Funkin/source/funkin/play/cutscene/dialogue/Conversation.hx
2024-02-28 00:19:08 -05:00

633 lines
16 KiB
Haxe

package funkin.play.cutscene.dialogue;
import funkin.data.IRegistryEntry;
import flixel.FlxSprite;
import flixel.group.FlxSpriteGroup;
import flixel.util.FlxColor;
import funkin.graphics.FunkinSprite;
import flixel.tweens.FlxTween;
import flixel.tweens.FlxEase;
import flixel.sound.FlxSound;
import funkin.util.SortUtil;
import flixel.util.FlxSort;
import funkin.modding.events.ScriptEvent;
import funkin.modding.IScriptedClass.IEventHandler;
import funkin.play.cutscene.dialogue.DialogueBox;
import funkin.modding.IScriptedClass.IDialogueScriptedClass;
import funkin.modding.events.ScriptEventDispatcher;
import flixel.addons.display.FlxPieDial;
import funkin.data.dialogue.ConversationData;
import funkin.data.dialogue.ConversationData.DialogueEntryData;
import funkin.data.dialogue.ConversationRegistry;
import funkin.data.dialogue.SpeakerData;
import funkin.data.dialogue.SpeakerRegistry;
import funkin.data.dialogue.DialogueBoxData;
import funkin.data.dialogue.DialogueBoxRegistry;
/**
* A high-level handler for dialogue.
*
* This shit is great for modders but it's pretty elaborate for how much it'll actually be used, lolol. -Eric
*/
class Conversation extends FlxSpriteGroup implements IDialogueScriptedClass implements IRegistryEntry<ConversationData>
{
/**
* The ID of the conversation.
*/
public final id:String;
/**
* The current state of the conversation.
*/
var state:ConversationState = ConversationState.Start;
/**
* Conversation data as parsed from the JSON file.
*/
public final _data:ConversationData;
/**
* The current entry in the dialogue.
*/
var currentDialogueEntry:Int = 0;
var currentDialogueEntryCount(get, never):Int;
function get_currentDialogueEntryCount():Int
{
return _data.dialogue.length;
}
/**
* The current line in the current entry in the dialogue.
* **/
var currentDialogueLine:Int = 0;
var currentDialogueLineCount(get, never):Int;
function get_currentDialogueLineCount():Int
{
return currentDialogueEntryData.text.length;
}
var currentDialogueEntryData(get, never):DialogueEntryData;
function get_currentDialogueEntryData():DialogueEntryData
{
if (_data == null || _data.dialogue == null) return null;
if (currentDialogueEntry < 0 || currentDialogueEntry >= _data.dialogue.length) return null;
return _data.dialogue[currentDialogueEntry];
}
var currentDialogueLineString(get, never):String;
function get_currentDialogueLineString():String
{
return currentDialogueEntryData?.text[currentDialogueLine];
}
/**
* AUDIO
*/
var music:FlxSound;
/**
* GRAPHICS
*/
var backdrop:FunkinSprite;
var currentSpeaker:Speaker;
var currentDialogueBox:DialogueBox;
public function new(id:String)
{
super();
this.id = id;
this._data = _fetchData(id);
if (_data == null)
{
throw 'Could not parse conversation data for id: $id';
}
}
public function onCreate(event:ScriptEvent):Void
{
// Reset the progress in the dialogue.
currentDialogueEntry = 0;
currentDialogueLine = 0;
this.state = ConversationState.Start;
// Start the dialogue.
