Reorganizing

This commit is contained in:
Maurane
2026-01-26 18:04:39 +01:00
parent b3d31dffa9
commit b7086caa11
11 changed files with 250 additions and 222 deletions
+1 -2
View File
@@ -10,8 +10,6 @@ var patient_list = ["45", "46", "47", "48", "49", "50", "51"]
var patients_seen: Array[String]
var patient_id
var interfloor_dialogue = load("res://Dialogues/interfloor.dialogue")
var dialogue_intro = load("res://Dialogues/intro.dialogue")
var dialogue_recovery = load("res://Dialogues/recovery.dialogue")
var directives = "\n[center][font_size=22]INSTRUCTIONS[/font_size][/center]
\n\n[font_size=18][color=forest_green]RELEASE[/color] HUMANS, [color=red]TERMINATE[/color] ABNORMALS
\n\nIF A SUBJECT HAS [color=dark_orange]SYMPTOMS[/color] IT SHOULDN'T HAVE,
@@ -29,6 +27,7 @@ signal response_chosen(DialogueResponse)
signal clear_patient
signal color_change
signal character_label_color_change
signal start_balloon
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
+15 -10
View File
@@ -13,8 +13,6 @@ var balloon: Node
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
Patient.sort_patients()
#Adding Scenes
var title_screen = TitleScreen.instantiate()
var screening_desk = ScreeningDesk.instantiate()
@@ -42,10 +40,13 @@ func _ready() -> void:
UI.connect("auto_value_changed", self._on_auto_value_changed)
Globals.character_label_color_change.connect(self._on_character_label_color_change)
Globals.start_balloon.connect(self.start_balloon)
#Updating Save/Load Slots Information based on Existing Saves
update_slots()
#Sorting patients by floor
Patient.sort_patients()
# Starts a new game
@@ -105,8 +106,8 @@ func start_day():
await TransitionScreen.transition_finished
#Supervisor Dialogue
$ScreeningDesk.supervisor_dialogue(Globals.interfloor_dialogue, "interfloor_" + str(-Globals.floor_count-1))
await $ScreeningDesk.supervisor_dialogue_finished
$ScreeningDesk.supervisor.dialogue(Globals.interfloor_dialogue, "interfloor_" + str(-Globals.floor_count-1))
await $ScreeningDesk.supervisor.dialogue_finished
$ScreeningDesk.console_display(Globals.directives)
$ScreeningDesk.new_patient()
@@ -263,9 +264,12 @@ func start_balloon(balloon_type:String, dialogue_resource: Resource, start_title
get_tree().current_scene.add_child(balloon)
#Connects emotion signals if needed
if balloon_type == "screening":
DialogueManager.got_dialogue.connect($ScreeningDesk._change_emotion)
match balloon_type:
"screening":
DialogueManager.got_dialogue.connect($ScreeningDesk.patient._change_emotion)
DialogueManager.got_dialogue.connect($ScreeningDesk._recording_text)
"supervisor":
DialogueManager.got_dialogue.connect($ScreeningDesk.supervisor._change_emotion)
#Applies text settings to the balloon
balloon.dialogue_label.seconds_per_step = UI.text_speed
@@ -283,10 +287,11 @@ func clear_balloon():
balloon.queue_free()
#Disconnecting emotion signals
if DialogueManager.is_connected("got_dialogue", $ScreeningDesk._change_emotion):
DialogueManager.disconnect("got_dialogue", $ScreeningDesk._change_emotion)
if DialogueManager.is_connected("got_dialogue", $ScreeningDesk._recording_text):
DialogueManager.disconnect("got_dialogue", $ScreeningDesk._recording_text)
for function in [$ScreeningDesk.patient._change_emotion,
$ScreeningDesk._recording_text,
$ScreeningDesk.supervisor._change_emotion]:
if DialogueManager.is_connected("got_dialogue", function):
DialogueManager.disconnect("got_dialogue", function)
#Changes text_speed value
+10 -169
View File
@@ -1,175 +1,16 @@
extends Node
extends TextureRect
#Dialogue variables
var dialog_tree: Dictionary
var marker: Array[int]
var dialogue_resource: Resource
#Patient attributes
var texture := TextureRect.new()
var image : Texture2D
var original_color: Color
var emotions : Dictionary
var abnormal: bool
#Patient file
var file_text : String
var file_title: String
#Patient symptoms ordered from floor to floor
