- Introduced `stickman_prop_interactor.gd` to manage prop interactions. - Created `phase_11_prop_interactions.md` detailing the design and implementation of prop pickup, drop, and throw mechanics. - Defined interaction states, action lifecycles, and event triggers for prop handling. - Specified constraints for throw actions, including target positioning and velocity calculations. - Established acceptance criteria for prop interactions and lifecycle management.
557 lines
18 KiB
GDScript
557 lines
18 KiB
GDScript
class_name StickmanActionRunner
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extends Node
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## Owns authored and reactive action execution plus the shared speech bubble.
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## StickmanRig remains the public facade; this node only calls down into
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## locomotion and signals requests back to the facade.
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const ACTION_REGISTRY := preload("res://scripts/action_registry.gd")
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const SPEECH_BUBBLE_SCRIPT := preload("res://scripts/stickman_speech_bubble.gd")
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const SPEECH_BUBBLE_OFFSET := Vector2(0.0, -640.0)
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enum RunnerState { IDLE, EXECUTING }
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enum ActionPhase { NONE, WALKING, SPEAKING, WAITING, RAGDOLLING, RECOVERING, PROP_INTERACTION }
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enum QueueStatus { NOT_STARTED, COMPLETED, INTERRUPTED, ACTIVE, PENDING }
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signal action_started(action: Dictionary, index: int)
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signal action_finished(action: Dictionary, index: int)
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signal queue_finished
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signal queue_changed
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signal speech_finished
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signal ragdoll_requested(enabled: bool)
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signal recovery_requested
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signal active_action_cancelled(action: Dictionary)
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var _authored_queue: Array[Dictionary] = []
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var action_queue: Array[Dictionary]:
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get:
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return _authored_queue.duplicate(true)
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set(value):
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set_authored_queue(value)
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var _rig: StickmanRig = null
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var _locomotion: StickmanLocomotion = null
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var _prop_interactor: Node = null
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var _runner_state: RunnerState = RunnerState.IDLE
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var _action_phase: ActionPhase = ActionPhase.NONE
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var _current_index: int = -1
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var _run_queue: Array[Dictionary] = []
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var _current_run_item: Dictionary = {}
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var _run_cursor: int = 0
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var _phase_timer: float = 0.0
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var _primary_speech: Dictionary = {}
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var _overlay_speech: Dictionary = {}
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var _speech_bubble: Node2D = null
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var _action_ids: Array[int] = []
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var _next_action_id: int = 1
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var _current_action_id: int = -1
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var _completed_ids: Dictionary = {}
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var _interrupted_ids: Dictionary = {}
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var _paused: bool = false
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var _session_started: bool = false
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var _prop_action_finished: bool = false
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func configure(rig: StickmanRig, locomotion: StickmanLocomotion, prop_interactor: Node = null) -> void:
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_rig = rig
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_locomotion = locomotion
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_prop_interactor = prop_interactor
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if _prop_interactor != null and not _prop_interactor.is_connected("action_completed", _on_prop_action_completed):
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_prop_interactor.connect("action_completed", _on_prop_action_completed)
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func tick(delta: float, rig_state: int, ragdoll_at_rest: bool) -> void:
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if _paused:
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return
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_update_speech(delta)
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if _runner_state != RunnerState.EXECUTING or _is_blocked():
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return
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match _action_phase:
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ActionPhase.NONE:
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_advance_to_next_action()
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ActionPhase.WALKING:
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if _locomotion != null and _locomotion.consume_walk_completed():
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_finish_action()
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ActionPhase.SPEAKING:
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if _primary_speech.is_empty():
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_finish_action()
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ActionPhase.WAITING:
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_phase_timer -= delta
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if _phase_timer <= 0.0:
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_finish_action()
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ActionPhase.RAGDOLLING:
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if ragdoll_at_rest:
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_finish_action()
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ActionPhase.RECOVERING:
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if rig_state == StickmanRig.RigState.ANIMATED:
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_finish_action()
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ActionPhase.PROP_INTERACTION:
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if _prop_action_finished:
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_prop_action_finished = false
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_finish_action()
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func speak(text: String, duration: float) -> void:
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_primary_speech = {"text": text, "time_left": maxf(duration, 0.0)}
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_show_visible_speech()
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func speak_overlay(text: String, duration: float) -> void:
