This commit is contained in:
Maurane
2026-08-16 01:06:53 +02:00
parent d0cdec4a6a
commit 59e9cb30a5
362 changed files with 4139 additions and 4487 deletions
+33 -44
View File
@@ -12,7 +12,7 @@ extends Control
@onready var patient_color: Color
@onready var computer = $LowerHalf/Computer
@onready var middle_screen = $LowerHalf/MiddleScreen/MarginContainer/MiddleScreen
@onready var console_screen = $LowerHalf/Console/Margin/ConsoleScreen
@onready var console = $LowerHalf/Console
@onready var room_assets = $RoomAssets
#DialogueAssets
@@ -29,7 +29,7 @@ func _ready() -> void:
main = get_parent()
#Connecting signals
computer.next_patient_button.pressed.connect(self._on_call_next_patient_pressed)
console.next_patient_button.pressed.connect(self._on_call_next_patient_pressed)
red_button.decision_made.connect(self._on_decision_made)
green_button.decision_made.connect(self._on_decision_made)
journal.pressed.connect(journal_layer._on_journal_pressed)
@@ -37,6 +37,7 @@ func _ready() -> void:
Globals.decision_made.connect(self._on_decision_made)
Globals.color_change.connect(self._on_color_change)
Globals.next_event.connect(self.event_manager)
Globals.add_objective.connect(journal_layer.add_objective)
room_assets.reset()
hide() #Hiding ScreeningDesk
@@ -50,8 +51,7 @@ func event_manager():
"interfloor":
supervisor.dialogue("interfloor_" + str(-Globals.floor_count-1))
"next_patient":
console_screen.display(Globals.directives)
computer.next_patient_button.show()
console.next_patient_button.show()
"descend":
descend_floor()
"supervisor":
@@ -62,7 +62,6 @@ func _on_call_next_patient_pressed(): #Brings in next patient and sets up the de
#Selecting next patient
Patient.load_patient(Patient.next_patient())
#Patient.load_patient({"id": "entity_01", "type": "entity"}) #Line for testing purposes
#Updating patient information
computer.patient_file.text = Patient.file_text
@@ -70,21 +69,18 @@ func _on_call_next_patient_pressed(): #Brings in next patient and sets up the de
patient.texture = Patient.image
#Hiding the next_patient button
var scenes_to_hide = [computer.next_patient_button, supervisor]
var scenes_to_hide = [console.next_patient_button, supervisor]
for scenes in scenes_to_hide:
scenes.hide()
# Shows transition messages on computer and console
var message : String
message = Globals.colorize("COMPUTING CELL TRANSLATION...", "orange_red")
computer.display(message)
message = Globals.colorize("- BRINGING IN NEXT PATIENT -", "dark_orange")
console_screen.display(message)
message = Globals.colorize("COMPUTING CELL TRANSLATION...\n\n\n- BRINGING IN NEXT PATIENT -", "dark_orange")
console.display(message)
#Shutters entry animation
room_assets.cell_door.show()
room_assets.cell_animation.play("incoming")
room_assets.cell_top.show()
room_assets.cell_bot.show()
await room_assets.cell_animation.animation_finished
#Showing the Patient and the Backroom
@@ -95,8 +91,7 @@ func _on_call_next_patient_pressed(): #Brings in next patient and sets up the de
#Opening Shutters
room_assets.cell_animation.play("open")
await room_assets.cell_animation.animation_finished
room_assets.cell_top.hide()
room_assets.cell_bot.hide()
room_assets.cell_door.hide()
#Activating Buttons
green_button.set_disabled(false)
@@ -107,24 +102,15 @@ func _on_call_next_patient_pressed(): #Brings in next patient and sets up the de
terminate.text = Globals.colorize("TERMINATE", "dark_red")
#Starting Dialogue and hiding console screen
computer.screen.hide()
console_screen.hide()
console.screen.hide()
main.start_balloon("screening", "patient", Patient.dialogue_resource, Patient.dialogue_start)
#Showing Computer Tabs and showing Patient File Screen by default
for tab in computer.tab_list:
tab.show()
tab.set_mouse_filter(Control.MOUSE_FILTER_STOP)
computer.patient_file.show()
computer.tab_switch(computer.tab_patient_file, computer.patient_file)
#Starts release or termination protocols when the corresponding button is pressed
func _on_decision_made(choice: String):
#Hiding computer tabs screen
for node in computer.tab_list + computer.screen_list:
node.hide()
#Setting up console and computer displays
if choice == "release":
