573 lines
16 KiB
GDScript
573 lines
16 KiB
GDScript
extends Node
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#全局数据json的加载
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var texture_json_path:String="res://json/texture.json"
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var texture_data:Dictionary
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var card_json_path:String="res://json/card.json"
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var card_data:Dictionary
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var script_json_path:String="res://json/script.json"
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var script_data:Dictionary
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var script_type_divide_data:Array=[]
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var event_json_path:String="res://json/event.json"
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var event_data:Dictionary
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var scene_json_path:String="res://json/scene.json"
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var scene_data:Dictionary
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var character_json_path:String="res://json/character.json"
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var character_data:Dictionary
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var map_json_path:String="res://json/map.json"
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var map_data:Dictionary
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var item_json_path:String="res://json/item.json"
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var item_data
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var npc_json_path:String="res://json/npc.json"
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var npc_data:Dictionary
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#角色修饰数据的存储路径
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var character_embellish_data_path:String="user://emblish.data"
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var character_embellish_data:Dictionary={
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}
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#加载角色修饰数据(没有则自动创建文件
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func load_character_emblish_data():
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var f=FileAccess.open(character_embellish_data_path,FileAccess.READ)
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if f!=null:
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var data=f.get_var()
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if data is Dictionary:
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character_embellish_data=data.duplicate()
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f.close()
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else:
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f=FileAccess.open(character_embellish_data_path,FileAccess.WRITE)
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f.store_var(character_embellish_data)
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f.close()
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#存储角色修饰数据
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func save_character_embellish_data():
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var f=FileAccess.open(character_embellish_data_path,FileAccess.WRITE)
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f.store_var(character_embellish_data)
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f.close()
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#添加角色修饰数据
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func add_character_embellich_data(character_id:String,embellish_name:String,data):
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if character_embellish_data.has(character_id):
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character_embellish_data[character_id][embellish_name]=data
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else:
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character_embellish_data[character_id]={
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embellish_name:data
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}
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save_character_embellish_data()
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pass
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var system_config_data:Dictionary={
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}
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var system_game_data:Dictionary={
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"unlock_character":["test_character_01","test_character_02"],
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#全局物品
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"item":[]
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}
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#获取当前游戏内所有物品
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func get_all_item_game_data()->Array:
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return now_game_data["item"].duplicate(true)
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#根据type获取当前物品
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func get_type_item_game_data(type:int)->Array:
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var item:Array=now_game_data["item"].duplicate(true)
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var res:Array=[]
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for i in item:
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if i.has("type") and int(i["type"])==type:
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res.append(i)
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return res
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func get_now_character_equip_page(page:int):
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return CharacterTool.get_character_equip_page(get_now_character_data(),page)
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func get_now_character_equip_use():
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return CharacterTool.get_character_equip_now(get_now_character_data())
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func replace_equip_with_data(page:int,pos:int,item_data):
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var left=CharacterTool.replace_character_equip(now_game_data["character_data"],page,pos,item_data)
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if left!=null:
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add_item_to_bag(left)
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pass
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#向背包中添加item,会根据allow merger属性决定是否自动合并,并创建num属性
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func add_item_to_bag(item_data:Dictionary):
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var item:Array=now_game_data["item"]
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if item_data["allow_merge"]:
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for i in item_data.size():
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if item_data[i]["id"]==item_data["id"]:
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if item_data[i].has("num"):
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item_data[i]["num"]+=1
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else:
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item_data[i]["num"]=2
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pass