var symptoms_arrays: Array[Array] = [
["SUICIDAL IDEATIONS", "PERSECUTORY DELUSIONS", "MANIA", "AUDITORY HALLUCINATIONS"],
["MEGALOMANIAC DELUSIONS", "PANIC ATTACKS"],
["MYSTICAL DELUSIONS", "CENESTHETIC HALLUCINATIONS"],
["HAPTIC HALLUCINATIONS", "SELF-MUTILATION"],
["HETERO-AGRESSIVE BEHAVIOUR", "VISUAL HALLUCINATIONS"]
]
#Lists of possible patients sorted by floor
var patient_list : Array[Array]
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
#Setting up dialogue marker
marker.resize(100)
marker.fill(0)
#Setting up patient list
patient_list.resize(len(symptoms_arrays))
original_color = texture.modulate #Saving original modulation color to reset it after modification
pass
func build_dialog_tree(tree_model: Array[int]) -> Dictionary: #Builds the dialog tree for each dialogue
var branch : Dictionary
var tree : Dictionary
for branch_id in tree_model:
branch = {branch_id: "not_asked"}
tree.merge(branch)
return tree
func new_patient():
var file_path: String
#Generating patient_id
var floor_index = -Globals.floor_count -1
print("Floor Index: " + str(floor_index))
var patient_id = weighted_random(patient_list[floor_index])
Globals.patient_id = patient_id
Globals.patient_list.erase(patient_id) #Line to be reenabled when there is more than one patient in the list
Globals.patients_seen.append(patient_id)
#Loading Patient Files
var config := ConfigFile.new()
file_path = "res://Dialogues/Patients/patient_" + patient_id + "_file.cfg"
config.load(file_path)
#Setting up Patient File
var patient_name = config.get_value("", "name")
var age = config.get_value("", "age")
var profession = config.get_value("", "profession")
var psychiatric_assessment = config.get_value("", "psychiatric_assessment")
file_text = "NAME: " + patient_name + "\nAGE: " + age + "\n\nPROFESSION: " + profession + "\n\nPRE-SCREENING PSYCHIATRIC ASSESSMENT:\n\n" + "[color=orange_red]" + psychiatric_assessment + "[/color]"
file_title = "[center]PATIENT FILE #" + patient_id
#Loading Patient Initial Face
var initial_emotion = config.get_value("", "initial_emotion")
file_path = "res://Art/Patients/patient_" + patient_id + "/patient_" + patient_id + "_" + initial_emotion + ".png"
image = load(file_path)
#Loading Face Emotions
var face: Resource
var emotion_branch: Dictionary
var emotion_list = ["neutral", "peaceful", "praying", "puzzled",
"sadsmiling", "crazysmiling", "smiling", "laughing", "happy", "elated", "maniac", "irritated", "angry",
"sad", "depressed", "crying", "surprised", "worried", "scared", "shocked", "panicked", "suspicious",
"abnormal", "abnormal1", "abnormal2", "special"]
emotions.clear() #Clearing previous patient emotions
for emotion in emotion_list:
file_path = "res://Art/Patients/patient_" + patient_id + "/patient_" + patient_id + "_" + emotion + ".png"
face = load(file_path)
if face != null:
emotion_branch = {emotion: face}
emotions.merge(emotion_branch)
#Loading Dialogue Resource
file_path = "res://Dialogues/Patients/patient_" + patient_id + ".dialogue"
dialogue_resource = load(file_path)
#Randomizing abnormal status if required
var status = config.get_value("", "status")
match status:
"random":
abnormal = randf() < 0.5 #50/50 abnormal/normal
print("Abnormal value: " + str(abnormal))
"normal":
abnormal = false
"abnormal":
abnormal = true
#Sorts the patients to determine who can appear on what floor depending on the symptoms unlocked
func sort_patients():
var config := ConfigFile.new()
var file_path : String
var patient_symptoms: Array
var symptom_matched : bool
var symptom_list: Array
for patient_id in Globals.patient_list:
patient_symptoms.clear()
file_path = "res://Dialogues/Patients/patient_" + patient_id + "_file.cfg"
config.load(file_path)
symptom_list = config.get_value("", "psychiatric_assessment").split("\n", false)
patient_symptoms = symptom_list
symptom_list = config.get_value("", "abnormal_symptoms").split("\n", false)
