "repeats by default");
|
||||
ModAssert.Null(mapEvent.Pages, "no pages");
|
||||
}
|
||||
|
||||
[ModTest("lights/page_light_over_event_light_round_trip")]
|
||||
static void PageLightOverEventLight(ModTestContext ctx)
|
||||
{
|
||||
var lamp = JsonSerializer.Deserialize<RpgMapEvent>(@"{
|
||||
""Id"": ""lamp"", ""Tile"": 12, ""Light"": { ""Radius"": 2.5, ""Color"": ""#ff8040"" },
|
||||
""Pages"": [ { ""Condition"": ""lamp_out == 1"", ""Tile"": 13, ""Light"": { ""Radius"": 1 } }, { ""Condition"": ""door == 1"" } ]
|
||||
}", JsonOptionsProvider.ReadOptions);
|
||||
ModAssert.CloseTo(2.5, lamp.Light.Radius, what: "the event's light");
|
||||
ModAssert.Equal("#ff8040", lamp.Light.Color, "the event's colour");
|
||||
|
||||
var dim = RpgEventPages.Effective(lamp, 1);
|
||||
ModAssert.CloseTo(1, dim.Light.Radius, what: "the page's light replaces it");
|
||||
ModAssert.Equal("#ffd8a0", dim.Light.Color, "a page light without a colour is warm by default");
|
||||
ModAssert.CloseTo(2.5, RpgEventPages.Effective(lamp, 2).Light.Radius, what: "a page without a light keeps the event's");
|
||||
|
||||
var again = JsonSerializer.Deserialize<RpgMapEvent>(JsonSerializer.Serialize(lamp), JsonOptionsProvider.ReadOptions);
|
||||
ModAssert.CloseTo(2.5, again.Light.Radius, what: "radius survives the round trip");
|
||||
ModAssert.Equal("#ff8040", again.Light.Color, "colour survives the round trip");
|
||||
ModAssert.CloseTo(1, again.Pages[0].Light.Radius, what: "the page light survives the round trip");
|
||||
ModAssert.Null(JsonSerializer.Deserialize<RpgMapEvent>(@"{ ""Id"": ""dark"" }", JsonOptionsProvider.ReadOptions).Light, "no light by default");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,59 @@
|
||||
namespace Cthangover.Mods.Rpg.Tests
|
||||
{
|
||||
using System.Collections.Generic;
|
||||
using System.Text.Json;
|
||||
using Cthangover.Core.Mods.Testing;
|
||||
using Cthangover.Core.Utils;
|
||||
using Godot;
|
||||
|
||||
/// <summary>The map's light: ambient weights from the clock, lit tiles, the fixed ambient of a map.</summary>
|
||||
public class RpgLightingTests
|
||||
{
|
||||
[ModTest("lights/weights_follow_clock_dark_mode_and_switch")]
|
||||
static void WeightsFollowClock(ModTestContext ctx)
|
||||
{
|
||||
ModAssert.CloseTo(1, RpgLighting.Weights(13f, false, true).Y, what: "noon is day");
|
||||
ModAssert.CloseTo(1, RpgLighting.Weights(0.5f, false, true).W, what: "midnight is night");
|
||||
ModAssert.CloseTo(1, RpgLighting.Weights(13f, true, true).W, what: "dark mode is night at noon");
|
||||
ModAssert.CloseTo(1, RpgLighting.Weights(0.5f, false, false).Y, what: "lighting switched off keeps day at midnight");
|
||||
var dawn = RpgLighting.Weights(5f, false, true);
|
||||
ModAssert.CloseTo(1, dawn.X + dawn.W, what: "dawn blends night into morning");
|
||||
ModAssert.True(dawn.X > 0 && dawn.W > 0, "both phases at dawn");
|
||||
}
|
||||
|
||||
[ModTest("lights/tile_lights_on_any_layer_once_per_cell")]
|
||||
static void TileLights(ModTestContext ctx)
|
||||
{
|
||||
var tileset = new RpgTileset
|
||||
{
|
||||
ID = "lit",
|
||||
Tiles = new List<RpgTileInfo>
|
||||
{
|
||||
new() { Index = 3, Light = new RpgLight { Radius = 4 } },
|
||||