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pass
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else:
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item.append(item_data)
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#根据在背包的排序减少对应物品的数量
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func decrease_item_num_index(ind:int,num:int=1):
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var item:Array=now_game_data["item"]
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if ind<item.size():
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var item_data=item[ind]
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if item_data.has("num"):
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item_data["num"]-=1
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if item_data["num"]<=0:
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item.pop_at(ind)
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else:
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item.pop_at(ind)
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#根据ID减少在背包内的物品
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func decrease_item_num_id(id:String,num:int=1)->bool:
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var item:Array=now_game_data["item"]
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var item_data:Dictionary
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var ind:int
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for i in item.size():
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if item[i]["id"]==id:
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item_data=item[i]
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ind=i
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break
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if item_data==null:
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return false
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else:
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if not item_data.has("num"):
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item_data["num"]=1
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var item_num:int=item_data["num"]
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if item_num>num:
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item_data["num"]-=num
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return true
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elif item_num==num:
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item.pop_at(ind)
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return true
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else:
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return false
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#通过id获取当前背包数量(如果是不允许合并的物品则返回1(有)或者0(没有))
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func get_item_by_id(id:String)->int:
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var item:Array=now_game_data["item"]
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var item_data:Dictionary
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var ind:int
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for i in item.size():
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if item[i]["id"]==id:
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item_data=item[i]
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ind=i
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break
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if item_data!=null:
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if item_data.has("num"):
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return item_data["num"]
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else:
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return 1
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else:
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return 0
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pass
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#返回一个长度为2的数组,第一个数组存储的item中装备的index,另一个是对应的item_data
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func get_all_equip_index_and_data_in_bag()->Array:
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var item:Array=now_game_data["item"].duplicate(true)
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var res:Array=[]
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var ind_arr:Array=[]
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var data_arr:Array=[]
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for i in item.size():
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if is_item_a_equip(item[i]):
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ind_arr.append(i)
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data_arr.append(item[i])
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res=[ind_arr,data_arr]
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return res
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#判断item是否为一个装备(暂时将武器除外)
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func is_item_a_equip(item_data:Dictionary)->bool:
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if not item_data.has("type"):
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return false
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var type:int=item_data["type"]
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if type in [0,1,2,3]:
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return true
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else:
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return false
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#改变当前角色使用的装备页
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func change_character_equip_now_use(page:int):
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print(page)
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CharacterTool.change_character_equip_now_use(now_game_data["character_data"],page)
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#获取当前使用装备页数
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func get_character_page_now_use()->int:
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return CharacterTool.get_character_equip_now_use_page(now_game_data["character_data"])
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##当前数据
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var now_game_data:Dictionary={
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"character_data":{
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},
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"script_data":{
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},
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#游戏内物品
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"item":[],
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"now_scene":"",
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"difficulty":0,
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"gold":9999,
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"health":100,
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"spirit":999,
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"map":"map_01",
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"move_ability":1,
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"time_unix":0,
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"card_in_bag":["card_03","card_03","card_02","card_02","card_01","card_01","card_01","card_01"]
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}
