411 lines
12 KiB
GDScript
411 lines
12 KiB
GDScript
extends Node
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class_name GlobalState
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#region configuration
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signal settings_changed
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var _settings_initialized
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var room: RoomTemplate
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var save_game: SaveGame
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signal environment_settings_changed
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# FIXME find a better way to switch fonts and maybe emit the theme_changed signal!
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signal theme_changed
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var current_main_theme:Theme = preload("res://logic-scenes/themes/handwriting.theme")
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func set_theme(new_theme:Theme):
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current_main_theme = new_theme
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theme_changed.emit(new_theme)
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@export_file var user_settings_path:String = "user://user_settings.json"
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@export_file var user_saves_path:String = "user://savegames"
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@export_group("Acessability")
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@export var reduce_motion: bool = false:
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set(value):
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reduce_motion = value
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if _settings_initialized:
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settings_changed.emit()
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@export var screen_reader_enabled:bool = false:
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set(value):
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screen_reader_enabled = value
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if _settings_initialized:
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settings_changed.emit()
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@export var rendering_disabled: bool = false:
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set(value):
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rendering_disabled = value
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if _settings_initialized:
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settings_changed.emit()
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@export var use_simplified_navigation:bool = false:
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set(value):
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use_simplified_navigation = value
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if _settings_initialized:
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settings_changed.emit()
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@export var enable_hyperacoustic_filter: bool = false:
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set(value):
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enable_hyperacoustic_filter = value
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if enable_hyperacoustic_filter:
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AudioServer.set_bus_effect_enabled(0, 0, enable_hyperacoustic_filter)
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if _settings_initialized:
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settings_changed.emit()
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@export var show_navigation_buttons: bool = false:
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set(value):
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show_navigation_buttons = value
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if _settings_initialized:
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settings_changed.emit()
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@export_enum("handwriting", "serif", "legible", "system") var font_style: int = 0:
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set(value):
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font_style = value
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if _settings_initialized:
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settings_changed.emit()
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@export_enum("disabled", "text", "cc") var subtitles: int = false:
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set(value):
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subtitles = value
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if _settings_initialized:
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settings_changed.emit()
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@export var ui_scaling: float = 1:
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set(value):
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ui_scaling = value
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ProjectSettings.set_setting("display/window/stretch/scale", value)
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get_tree().root.content_scale_factor = value
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@export var show_content_notes: bool = false:
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set(value):
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show_content_notes = value
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if _settings_initialized:
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settings_changed.emit()
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@export var provide_summaries: bool = false:
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set(value):
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provide_summaries = value
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if _settings_initialized:
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settings_changed.emit()
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@export var allow_skipping: bool = false:
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set(value):
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allow_skipping = value
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if _settings_initialized:
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settings_changed.emit()
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@export_group("AudioSettings")
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@export var main_volume:float = 1:
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set(volume):
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main_volume = volume
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear_to_db(volume))
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@export var sfx_muted:bool = false:
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set(mute):
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sfx_muted = mute
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("sfx"), linear_to_db(mute))
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@export var sfx_volume:float = 1:
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set(volume):
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sfx_volume = volume
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("sfx"), linear_to_db(volume/2))
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@export var music_muted:bool = false:
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set(mute):
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sfx_muted = mute
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("sfx"), linear_to_db(mute))
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@export var music_volume:float = 1:
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set(volume):
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music_volume = volume
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("music"), linear_to_db(volume/2.5))
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@export var speech_volume: float = 1:
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set(volume):
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speech_volume = volume
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("text"), linear_to_db(volume))
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@export var force_stereo: bool = false:
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set(stereo):
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if stereo != force_stereo:
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force_stereo = stereo
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settings_changed.emit()
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@export var disconnect_steam:bool = false:
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set(disconnect):
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if disconnect and not disconnect_steam:
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Steam.steamShutdown()
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Steamworks.has_initialized = false
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elif not disconnect and disconnect_steam:
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Steamworks._ready()
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disconnect_steam = disconnect
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@export var obscure_logs:bool = true
