frame-of-mind/src/base-environments/youth_room/youth_room.gd

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class_name YouthRoom
extends RoomTemplate
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## Used by the room system when this room becomes active
# var is_active: bool = false # Reminder, do not uncomment, this field is inherited from RoomTemplate!
@onready var board_trigger: InteractiveSprite = %MindBoard
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@onready var door_trigger: InteractiveSprite = %Door
@onready var card_picker: CardPicker = %Picker
@onready var ui: Control = %UI
# Is populated by child cardboard instead of onready.
var card_board: CardBoard
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func start_room():
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%UI.show()
$logic/PlayerController.process_mode = Node.PROCESS_MODE_INHERIT
if not Scenes.is_sequence_repeating(Scenes.id.YOUTH_DRAVEN):
# Play intro scene directly (not triggered by CollectableUi)
await _play_intro_scene()
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else:
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%LightAnimation.lights_on()
# Give player control after intro (or immediately if repeating)
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Scenes.player_enable.emit(true)
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func _play_intro_scene() -> void:
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# FIXME: Must instead use the actual interactable
Input.mouse_mode = Input.MOUSE_MODE_HIDDEN
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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# The intro scene is auto-played, not triggered by CollectableUi
var intro: InteractiveSprite = $logic/CeilingMemento
# Play the story (StoryPlayable handles its own visibility via animations)
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await intro.play_story()
Scenes.end_sequence(Scenes.id.YOUTH_DRAVEN)
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func get_ready():
await get_tree().process_frame
pull_save_state(State.save_game)
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card_board.board_completed.connect(func():
save_game.is_childhood_board_complete = true
save_room())
card_picker.cards_picked.connect(card_board.populate_board)
ui.hide()
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$sfx/distant_rain.play()
$"sfx/rain on window".play()
await get_tree().process_frame
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func _ready():
printt(_ready, name)
super._ready()
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id = State.rooms.YOUTH
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Scenes.scene_finished.connect(_on_scene_finished)
func pull_save_state(save: SaveGame) -> void:
save_game = save
save_game.current_room = id
save_game.board_state = card_board.get_save_dict()
card_board.initialise_from_save(save_game)
Scenes.started_sequences = save_game.mementos_complete
Scenes.completed_sequences = save_game.mementos_complete
func _on_scene_finished(_id: int, _repeat:bool):
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await get_tree().create_timer(3).timeout
save_room()
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func prepare_transition():
save_room()
$visuals/AnimationPlayer.play("conserve_performance")
await $visuals/AnimationPlayer.animation_finished
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unload()
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# Called by youth_room_scene_player when voice training scene starts
func play_chest_reveal() -> void:
$AnimationPlayer.play("chest_reveal")
$visuals/SecondaryAnimation.play("chest_reveal")
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func unload():
$visuals.queue_free()
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func play_chest_animation(_id):
$AnimationPlayer.play("intro")
await $AnimationPlayer.animation_finished