new() { Index = 7, Light = new RpgLight { Radius = 1.5f, Color = "#ffd27a" } },
|
||||
new() { Index = 9, Solid = true },
|
||||
},
|
||||
};
|
||||
var grid = new RpgMapGrid(4, 3);
|
||||
grid.SetTile(RpgLayer.Front, 1, 0, 3);
|
||||
grid.SetTile(RpgLayer.Main, 2, 2, 7);
|
||||
grid.SetTile(RpgLayer.Back, 2, 2, 3);
|
||||
grid.SetTile(RpgLayer.Main, 0, 1, 9);
|
||||
|
||||
var lights = RpgLighting.TileLights(grid, tileset);
|
||||
ModAssert.Equal(2, lights.Count, "one light per lit cell, unlit tiles give none");
|
||||
ModAssert.True(lights.Exists(l => l.Cell == new Vector2I(1, 0) && Mathf.IsEqualApprox(l.Light.Radius, 4f)), "a front-layer lamp");
|
||||
ModAssert.True(lights.Exists(l => l.Cell == new Vector2I(2, 2)), "a cell lit on two layers counts once");
|
||||
}
|
||||
|
||||
[ModTest("lights/map_ambient_json")]
|
||||
static void MapAmbientJson(ModTestContext ctx)
|
||||
{
|
||||
var room = JsonSerializer.Deserialize<RpgMap>(@"{ ""ID"": ""room"", ""Ambient"": ""#e8dcc8"" }", JsonOptionsProvider.ReadOptions);
|
||||
ModAssert.Equal("#e8dcc8", room.Ambient, "a lit room");
|
||||
var again = JsonSerializer.Deserialize<RpgMap>(JsonSerializer.Serialize(room), JsonOptionsProvider.ReadOptions);
|
||||
ModAssert.Equal("#e8dcc8", again.Ambient, "ambient survives the round trip");
|
||||
ModAssert.Null(JsonSerializer.Deserialize<RpgMap>(@"{ ""ID"": ""field"" }", JsonOptionsProvider.ReadOptions).Ambient, "outdoors by default");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -53,6 +53,26 @@ namespace Cthangover.Mods.Rpg.Tests
|
||||
ModAssert.False(tileset.IsSolid(-1), "empty cell");
|
||||
}
|
||||
|
||||
[ModTest("rules/tileset_light_and_autotile_lookup_round_trip")]
|
||||
static void TilesetLightAndAutotileLookup(ModTestContext ctx)
|
||||
{
|
||||
var tileset = System.Text.Json.JsonSerializer.Deserialize<RpgTileset>(@"{
|
||||
""Id"": ""lit"", ""Tiles"": [
|
||||
{ ""Index"": 29, ""Tag"": ""lamp_top"", ""Light"": { ""Radius"": 4, ""Color"": ""#ffcf80"" } },
|
||||
{ ""Index"": 40, ""Solid"": true, ""Tag"": ""water"", ""Autotile"": ""village/water_auto"" }
|
||||
] }", Cthangover.Core.Utils.JsonOptionsProvider.ReadOptions);
|
||||
tileset = System.Text.Json.JsonSerializer.Deserialize<RpgTileset>(System.Text.Json.JsonSerializer.Serialize(tileset), Cthangover.Core.Utils.JsonOptionsProvider.ReadOptions);
|
||||
|
||||
ModAssert.CloseTo(4, tileset.LightOf(29).Radius, what: "the lamp's light survives the round trip");
|
||||
ModAssert.Equal("#ffcf80", tileset.LightOf(29).Color, "with its colour");
|
||||
ModAssert.Null(tileset.LightOf(40), "the water gives no light");
|
||||
ModAssert.Null(tileset.LightOf(-1), "an empty cell gives no light");
|
||||
ModAssert.Equal("village/water_auto", tileset.AutotileOf(40)?.Autotile, "the autotile entry and its block");
|
||||
ModAssert.Null(tileset.AutotileOf(29), "a plain tile is no autotile");
|
||||
ModAssert.Null(tileset.AutotileOf(-1), "nor an empty cell");
|
||||
ModAssert.True(tileset.IsSolid(40), "an autotile is solid like any tile");
|
||||
}
|
||||
|
||||
[ModTest("rules/encounter_off_without_table")]
|
||||
static void EncounterOffWithoutTable(ModTestContext ctx)
|
||||
{
|
||||
|
||||
Reference in new issue
Block a user