init mod
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namespace Cthangover.Mods.ScenarioStudio
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{
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using System;
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using Cthangover.Core.UI.Theming;
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using Cthangover.Mods.Interface.Theming;
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using Godot;
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/// <summary>
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/// "Map" tab: the walk between scenes around the player, laid out as a
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/// vertical path because the dock is narrow — where the player came from,
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/// where they are, and the exits from here with the command or choice that
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/// leads there. Exits can be taken directly (a debugging teleport); new
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/// scenes are created in the studio layer, the current scenario can be
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/// linked to any scene, and the layer can be exported as a regular mod.
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/// </summary>
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public static class StudioMapPage
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{
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public static void Build(VBoxContainer content, StudioSession session, Action<StudioActionButton> go, Action<StudioActionButton> newScene, Action<StudioActionButton> link, Action<StudioActionButton> export)
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{
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var visited = false;
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foreach (var node in session.Nodes)
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{
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if (node.State != StudioNodeState.Visited)
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continue;
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if (!visited)
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content.AddChild(UiKit.SectionTitle(TranslationServer.Translate("studio/map_from"), UiTokens.FontSmall));
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visited = true;
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content.AddChild(BuildNode(node, go));
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content.AddChild(Arrow());
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}
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if (!visited)
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content.AddChild(UiKit.SectionTitle(TranslationServer.Translate("studio/map_here"), UiTokens.FontSmall));
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foreach (var node in session.Nodes)
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{
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if (node.State == StudioNodeState.Here)
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content.AddChild(BuildNode(node, null));
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}
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content.AddChild(UiKit.SectionTitle(TranslationServer.Translate("studio/map_to"), UiTokens.FontSmall));
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var exits = 0;
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foreach (var node in session.Nodes)
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{
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if (node.State != StudioNodeState.Next && node.State != StudioNodeState.New)
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continue;
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content.AddChild(BuildNode(node, go));
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exits++;
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}
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if (exits == 0)
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content.AddChild(UiKit.Hint(TranslationServer.Translate("studio/map_no_exits"), UiTokens.FontBodySmall));
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var actions = new HFlowContainer { MouseFilter = Control.MouseFilterEnum.Ignore };
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actions.AddThemeConstantOverride("h_separation", UiTokens.Space2);
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actions.AddThemeConstantOverride("v_separation", UiTokens.Space2);
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actions.AddChild(StudioActionButton.Create("studio/map_new_scene", newScene));
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if (session.HasScenario)
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actions.AddChild(StudioActionButton.Create("studio/map_link", link));
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actions.AddChild(StudioActionButton.Create("studio/map_export", export));
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content.AddChild(actions);
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}
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private static Control BuildNode(StudioSceneNode node, Action<StudioActionButton> go)
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{
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var card = new PanelContainer { MouseFilter = Control.MouseFilterEnum.Ignore };
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card.AddThemeStyleboxOverride("panel", StudioStyles.Node(node.State));
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var row = UiKit.Row(UiTokens.Space3);
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card.AddChild(row);
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var column = UiKit.Column(UiTokens.Space1);
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column.SizeFlagsHorizontal = Control.SizeFlags.ExpandFill;
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row.AddChild(column);
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var head = UiKit.Row(UiTokens.Space3);
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var nameColor = node.State == StudioNodeState.Here ? UiTokens.AccentBright : UiTokens.Ink;
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head.AddChild(StudioStyles.Text(node.Name, UiTokens.FontBodySmall, nameColor, mono: true));
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head.AddChild(StudioStyles.Scope(node.Scope));
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column.AddChild(head);
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var sub = TranslationServer.Translate(StateKey(node.State));
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if (node.Via != null)
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sub += " · " + node.Via.Resolve();
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column.AddChild(StudioStyles.Text(sub, UiTokens.FontSmall, UiTokens.Faint));
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if (node.State != StudioNodeState.Here)
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{
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var button = StudioActionButton.Create("studio/map_go", go);
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button.Payload = node.Name;
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button.SizeFlagsVertical = Control.SizeFlags.ShrinkCenter;
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row.AddChild(button);
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}
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return card;
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}
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private static Control Arrow()
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{
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var arrow = StudioStyles.Text("↓", UiTokens.FontBody, UiTokens.Faint);
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arrow.HorizontalAlignment = HorizontalAlignment.Center;
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return arrow;
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}
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private static string StateKey(StudioNodeState state)
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{
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switch (state)
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{
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case StudioNodeState.Here:
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return "studio/node_here";
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case StudioNodeState.Visited:
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return "studio/node_visited";
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case StudioNodeState.New:
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return "studio/node_new";
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default:
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return "studio/node_next";
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}
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}
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}
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}
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