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_overlay_speech = {"text": text, "time_left": maxf(duration, 0.0)}
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_show_visible_speech()
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func hide_speech() -> void:
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_primary_speech.clear()
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_overlay_speech.clear()
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if _speech_bubble != null and is_instance_valid(_speech_bubble):
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_speech_bubble.hide_bubble()
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func sync_facing(profile: int) -> void:
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if _speech_bubble != null and is_instance_valid(_speech_bubble):
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_speech_bubble.scale = Vector2(-1.0, 1.0) if profile == StickmanRig.FacingProfile.LEFT else Vector2.ONE
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func set_authored_queue(actions: Array[Dictionary]) -> bool:
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if _session_started:
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return false
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_authored_queue = actions.duplicate(true)
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_action_ids.clear()
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for _action: Dictionary in _authored_queue:
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_action_ids.append(_allocate_action_id())
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queue_changed.emit()
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return true
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func queue_action(action: Dictionary) -> void:
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insert_action(action_queue.size(), action)
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func clear_queue() -> void:
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_authored_queue.clear()
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_action_ids.clear()
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if not _current_run_item.is_empty():
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_cancel_current_primary(true)
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_current_action_id = -1
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_run_queue.clear()
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_run_cursor = 0
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if _session_started:
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_runner_state = RunnerState.IDLE
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queue_changed.emit()
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func get_queue() -> Array[Dictionary]:
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return action_queue.duplicate(true)
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func remove_action(index: int) -> void:
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if index < 0 or index >= action_queue.size():
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push_warning("StickmanActionRunner: remove_action index %d out of range." % index)
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return
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var action_id: int = _action_ids[index] if index < _action_ids.size() else -1
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var status: int = _status_for_action_id(action_id)
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if _session_started and _paused and status == QueueStatus.ACTIVE:
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_cancel_current_primary(true)
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_current_action_id = -1
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_runner_state = RunnerState.IDLE
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_authored_queue.remove_at(index)
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if index < _action_ids.size():
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_action_ids.remove_at(index)
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_rebuild_pending_runtime_queue()
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queue_changed.emit()
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func insert_action(index: int, action: Dictionary) -> void:
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var target: int = clampi(index, 0, _authored_queue.size())
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if _session_started and _paused:
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if target <= _paused_history_floor():
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return
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var action_id: int = _allocate_action_id()
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_authored_queue.insert(target, action.duplicate(true))
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_action_ids.insert(target, action_id)
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if _session_started and _paused:
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_rebuild_pending_runtime_queue()
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queue_changed.emit()
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func replace_action(index: int, action: Dictionary) -> bool:
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if index < 0 or index >= _authored_queue.size():
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return false
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var action_id: int = _action_ids[index]
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var status: int = _status_for_action_id(action_id)
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if _session_started and _paused and (status == QueueStatus.COMPLETED or status == QueueStatus.INTERRUPTED):
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return false
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if _session_started and _paused and status == QueueStatus.ACTIVE:
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_cancel_current_primary(true)
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_current_action_id = -1
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_runner_state = RunnerState.IDLE
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_authored_queue[index] = action.duplicate(true)
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if _session_started and _paused:
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_completed_ids.erase(action_id)
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_interrupted_ids.erase(action_id)
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_rebuild_pending_runtime_queue()
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queue_changed.emit()
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return true
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func move_action(from_index: int, to_index: int) -> bool:
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if from_index < 0 or from_index >= _authored_queue.size() or to_index < 0 or to_index >= _authored_queue.size():
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return false
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if _session_started and _paused:
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var id: int = _action_ids[from_index]
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if _status_for_action_id(id) != QueueStatus.PENDING:
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return false
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if to_index <= _paused_history_floor():
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return false
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if from_index == to_index:
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return true