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#当前战斗场景
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var now_fight_scene:FightScene
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#向卡组中添加卡牌
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func add_card(card_id:String):
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now_game_data["card_in_bag"].append(card_id)
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#从卡组中删除卡牌
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func delete_card(card_id:String)->bool:
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var now_arr:Array= now_game_data["card_in_bag"]
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var ind=now_arr.find(card_id)
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if ind==-1:
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return false
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else:
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now_game_data["card_in_bag"].pop_at(ind)
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return true
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#使用卡牌,character为使用者,target为目标,card_data为使用的卡牌数据
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func use_card(card_data:Dictionary,user=null,target=null):
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print("执行了卡牌:\n"+str(card_data)+"\n目标"+str(target))
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if card_data.has("triger"):
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for funcitem in card_data["triger"]:
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var _func=Callable(self,funcitem.func)
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var value:Array=funcitem.value.duplicate()
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for i in value.size():
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if value[i] is String and value[i]=="user":
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value[i]=user
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elif value[i] is String and value[i]=="target":
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value[i]=target
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_func.callv(value)
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##下面是例子
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##打击单位
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func hit(target,value):
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if target is FightCharacterCard ||target is FightEnermyCard:
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target.HP-=value
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#打击全部单位
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func hit_all(value):
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var all_character=now_fight_scene.get_all_unit()
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for i in all_character:
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i.HP-=value
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#回血
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func recover(target,value):
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if target is FightCharacterCard ||target is FightEnermyCard:
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target.HP+=value
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func get_all_card()->Array:
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return now_game_data["card_in_bag"].duplicate()
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func get_move_ability():
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return now_game_data["move_ability"]
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func get_time_dictionary():
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var time_unix=int(now_game_data["time_unix"])
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return Time.get_datetime_dict_from_unix_time(time_unix)
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func get_time_unix():
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return now_game_data["time_unix"]
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#year、month、day、weekday、hour、minute 和 second
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func flow_time(data:Dictionary):
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var date=get_time_dictionary()
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var change_unix:float=0
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if data.has("day"):
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var day=data["year"]
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change_unix+=day*86400
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if data.has("hour"):
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var hour=data["hour"]
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change_unix+=3600*hour
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if data.has("minute"):
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var minute=data["minute"]
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change_unix+=minute*60
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now_game_data["time_unix"]+=change_unix
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time_changed.emit()
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#时间改变的信号
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signal time_changed
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#事件触发器列表
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var triger:Dictionary={
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"change_event":func (data):now_game_flow.show_event(data),
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"change_texture": func (data):now_game_flow.event_panel.change_texture(data),
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"change_text":func(data):now_game_flow.event_panel.change_text(data),
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"change_choice":func(data):now_game_flow.event_panel.change_choice(data),
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"increase_health":func (data):now_game_data.health-=data,
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"end_event":func(data):now_game_flow.event_panel.hide(),
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"flow_time":func (data):flow_time(data)
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}
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#使用事件触发器
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func call_triger(triger_type:String,data):
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if triger.has(triger_type):
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return triger[triger_type].call(data)
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else:
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return null
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#条件触发器(用于返回是否返回条件)
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var condition_triger:Dictionary={
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"date_limit":func (data:Dictionary):return TimeTool.is_in_date(data,get_time_dictionary()),
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"time_limit":func (data:Dictionary):return TimeTool.is_in_time(data,get_time_dictionary()),
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"rand":func (data:Dictionary):return get_rand(data["scene_id"],data["touch_id"],data["index"],data["condition"]),
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}
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#使用条件触发器