dispatchEvent(new DialogueScriptEvent(DIALOGUE_START, this, false));
}
function setupMusic():Void
{
if (_data.music == null) return;
music = new FlxSound().loadEmbedded(Paths.music(_data.music.asset), true, true);
music.volume = 0;
if (_data.music.fadeTime > 0.0)
{
FlxTween.tween(music, {volume: 1.0}, _data.music.fadeTime, {ease: FlxEase.linear});
}
else
{
music.volume = 1.0;
}
FlxG.sound.list.add(music);
music.play();
}
function setupBackdrop():Void
{
if (backdrop != null)
{
backdrop.destroy();
backdrop = null;
}
backdrop = new FunkinSprite(0, 0);
if (_data.backdrop == null) return;
// Play intro
switch (_data.backdrop)
{
case SOLID(backdropData):
var targetColor:FlxColor = FlxColor.fromString(backdropData.color);
backdrop.makeSolidColor(Std.int(FlxG.width), Std.int(FlxG.height), targetColor);
if (backdropData.fadeTime > 0.0)
{
backdrop.alpha = 0.0;
FlxTween.tween(backdrop, {alpha: 1.0}, backdropData.fadeTime, {ease: FlxEase.linear});
}
else
{
backdrop.alpha = 1.0;
}
default:
return;
}
backdrop.zIndex = 10;
add(backdrop);
refresh();
}
public override function update(elapsed:Float):Void
{
super.update(elapsed);
dispatchEvent(new UpdateScriptEvent(elapsed));
}
function showCurrentSpeaker():Void
{
var nextSpeakerId:String = currentDialogueEntryData.speaker;
// Skip the next steps if the current speaker is already displayed.
if (currentSpeaker != null && nextSpeakerId == currentSpeaker.id) return;
if (currentSpeaker != null)
{
remove(currentSpeaker);
currentSpeaker.kill(); // Kill, don't destroy! We want to revive it later.
currentSpeaker = null;
}
var nextSpeaker:Speaker = SpeakerRegistry.instance.fetchEntry(nextSpeakerId);
if (nextSpeaker == null)
{
if (nextSpeakerId == null)
{
trace('Dialogue entry has no speaker.');
}
else
{
trace('Speaker could not be retrieved.');
}
return;
}
if (!nextSpeaker.alive) nextSpeaker.revive();
ScriptEventDispatcher.callEvent(nextSpeaker, new ScriptEvent(CREATE, true));
currentSpeaker = nextSpeaker;
currentSpeaker.zIndex = 200;
add(currentSpeaker);
refresh();
}
function playSpeakerAnimation():Void
{
var nextSpeakerAnimation:String = currentDialogueEntryData.speakerAnimation;
if (nextSpeakerAnimation == null) return;
currentSpeaker.playAnimation(nextSpeakerAnimation);
}
public function refresh():Void
{
sort(SortUtil.byZIndex, FlxSort.ASCENDING);
}
function showCurrentDialogueBox():Void
{
var nextDialogueBoxId:String = currentDialogueEntryData?.box;
// Skip the next steps if the current speaker is already displayed.
if (currentDialogueBox != null && nextDialogueBoxId == currentDialogueBox.id) return;
if (currentDialogueBox != null)
{
remove(currentDialogueBox);
currentDialogueBox.kill(); // Kill, don't destroy! We want to revive it later.
currentDialogueBox = null;
}
var nextDialogueBox:DialogueBox = DialogueBoxRegistry.instance.fetchEntry(nextDialogueBoxId);
if (nextDialogueBox == null)
{
trace('Dialogue box could not be retrieved.');
return;
}
if (!nextDialogueBox.alive) nextDialogueBox.revive();
ScriptEventDispatcher.callEvent(nextDialogueBox, new ScriptEvent(CREATE, true));
currentDialogueBox = nextDialogueBox;
currentDialogueBox.zIndex = 300;
currentDialogueBox.typingCompleteCallback = this.onTypingComplete;
add(currentDialogueBox);
refresh();
}
function playDialogueBoxAnimation():Void
{
var nextDialogueBoxAnimation:String = currentDialogueEntryData?.boxAnimation;
if (nextDialogueBoxAnimation == null) return;
currentDialogueBox.playAnimation(nextDialogueBoxAnimation);
}
function onTypingComplete():Void
{
if (this.state == ConversationState.Speaking)
{
this.state = ConversationState.Idle;
}
else
{
trace('[WARNING] Unexpected state transition from ${this.state}');
this.state = ConversationState.Idle;
}
}
public function startConversation():Void
{
dispatchEvent(new DialogueScriptEvent(DIALOGUE_START, this, true));
}
/**
* Dispatch an event to attempt to advance the conversation.