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var action: Dictionary = _authored_queue.pop_at(from_index)
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var action_id: int = _action_ids.pop_at(from_index)
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_authored_queue.insert(to_index, action)
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_action_ids.insert(to_index, action_id)
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if _session_started and _paused:
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_rebuild_pending_runtime_queue()
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queue_changed.emit()
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return true
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func get_queue_view() -> Array[Dictionary]:
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var result: Array[Dictionary] = []
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for index: int in _authored_queue.size():
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var action_id: int = _action_ids[index] if index < _action_ids.size() else -1
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result.append({"action": _authored_queue[index].duplicate(true), "authored_index": index, "status": _status_for_action_id(action_id), "action_id": action_id})
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return result
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func action_id_at(index: int) -> int:
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return _action_ids[index] if index >= 0 and index < _action_ids.size() else -1
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func index_for_action_id(action_id: int) -> int:
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return _index_for_action_id(action_id)
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func get_action_status(action_id: int) -> int:
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return _status_for_action_id(action_id)
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func pause_simulation() -> void:
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_paused = true
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func resume_simulation() -> void:
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_paused = false
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func clear_pause_state() -> void:
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_paused = false
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_completed_ids.clear()
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_interrupted_ids.clear()
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_current_action_id = -1
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_session_started = false
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func queue_size() -> int:
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return action_queue.size()
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func enqueue_reactive(actions: Array[Dictionary]) -> void:
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if actions.is_empty():
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return
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if not _session_started:
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_start_session_runtime()
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if _run_queue.is_empty() and _runner_state == RunnerState.IDLE:
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_rebuild_pending_runtime_queue()
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var primary: Array[Dictionary] = []
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var takeover_seen: bool = false
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for action: Dictionary in actions:
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var role: int = ACTION_REGISTRY.reactive_role(action)
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if role == ACTION_REGISTRY.ReactiveRole.OVERLAY:
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speak_overlay(String(action.get("text", "")), float(action.get("duration", 2.0)))
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continue
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if role == ACTION_REGISTRY.ReactiveRole.TAKEOVER:
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if not takeover_seen:
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takeover_seen = true
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if _current_action_id >= 0:
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_interrupted_ids[_current_action_id] = true
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_cancel_current_primary(true)
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_current_action_id = -1
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_overlay_speech.clear()
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hide_speech()
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var kept: Array[Dictionary] = []
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for item: Dictionary in _run_queue.slice(_run_cursor):
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if not bool(item.get("reactive", false)):
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kept.append(item)
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_run_queue = kept
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_run_cursor = 0
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primary.clear()
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primary.append(action.duplicate(true))
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if primary.is_empty():
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return
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var injected: Array[Dictionary] = []
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for action: Dictionary in primary:
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injected.append({"action": action, "queue_index": -1, "reactive": true})
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_run_queue = injected + _run_queue.slice(_run_cursor)
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_run_cursor = 0
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_runner_state = RunnerState.EXECUTING
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_action_phase = ActionPhase.NONE
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func clear_reactive_actions() -> void:
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var runtime_kept: Array[Dictionary] = []
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for item: Dictionary in _run_queue:
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if not bool(item.get("reactive", false)):
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runtime_kept.append(item)
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_run_queue = runtime_kept
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_run_cursor = mini(_run_cursor, _run_queue.size())
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var kept: Array[Dictionary] = []
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for action: Dictionary in _authored_queue:
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if not bool(action.get("reactive", false)):
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kept.append(action)
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if kept.size() != _authored_queue.size():
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_authored_queue = kept
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_action_ids.clear()
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for _action: Dictionary in _authored_queue:
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_action_ids.append(_allocate_action_id())
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queue_changed.emit()
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func start_queue() -> void:
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if _runner_state == RunnerState.EXECUTING and _session_started:
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return