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@export_enum("system_locale", "english", "german") var text_language: int = 0:
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set(value):
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text_language = value
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match text_language:
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1: TranslationServer.set_locale("en")
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2: TranslationServer.set_locale("de")
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_: TranslationServer.set_locale(OS.get_locale())
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settings_changed.emit()
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@export_enum("system_locale", "english", "german") var speech_language: int = 0:
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set(value):
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speech_language = value
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@export_group("Gameplay Settings")
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@export var input_sensitivity: float = 1.0
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@export var fov: float = 35.0
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@export var inverty_y_axis: bool = false
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@export var inverty_y_mouse: bool = false
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@export_enum("off", "top_left", "top_right", "bottom_left", "bottom_right") var stream_overlay_position: int
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# for passing VFX settings not contained by project settings to scene environemnt
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var ssil_enable:bool = false:
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set(value):
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ssil_enable = value
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environment_settings_changed.emit()
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var sdfgi_enable:bool = false:
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set(value):
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sdfgi_enable = value
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environment_settings_changed.emit()
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func load_user_settings():
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if FileAccess.file_exists(user_settings_path):
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var file := FileAccess.open(user_settings_path, FileAccess.READ)
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var raw_json := FileAccess.get_file_as_string(user_settings_path)
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file.close()
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var parsed: Dictionary = JSON.parse_string(raw_json)
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for kategory in parsed.values():
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for key in kategory.keys():
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if key in self:
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set(key, parsed[key])
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else:
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if OS.has_feature("macos"):
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var out: Array
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OS.execute("defaults", ["read", "/Users/$loggedInUser/Library/Preferences/com.apple.universalaccess.plist", "reduceMotion"], out)
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if out[0] == "reduce":
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reduce_motion = true
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_settings_initialized = true
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settings_changed.emit()
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func save_settings():
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var out_dict := {
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"accessability": {
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"reduce_motion:": reduce_motion,
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"screen_reader_enabled": screen_reader_enabled,
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"rendering_disabled": rendering_disabled,
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"use_simplified_navigation": use_simplified_navigation,
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"show_navigation_buttons": show_navigation_buttons,
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"subtitles": subtitles,
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"font_style": font_style,
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"ui_scaling": ui_scaling,
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"show_content_notes:": show_content_notes,
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"provide_summaries:": provide_summaries,
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"allow_skipping:": allow_skipping
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},
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"audio": {
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"main_volume": main_volume,
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"sfx_muted": sfx_muted,
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"sfx_volume": sfx_volume,
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"music_muted": music_muted,
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"music_volume": music_volume,
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"speech_volume": speech_volume,
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"speech_language": speech_language,
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"text_language": text_language,
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"force_stereo": force_stereo
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},
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"gameplay": {
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"input_sensitivity": input_sensitivity,
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"inverty_y_axis": inverty_y_axis,
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"inverty_y_mouse": inverty_y_mouse,
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"fov": fov,
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"stream_overlay_position": stream_overlay_position
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},
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"privacy": {
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"disconnect_steam": disconnect_steam,
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"obscure_logs": obscure_logs
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}
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}
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var file := FileAccess.open(user_settings_path, FileAccess.WRITE)
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file.store_string(JSON.stringify(out_dict))
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file.close()
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_settings_initialized = true
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settings_changed.emit()
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var last_mode := DisplayServer.WINDOW_MODE_WINDOWED
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func _unhandled_input(event: InputEvent) -> void:
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#FIXME this can be removed when state no longer needs to be a tool
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if not Engine.is_editor_hint():
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if event.is_action_pressed("toggle_fullscreen"):
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# I have no idea why I wrote thit as conviluted,
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# but it works(TM) so I am not gonna change it :D
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if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN:
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DisplayServer.window_set_mode(last_mode)
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else:
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last_mode = DisplayServer.window_get_mode()
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
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#endregion
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func _ready():
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await get_tree().process_frame
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for child in get_tree().root.get_children():
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if child is RoomTemplate and save_game == null:
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push_warning("Room initialised without a SaveGame. Creating proxy save.")
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#TODO: make this a bit more clean maybe?
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save_game = ResourceLoader.load("res://dev-util/debug_save.tres")
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if "has_stage" in child:
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take_stage(child)
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break
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music_volume = music_volume
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#region focus handling (called staging to avoid name colisions)
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# Stage list is a stack. Only the front (top) element "has" the stage.