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func call_condition_triger(triger_type:String,data):
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if condition_triger.has(triger_type):
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return condition_triger[triger_type].call(data)
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else:
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return null
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pass
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#记录随机的场景上一次结果,如果时间不变则直接取上一次结果
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var condition_triger_randi_dic:Dictionary={
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"scene_id":{
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"touch_name":{
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"index":{
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"last_time_triger":0000,
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"last_rand_result":false,
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}
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}
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}
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}
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#同上
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func get_rand(scene_id:String,touch_name:String,index:String,condition:float)->bool:
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if condition_triger_randi_dic.has(scene_id):
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var scene_data=condition_triger_randi_dic[scene_id]
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if scene_data.has(touch_name):
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var touch_data=scene_data[touch_name]
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if touch_data.has(index):
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var triger_data=touch_data[index]
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var last_time_triger=triger_data["last_time_triger"]
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if last_time_triger==get_time_unix():
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return triger_data["last_rand_result"]
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else:
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var dic=recreate_rand_dic(condition)
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condition_triger_randi_dic[scene_id][touch_name][index]=dic
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return dic["last_rand_result"]
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pass
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else:
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var dic=recreate_rand_dic(condition)
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condition_triger_randi_dic[scene_id][touch_name][index]=dic
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return dic["last_rand_result"]
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else:
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var dic=recreate_rand_dic(condition)
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condition_triger_randi_dic[scene_id][touch_name]={
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index:dic
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}
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return dic["last_rand_result"]
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pass
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else:
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var dic=recreate_rand_dic(condition)
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condition_triger_randi_dic[scene_id]={
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touch_name:{
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index:dic
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}
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}
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return dic["last_rand_result"]
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#为随机创建一个新的随机字典
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func recreate_rand_dic(condition:float)->Dictionary:
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var new_rand_result:bool=(randf()<condition)
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var dic={
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"last_time_triger":get_time_unix(),
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"last_rand_result":new_rand_result,
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}
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return dic
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#移动场景,前者是scene的ID,后者是距离当前场景的距离
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func move_scene(scene_id:String,distance):
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if scene_id==get_now_scene():
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return false
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flow_time({
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"minute":distance/get_move_ability()
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})
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now_game_flow.change_scene(scene_id,distance)
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set_now_scene(scene_id)
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return true
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pass
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#获取当前场景ID
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func get_now_scene():
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return now_game_data["now_scene"]
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#设置当前场景,只用于开局重置位置
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func set_now_scene(scene_id:String):
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now_game_data["now_scene"]=scene_id
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#当前的游戏流程场景
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var now_game_flow:GameFlow
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#获取当前角色数据的拷贝
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func get_now_character_data():
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return now_game_data["character_data"].duplicate()
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#设置当前角色(游戏内)
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func set_now_character(id:String):
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now_game_data["character_data"]=get_character_data(id)
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func _ready() -> void:
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load_texture_data()
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load_script_data()
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load_event_data()
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load_scene_data()
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load_card_data()
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load_character_data()
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load_map_data()
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load_npc_data()
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load_character_emblish_data()
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load_item_data()
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#加载当前图片数据
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func load_texture_data():