* This is done once at the start of the conversation, and once whenever the user presses CONFIRM to advance the conversation.
*
* The broadcast event may be cancelled by modules or ScriptedConversations. This will prevent the conversation from actually advancing.
* This is useful if you want to manually play an animation or something.
*/
public function advanceConversation():Void
{
switch (state)
{
case ConversationState.Start:
dispatchEvent(new DialogueScriptEvent(DIALOGUE_START, this, true));
case ConversationState.Opening:
dispatchEvent(new DialogueScriptEvent(DIALOGUE_COMPLETE_LINE, this, true));
case ConversationState.Speaking:
dispatchEvent(new DialogueScriptEvent(DIALOGUE_COMPLETE_LINE, this, true));
case ConversationState.Idle:
dispatchEvent(new DialogueScriptEvent(DIALOGUE_LINE, this, true));
case ConversationState.Ending:
// Skip the outro.
endOutro();
default:
// Do nothing.
}
}
public function dispatchEvent(event:ScriptEvent):Void
{
var currentState:IEventHandler = cast FlxG.state;
currentState.dispatchEvent(event);
}
/**
* Reset the conversation back to the start.
*/
public function resetConversation():Void
{
// Reset the progress in the dialogue.
currentDialogueEntry = 0;
this.state = ConversationState.Start;
if (outroTween != null) outroTween.cancel(); // Canc
outroTween = null;
this.alpha = 0.0;
if (this.music != null) this.music.stop();
this.music = null;
if (currentSpeaker != null) currentSpeaker.kill();
currentSpeaker = null;
if (currentDialogueBox != null) currentDialogueBox.kill();
currentDialogueBox = null;
if (backdrop != null) backdrop.kill();
backdrop = null;
startConversation();
}
/**
* Dispatch an event to attempt to immediately end the conversation.
*
* The broadcast event may be cancelled by modules or ScriptedConversations. This will prevent the conversation from being cancelled.
* This is useful if you want to prevent an animation from being skipped or something.
*/
public function skipConversation():Void
{
dispatchEvent(new DialogueScriptEvent(DIALOGUE_SKIP, this, true));
}
static var outroTween:FlxTween;
public function startOutro():Void
{
switch (_data?.outro)
{
case FADE(outroData):
outroTween = FlxTween.tween(this, {alpha: 0.0}, outroData.fadeTime,
{
type: ONESHOT, // holy shit like the game no way
startDelay: 0,
onComplete: (_) -> endOutro(),
});
FlxTween.tween(this.music, {volume: 0.0}, outroData.fadeTime);
case NONE(_):
// Immediately clean up.
endOutro();
default:
// Immediately clean up.
endOutro();
}
}
public var completeCallback:() -> Void;
public function endOutro():Void
{
outroTween = null;
ScriptEventDispatcher.callEvent(this, new ScriptEvent(DESTROY, false));
}
/**
* Performed as the conversation starts.
*/
public function onDialogueStart(event:DialogueScriptEvent):Void
{
propagateEvent(event);
// Fade in the music and backdrop.
setupMusic();
setupBackdrop();
// Advance the conversation.
state = ConversationState.Opening;
showCurrentDialogueBox();
playDialogueBoxAnimation();
}
/**
* Display the next line of conversation.
*/
public function onDialogueLine(event:DialogueScriptEvent):Void
{
propagateEvent(event);
if (event.eventCanceled) return;
// Perform the actual logic to advance the conversation.
currentDialogueLine += 1;
if (currentDialogueLine >= currentDialogueLineCount)
{
// Open the next entry.
currentDialogueLine = 0;
currentDialogueEntry += 1;
if (currentDialogueEntry >= currentDialogueEntryCount)
{
dispatchEvent(new DialogueScriptEvent(DIALOGUE_END, this, false));
}
else
{
if (state == Idle)
{
showCurrentDialogueBox();
playDialogueBoxAnimation();
state = Opening;
}
}
}
else
{
// Continue the dialog with more lines.
state = Speaking;
currentDialogueBox.appendText(currentDialogueLineString);
}
}
/**
* Skip the scrolling of the next line of conversation.