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if not _session_started:
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_start_session_runtime()
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_paused = false
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if _authored_queue.is_empty():
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queue_finished.emit()
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return
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_runner_state = RunnerState.EXECUTING
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_action_phase = ActionPhase.NONE
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_current_index = -1
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_rebuild_pending_runtime_queue()
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_current_run_item.clear()
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func stop_queue() -> void:
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_cancel_current_primary()
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hide_speech()
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_run_queue.clear()
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_current_run_item.clear()
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_runner_state = RunnerState.IDLE
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_action_phase = ActionPhase.NONE
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_current_index = -1
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_current_action_id = -1
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_paused = false
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_session_started = false
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_completed_ids.clear()
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_interrupted_ids.clear()
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func is_queue_running() -> bool:
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return _runner_state == RunnerState.EXECUTING
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func get_current_index() -> int:
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return _current_index
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func _advance_to_next_action() -> void:
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if _run_cursor >= _run_queue.size():
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_runner_state = RunnerState.IDLE
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_action_phase = ActionPhase.NONE
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_current_index = -1
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queue_finished.emit()
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return
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_current_run_item = _run_queue[_run_cursor]
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_run_cursor += 1
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_current_index = int(_current_run_item.get("queue_index", -1))
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_current_action_id = int(_current_run_item.get("action_id", -1))
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_current_index = _index_for_action_id(_current_action_id) if _current_action_id >= 0 else -1
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var action: Dictionary = _current_run_item.get("action", {})
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var action_type := String(action.get("type", ""))
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var requires_animated := action_type == "walk_to" or action_type == "pick_up_prop" or action_type == "drop_prop" or action_type == "throw_prop"
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if requires_animated and _rig != null:
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if _rig.state == StickmanRig.RigState.RECOVERING:
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_run_queue.insert(_run_cursor, _current_run_item.duplicate(true))
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_current_run_item.clear()
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_current_action_id = -1
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_current_index = -1
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return
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if _rig.is_ragdolled():
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_run_queue.insert(_run_cursor, _current_run_item.duplicate(true))
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_run_queue.insert(_run_cursor, {"action": {"type": "recover"}, "queue_index": -1, "action_id": -1, "reactive": true})
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_current_run_item.clear()
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_current_action_id = -1
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_current_index = -1
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return
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action_started.emit(action, _current_index)
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_begin_action(action)
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func _begin_action(action: Dictionary) -> void:
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match String(action.get("type", "")):
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"walk_to":
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_action_phase = ActionPhase.WALKING
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if _locomotion == null or not _locomotion.walk_to(action.get("target", Vector2.ZERO), float(action.get("speed", -1.0))):
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_finish_action()
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"speak":
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_action_phase = ActionPhase.SPEAKING
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speak(String(action.get("text", "")), float(action.get("duration", 2.0)))
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"wait":
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_phase_timer = float(action.get("duration", 0.0))
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_action_phase = ActionPhase.WAITING
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"ragdoll":
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_action_phase = ActionPhase.RAGDOLLING
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ragdoll_requested.emit(true)
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"recover":
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_action_phase = ActionPhase.RECOVERING
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recovery_requested.emit()
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"pick_up_prop", "drop_prop", "throw_prop":
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if _rig == null or not _rig.start_prop_action(action):
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_finish_action()
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else:
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_prop_action_finished = false
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_action_phase = ActionPhase.PROP_INTERACTION
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_:
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push_warning("StickmanActionRunner: unknown action type '%s'; skipped." % String(action.get("type", "")))
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_finish_action()
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func _finish_action() -> void:
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var finished: Dictionary = _current_run_item.get("action", {})
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var index: int = int(_current_run_item.get("queue_index", -1))
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var action_id: int = int(_current_run_item.get("action_id", -1))
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if action_id >= 0:
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_completed_ids[action_id] = true