release.text = Globals.colorize("RELEASE", "green") #Highlighting the decision
@@ -132,8 +118,7 @@ func _on_decision_made(choice: String):
elif choice == "terminate":
terminate.text = Globals.colorize("TERMINATE", "red") #Highlighting the decision
message_array = Globals.terminate_messages
console_screen.display(message_array[0])
computer.display(message_array[2])
console.display(message_array[0])
#Disabling Buttons
green_button.set_mouse_filter(Control.MOUSE_FILTER_IGNORE)
@@ -153,19 +138,22 @@ func _on_clear_patient(choice:String):
elif (Patient.abnormal == true and choice == "terminate") or (Patient.abnormal == false and choice == "release"):
Globals.accurate_diagnoses += 1
else:
Globals.accurate_diagnoses = 0 # Resetting to 0 if the player makes a wrong diagnosis
Globals.misdiagnoses += 1
Globals.misdiagnoses_allowed -= 1 #Reducing remaining mistakes allowed if the player makes a wrong diagnosis
middle_screen.update(Globals.floor_count, Globals.accurate_diagnoses, Globals.diagnoses_quota, Globals.misdiagnoses_allowed) #Updating middle screen info
Patient.update_list() #Updating patient list
Globals.patient_count += 1 #Updating patient_count
#Updating middle screen info
middle_screen.update(Globals.floor_count, Globals.patient_count, Globals.patient_quota)
#Updating statistics tab
computer.update_statistics(Globals.accurate_diagnoses, Globals.misdiagnoses)
#Showing second console message
console_screen.display(message_array[1])
console.display(message_array[1])
#Closing Shutters
room_assets.cell_top.show()
room_assets.cell_bot.show()
room_assets.cell_door.show()
room_assets.cell_animation.play("close")
await room_assets.cell_animation.animation_finished
@@ -180,12 +168,12 @@ func _on_clear_patient(choice:String):
#Resetting the scene
reset()
#GameOver is too many misdiagnoses
if Globals.misdiagnoses_allowed == -1:
#GameOver if too many misdiagnoses were made
if Globals.misdiagnoses_allowed == -1 and Globals.misdiagnoses_game_over:
UI.game_over.reveal("YOU MADE TOO MANY MISTAKES")
#Descending Floor if diagnoses_quota reached
if Globals.accurate_diagnoses == Globals.diagnoses_quota:
#Descending Floor if patient_quota is reached
if Globals.patient_count == Globals.patient_quota:
Globals.event_index = "descend"
event_manager()
@@ -210,15 +198,16 @@ func descend_floor(): #Descends to next floor
#Updating Global variables
Globals.event_index = "interfloor"
Globals.floor_count -= 1
Globals.accurate_diagnoses = 0
Globals.patient_count = 0
if Globals.floor_count >= -3: #Resetting misdiagnoses allowance for the first few floors
Globals.misdiagnoses_allowed = 2
#Displaying information on screens
var message : String
message = Globals.colorize("DIAGNOSES QUOTA REACHED", "green_yellow") + "\n\n" + "SECURITY CLEARANCE UPDATED" + "\n\n" + Globals.colorize("ACCESS TO NEXT FLOOR AUTHORIZED", "green")
computer.display(message)
message = Globals.colorize("- DESCENT PROTOCOL INITIATED -\n\n- TRANSLATING TO NEXT FLOOR -", "dark_orange")
console_screen.display(message)
message = Globals.colorize("PATIENT QUOTA REACHED", "green_yellow") + "\n\n" + "SECURITY CLEARANCE UPDATED" + "\n\n" + Globals.colorize("ACCESS TO NEXT FLOOR AUTHORIZED", "green")
message += Globals.colorize("\n\n\n\n- DESCENT PROTOCOL INITIATED -\n\n- TRANSLATING TO NEXT FLOOR -", "dark_orange")
console.display(message)
#Descending animation
room_assets.backwall_animation.play("going_down_1")
@@ -226,7 +215,7 @@ func descend_floor(): #Descends to next floor
room_assets.backwall_animation.play("going_down_2")
await room_assets.backwall_animation.animation_finished
for node in [middle_screen, computer, console_screen, journal_layer]:
for node in [middle_screen, computer, console, journal_layer]:
node.reset() #Resetting the scene
main.save_game(0) #Autosaving
event_manager() #Selecting next event
@@ -234,6 +223,6 @@ func descend_floor(): #Descends to next floor
#Resets to initial state
func reset():
for node in [patient, supervisor, Patient.spy, journal_layer, computer, console_screen, middle_screen, release, terminate,
for node in [patient, supervisor, journal_layer, computer, console, middle_screen, release, terminate,
green_button, red_button, room_assets]:
node.reset()