*/
public function onDialogueCompleteLine(event:DialogueScriptEvent):Void
{
propagateEvent(event);
if (event.eventCanceled) return;
currentDialogueBox.skip();
}
/**
* Skip to the end of the conversation, immediately triggering the DIALOGUE_END event.
*/
public function onDialogueSkip(event:DialogueScriptEvent):Void
{
propagateEvent(event);
if (event.eventCanceled) return;
dispatchEvent(new DialogueScriptEvent(DIALOGUE_END, this, false));
}
public function onDialogueEnd(event:DialogueScriptEvent):Void
{
propagateEvent(event);
state = Ending;
}
// Only used for events/scripts.
public function onUpdate(event:UpdateScriptEvent):Void
{
propagateEvent(event);
if (event.eventCanceled) return;
switch (state)
{
case ConversationState.Start:
// Wait for advance() to be called and DIALOGUE_LINE to be dispatched.
return;
case ConversationState.Opening:
// Backdrop animation should have started.
// Box animations should have started.
if (currentDialogueBox != null
&& (currentDialogueBox.isAnimationFinished()
|| currentDialogueBox.getCurrentAnimation() != currentDialogueEntryData?.boxAnimation))
{
// Box animations have finished.
// Start playing the speaker animation.
state = ConversationState.Speaking;
showCurrentSpeaker();
playSpeakerAnimation();
currentDialogueBox.setText(currentDialogueLineString);
}
return;
case ConversationState.Speaking:
// Speaker animation should be playing.
return;
case ConversationState.Idle:
// Waiting for user input via `advanceConversation()`.
return;
case ConversationState.Ending:
if (outroTween == null) startOutro();
return;
}
}
public function onDestroy(event:ScriptEvent):Void
{
propagateEvent(event);
if (outroTween != null) outroTween.cancel(); // Canc
outroTween = null;
this.alpha = 0.0;
if (this.music != null) this.music.stop();
this.music = null;
if (currentSpeaker != null) currentSpeaker.kill();
remove(currentSpeaker);
currentSpeaker = null;
if (currentDialogueBox != null) currentDialogueBox.kill();
remove(currentDialogueBox);
currentDialogueBox = null;
if (backdrop != null) backdrop.kill();
remove(backdrop);
backdrop = null;
this.clear();
if (completeCallback != null) completeCallback();
}
public function onScriptEvent(event:ScriptEvent):Void
{
propagateEvent(event);
}
/**
* As this event is dispatched to the Conversation, it is also dispatched to the active speaker.
* @param event
*/
function propagateEvent(event:ScriptEvent):Void
{
if (this.currentDialogueBox != null)
{
ScriptEventDispatcher.callEvent(this.currentDialogueBox, event);
}
if (this.currentSpeaker != null)
{
ScriptEventDispatcher.callEvent(this.currentSpeaker, event);
}
}
/**
* Calls `kill()` on the group's members and then on the group itself.
* You can revive this group later via `revive()` after this.
*/
public override function kill():Void
{
_skipTransformChildren = true;
alive = false;
exists = false;
_skipTransformChildren = false;
if (group != null) group.kill();
}
public override function toString():String
{
return 'Conversation($id)';
}
static function _fetchData(id:String):Null<ConversationData>
{
return ConversationRegistry.instance.parseEntryDataWithMigration(id, ConversationRegistry.instance.fetchEntryVersion(id));
}
}
// Managing things with a single enum is a lot easier than a multitude of flags.
enum ConversationState
{
/**
* State hasn't been initialized yet.
*/
Start;
/**
* A dialog is animating. If the dialog is static, this may only last for one frame.
*/
Opening;
/**
* Text is scrolling and audio is playing. Speaker portrait is probably animating too.
*/
Speaking;
/**
* Text is done scrolling and game is waiting for user to open another dialog.
*/
Idle;
/**
* Fade out and leave conversation.
*/
Ending;
}