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index = _index_for_action_id(action_id) if action_id >= 0 else -1
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_action_phase = ActionPhase.NONE
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_current_run_item.clear()
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_current_index = -1
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_current_action_id = -1
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if not finished.is_empty():
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action_finished.emit(finished, index)
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func _cancel_current_primary(notify: bool = false) -> void:
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if notify and not _current_run_item.is_empty():
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var action: Dictionary = _current_run_item.get("action", {})
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active_action_cancelled.emit(action.duplicate(true))
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if _locomotion != null:
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_locomotion.cancel_walk(not _is_blocked())
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if _rig != null:
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_rig.cancel_prop_action()
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_primary_speech.clear()
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_phase_timer = 0.0
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_action_phase = ActionPhase.NONE
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_prop_action_finished = false
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_current_run_item.clear()
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_current_index = -1
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_current_action_id = -1
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if _overlay_speech.is_empty() and _speech_bubble != null and is_instance_valid(_speech_bubble):
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_speech_bubble.hide_bubble()
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func _on_prop_action_completed() -> void:
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_prop_action_finished = true
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func _allocate_action_id() -> int:
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var result: int = _next_action_id
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_next_action_id += 1
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return result
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func _start_session_runtime() -> void:
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_session_started = true
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_completed_ids.clear()
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_interrupted_ids.clear()
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_action_ids.clear()
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for _action: Dictionary in _authored_queue:
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_action_ids.append(_allocate_action_id())
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func _runtime_item(action_id: int, action: Dictionary, index: int) -> Dictionary:
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return {"action": action.duplicate(true), "queue_index": index, "action_id": action_id, "reactive": false}
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func _rebuild_pending_runtime_queue() -> void:
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var rebuilt: Array[Dictionary] = []
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var retained_reactive: Array[Dictionary] = []
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for runtime_index: int in range(_run_cursor, _run_queue.size()):
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var runtime_item: Dictionary = _run_queue[runtime_index]
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if bool(runtime_item.get("reactive", false)):
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retained_reactive.append(runtime_item.duplicate(true))
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for index: int in _authored_queue.size():
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var action_id: int = _action_ids[index]
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var status: int = _status_for_action_id(action_id)
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if status == QueueStatus.PENDING or status == QueueStatus.NOT_STARTED:
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rebuilt.append(_runtime_item(action_id, _authored_queue[index], index))
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_run_queue = retained_reactive + rebuilt
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_run_cursor = 0
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if not _run_queue.is_empty() and _session_started:
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_runner_state = RunnerState.EXECUTING
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|
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func _paused_history_floor() -> int:
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|
var floor_index: int = -1
|
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for index: int in _authored_queue.size():
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|
var status: int = _status_for_action_id(_action_ids[index])
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|
if status != QueueStatus.PENDING and status != QueueStatus.NOT_STARTED:
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|
floor_index = index
|
|
return floor_index
|
|
|
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func _index_for_action_id(action_id: int) -> int:
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|
return _action_ids.find(action_id)
|
|
|
|
|
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func _status_for_action_id(action_id: int) -> int:
|
|
if action_id < 0:
|
|
return QueueStatus.NOT_STARTED
|
|
if _completed_ids.has(action_id):
|
|
return QueueStatus.COMPLETED
|
|
if _interrupted_ids.has(action_id):
|
|
return QueueStatus.INTERRUPTED
|
|
if action_id == _current_action_id:
|
|
return QueueStatus.ACTIVE
|
|
if _session_started:
|
|
return QueueStatus.PENDING
|
|
return QueueStatus.NOT_STARTED
|
|
|
|
|
|
func _is_blocked() -> bool:
|
|
return _locomotion != null and _locomotion.is_action_blocked()
|
|
|
|
|
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func _update_speech(delta: float) -> void:
|
|
var visible_owner_changed: bool = false
|
|
if not _primary_speech.is_empty() and not _is_blocked():
|
|
_primary_speech["time_left"] = float(_primary_speech.get("time_left", 0.0)) - delta
|
|
if float(_primary_speech["time_left"]) <= 0.0:
|
|
_primary_speech.clear()
|
|
speech_finished.emit()
|
|
if not _overlay_speech.is_empty():
|
|
_overlay_speech["time_left"] = float(_overlay_speech.get("time_left", 0.0)) - delta
|
|
if float(_overlay_speech["time_left"]) <= 0.0:
|
|
_overlay_speech.clear()
|
|
visible_owner_changed = true
|
|
speech_finished.emit()
|
|
if _overlay_speech.is_empty() and _primary_speech.is_empty():
|
|
if _speech_bubble != null and is_instance_valid(_speech_bubble):
|
|
_speech_bubble.hide_bubble()
|
|
elif visible_owner_changed and _overlay_speech.is_empty():
|
|
_show_visible_speech()
|
|
|
|
|
|
func _show_visible_speech() -> void:
|
|
if _rig == null:
|
|
return
|
|
if _speech_bubble == null or not is_instance_valid(_speech_bubble):
|
|
_speech_bubble = SPEECH_BUBBLE_SCRIPT.new() as Node2D
|
|
_speech_bubble.name = "SpeechBubble"
|
|
_speech_bubble.position = SPEECH_BUBBLE_OFFSET
|
|
_rig.add_child(_speech_bubble)
|
|
sync_facing(_rig.facing_profile)
|
|
var visible_speech: Dictionary = _overlay_speech if not _overlay_speech.is_empty() else _primary_speech
|
|
if not visible_speech.is_empty():
|
|
_speech_bubble.show_text(String(visible_speech.get("text", "")))
|