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var file=FileAccess.open(texture_json_path,FileAccess.READ)
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var str=file.get_as_text()
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var dictionary:Dictionary=JSON.parse_string(str)
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for i in dictionary.keys():
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var texture=load(dictionary[i])
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if texture is Texture2D:
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dictionary[i]=texture
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texture_data=dictionary
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#加载当前剧本数据
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func load_script_data():
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var file=FileAccess.open(script_json_path,FileAccess.READ)
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var str=file.get_as_text()
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var dictionary:Dictionary=JSON.parse_string(str)
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script_type_divide_data=[{},{},{},{}]
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for i in dictionary.keys():
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dictionary[i]["id"]=i
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var data=dictionary[i]
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if data.has("type"):
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var type:int=int(data["type"])
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script_type_divide_data[type][i]=data
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script_data=dictionary
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#加载当前事件数据
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func load_event_data():
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var file=FileAccess.open(event_json_path,FileAccess.READ)
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var str=file.get_as_text()
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var dictionary:Dictionary=JSON.parse_string(str)
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for i in dictionary.keys():
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dictionary[i]["id"]=i
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event_data=dictionary
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#加载当前场景数据
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func load_scene_data():
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var file=FileAccess.open(scene_json_path,FileAccess.READ)
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var str=file.get_as_text()
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var dictionary:Dictionary=JSON.parse_string(str)
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for i in dictionary.keys():
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dictionary[i]["id"]=i
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scene_data=dictionary
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pass
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#加载当前角色数据(未被修饰)
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func load_character_data():
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var file=FileAccess.open(character_json_path,FileAccess.READ)
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var str=file.get_as_text()
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var dictionary:Dictionary=JSON.parse_string(str)
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for i in dictionary.keys():
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dictionary[i]["id"]=i
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#预处理
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dictionary[i]=CharacterTool.pre_process_character_data(dictionary[i])
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character_data=dictionary
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#加载当前地图字典
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func load_map_data():
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var file=FileAccess.open(map_json_path,FileAccess.READ)
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var str=file.get_as_text()
|
||
var dictionary:Dictionary=JSON.parse_string(str)
|
||
for i in dictionary.keys():
|
||
dictionary[i]["id"]=i
|
||
map_data=dictionary
|
||
#加载当前NPC数据(可能废弃)
|
||
func load_npc_data():
|
||
var file=FileAccess.open(npc_json_path,FileAccess.READ)
|
||
var str=file.get_as_text()
|
||
var dictionary:Dictionary=JSON.parse_string(str)
|
||
for i in dictionary.keys():
|
||
dictionary[i]["id"]=i
|
||
npc_data=dictionary
|
||
#加载当前卡牌数据
|
||
func load_card_data():
|
||
var file=FileAccess.open(card_json_path,FileAccess.READ)
|
||
var str=file.get_as_text()
|
||
var dictionary:Dictionary=JSON.parse_string(str)
|
||
for i in dictionary.keys():
|
||
dictionary[i]["id"]=i
|
||
card_data=dictionary
|
||
|
||
pass
|
||
func load_item_data():
|
||
var file=FileAccess.open(item_json_path,FileAccess.READ)
|
||
var str=file.get_as_text()
|
||
var dictionary:Dictionary=JSON.parse_string(str)
|
||
for i in dictionary.keys():
|
||
dictionary[i]["id"]=i
|
||
item_data=dictionary
|
||
|
||
#获取图标
|
||
func get_texture(id:String):
|
||
if texture_data.has(id):
|
||
return texture_data[id]
|
||
else:
|
||
return null
|
||
#获取剧本数据
|
||
func get_script_data(id:String):
|
||
if script_data.has(id):
|
||
var dictionary:Dictionary=script_data[id]
|
||
return dictionary.duplicate(true)
|
||
else:
|
||
return null
|
||
#获取全部剧本数据,数组
|
||
func get_all_script_data():
|
||
return script_type_divide_data.duplicate()
|
||
#获取对应ID的事件数据
|
||
func get_event_data(id:String):
|
||
if event_data.has(id):
|
||
var dictionary:Dictionary=event_data[id]
|
||
return dictionary.duplicate(true)
|
||
else:
|
||
return null
|
||
#获取对应ID的场景数据
|
||
func get_scene_data(id:String):
|
||
if scene_data.has(id):
|
||
var dictionary:Dictionary=scene_data[id]
|
||
return dictionary.duplicate(true)
|
||
else:
|
||
return null
|
||
#获取对应ID的角色数据
|
||
func get_character_data(id:String):
|
||
if character_data.has(id):
|
||
var dictionary:Dictionary=character_data[id].duplicate(true)
|
||
#如果有修饰数据,则返回修饰后的数据
|
||
if character_embellish_data.has(id):
|
||
dictionary=CharacterTool.character_embellish(dictionary,character_embellish_data[id])
|
||
return dictionary.duplicate(true)
|
||
else:
|
||
return null
|
||
#获取全部角色数据
|
||
func get_all_character()->Dictionary:
|
||
var all_character:Dictionary=character_data.duplicate(true)
|
||
#修饰数据
|
||
for i in all_character.keys():
|
||
if character_embellish_data.has(i):
|
||
all_character[i]=CharacterTool.character_embellish(all_character[i],character_embellish_data[i])
|
||
return all_character
|
||
#获取对应ID的地图数据
|
||
func get_map_data(id:String):
|
||
if map_data.has(id):
|
||
var dictionary:Dictionary=map_data[id]
|
||
return dictionary.duplicate(true)
|
||
else:
|
||
return null
|
||
pass
|
||
|
||
func get_npc_data(id:String):
|
||
if npc_data.has(id):
|
||
var dictionary:Dictionary=npc_data[id]
|
||
return dictionary.duplicate(true)
|
||
else:
|
||
return null
|
||
pass
|
||
#获取对应ID的卡牌数据
|
||
func get_card_data(id:String):
|
||
if card_data.has(id):
|
||
var dictionary:Dictionary=card_data[id]
|
||
return dictionary.duplicate(true)
|
||
else:
|
||
return null
|
||
|
||
func get_item_data(id:String):
|
||
if item_data.has(id):
|
||
var dictionary:Dictionary=item_data[id]
|
||
return dictionary.duplicate(true)
|
||
else:
|
||
return null
|