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# The stage manager sets has_stage on actors when they take/leave stage.
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var stage_list: Array = []
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var focus_locked: bool = false
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# Helper to safely set has_stage on an actor
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func _set_actor_stage(actor: Object, value: bool) -> void:
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if is_instance_valid(actor) and "has_stage" in actor:
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actor.has_stage = value
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# Actor takes the stage (pushes to front of stack)
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func take_stage(actor: Object) -> void:
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print_debug(">>> take_stage(", actor, ")")
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assert(not focus_locked, "Focus is locked, %s cannot take focus." % actor)
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assert(is_instance_valid(actor), "Cannot take stage with invalid actor")
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# Remove actor if already in list (to re-add at front)
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if actor in stage_list:
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stage_list.erase(actor)
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# Remove stage from current front
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if stage_list.size() > 0:
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_set_actor_stage(stage_list.front(), false)
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# Add new actor to front and give it stage
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stage_list.push_front(actor)
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_set_actor_stage(actor, true)
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# Actor leaves the stage (removes from stack)
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func leave_stage(actor: Object) -> void:
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print_debug("<<< leave_stage(", actor, ")")
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if not (actor in stage_list):
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push_warning("Actor %s not in stage list, ignoring leave_stage call." % actor)
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return
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var was_front = false
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if stage_list.size() > 0:
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if stage_list.front() == actor:
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was_front = true
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# Remove stage from actor and remove from list
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_set_actor_stage(actor, false)
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stage_list.erase(actor)
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# If actor was at front, give stage to new front
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if was_front:
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if stage_list.size() > 0:
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_set_actor_stage(stage_list.front(), true)
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# Pass stage to a new target (pushes target to front)
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func pass_stage_to(target: Object, force: bool = false) -> void:
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print_debug(">>> pass_stage_to(", target, ")")
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if not is_instance_valid(target):
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push_error("Cannot pass stage to invalid target")
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return
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if not "has_stage" in target:
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push_error(target, " has no has_stage property")
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return
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if (focus_locked or get_tree().paused) and not force:
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push_error(target, " requested focus while it was locked or tree is paused")
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return
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# If target is already at front, nothing to do
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if stage_list.size() > 0 and stage_list.front() == target:
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push_warning(target, " is already at front of stage. Ignoring.")
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return
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take_stage(target)
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# Queue an actor for stage at a specific position (does not give it stage yet)
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func queue_for_stage(target: Object, index: int = 1) -> void:
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print_debug(">>> queue_for_stage(", target, ") at index ", index)
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if target in stage_list:
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stage_list.erase(target)
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stage_list.insert(index, target)
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# Currently focused element loses stage but remains in stack
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func free_focus() -> void:
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if focus_locked:
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return
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if stage_list.size() > 0:
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_set_actor_stage(stage_list.front(), false)
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# Reset stack to only contain the bottom element (original/root)
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func reset_focus() -> void:
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# Remove stage from current front
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if stage_list.size() > 0:
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_set_actor_stage(stage_list.front(), false)
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# Keep only the last element
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if stage_list.size() > 0:
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var root = stage_list[-1]
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stage_list = [root]
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_set_actor_stage(root, true)
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# Transfer stage from current front to a new actor (removes current front)
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func transition_stage_to(target: Object, lock: bool = false) -> void:
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print_debug(">>> transition_stage_to(", target, ")")
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# Remove current front from stack entirely
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if stage_list.size() > 0:
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var old_front = stage_list.pop_front()
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_set_actor_stage(old_front, false)
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# Add new target
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stage_list.push_front(target)
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_set_actor_stage(target, true)
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focus_locked = lock
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#endregion
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#region play state
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enum rooms {
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NULL,
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YOUTH,
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TRANSITION,
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ADULTHOOD,
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ENDING
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}
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enum sequences {
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DRAEVEN,
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CHILDHOOD,
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VOICE,
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JUI_JUTSU,
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TRANS,
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AUTISM,
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UNI_START,
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VOLUNTARY,
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UNI_CONTINUE,
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UNI_ALT,
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THERAPY,
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BURNOUT
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}
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var current_room: rooms = rooms.NULL
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var onready_room: rooms = rooms.NULL
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