patient_symptoms.append_array(symptom_list)
print("Patient #" + patient_id + " symptom list: " + str(patient_symptoms))
#Goes through the symptoms_arrays from the last to the first,
#If a symptom matches with the patient symptoms,
#Add that patient to the floors from that floor to the last one
for j in range(len(symptoms_arrays)-1, -1, -1):
for symptom in patient_symptoms:
if symptoms_arrays[j].has(symptom):
symptom_matched = true
print("Symptom matched: " + str(symptoms_arrays[j]) + " and " + str(symptom))
break
if symptom_matched:
for k in range(j, symptoms_arrays.size()):
patient_list[k].append({"patient_id": patient_id, "weight": j+1})
symptom_matched = false
break
for i in range(len(patient_list)):
print("Floor " + str(i) + " possible patients: " + str(patient_list[i]))
#Weighted random selection from an Array
func weighted_random(array: Array):
#Calculating total weight
var total_weight : int
for item in array:
total_weight += item.weight
print("Total weight: " + str(total_weight))
var r = randf() * total_weight
print("r :" + str(r))
var weight_sum : int
for item in array:
weight_sum += item.weight
if weight_sum >= r:
print("Patient selected: " + item.patient_id + ", Weight: " + str(item.weight))
return item.patient_id
return null
#Change emotions following dialogue tags
func _change_emotion(dialogue_line) -> void:
var line_tag = dialogue_line.tags
print("Patient marker value: " + str(Patient.marker[0]))
if line_tag.is_empty() == false:
var new_emotion = line_tag[0]
texture = Patient.emotions[String(new_emotion)]
print("Emotion changed to ", new_emotion)
+1 -1
View File
@@ -1 +1 @@
uid://by4i7c1foffu3
uid://vjvnh47s4akq
+175
View File
@@ -0,0 +1,175 @@
extends Node
#Dialogue variables
var dialog_tree: Dictionary
var marker: Array[int]
var dialogue_resource: Resource
#Patient attributes
var texture := TextureRect.new()
var image : Texture2D
var original_color: Color
var emotions : Dictionary
var abnormal: bool
#Patient file
var file_text : String
var file_title: String
#Patient symptoms ordered from floor to floor
var symptoms_arrays: Array[Array] = [
["SUICIDAL IDEATIONS", "PERSECUTORY DELUSIONS", "MANIA", "AUDITORY HALLUCINATIONS"],
["MEGALOMANIAC DELUSIONS", "PANIC ATTACKS"],
["MYSTICAL DELUSIONS", "CENESTHETIC HALLUCINATIONS"],
["HAPTIC HALLUCINATIONS", "SELF-MUTILATION"],
["HETERO-AGRESSIVE BEHAVIOUR", "VISUAL HALLUCINATIONS"]
]
#Lists of possible patients sorted by floor
var patient_list : Array[Array]
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
#Setting up dialogue marker
marker.resize(100)
marker.fill(0)
#Setting up patient list
patient_list.resize(len(symptoms_arrays))
original_color = texture.modulate #Saving original modulation color to reset it after modification
func build_dialog_tree(tree_model: Array[int]) -> Dictionary: #Builds the dialog tree for each dialogue
var branch : Dictionary
var tree : Dictionary
for branch_id in tree_model:
branch = {branch_id: "not_asked"}
tree.merge(branch)
return tree
func new_patient():
var file_path: String
#Generating patient_id
var floor_index = -Globals.floor_count -1
print("Floor Index: " + str(floor_index))
var patient_id = weighted_random(patient_list[floor_index])
Globals.patient_id = patient_id
Globals.patient_list.erase(patient_id) #Line to be reenabled when there is more than one patient in the list
Globals.patients_seen.append(patient_id)
#Loading Patient Files
var config := ConfigFile.new()
file_path = "res://Dialogues/Patients/patient_" + patient_id + "_file.cfg"
config.load(file_path)
#Setting up Patient File
var patient_name = config.get_value("", "name")
var age = config.get_value("", "age")
var profession = config.get_value("", "profession")
var psychiatric_assessment = config.get_value("", "psychiatric_assessment")
file_text = "NAME: " + patient_name + "\nAGE: " + age + "\n\nPROFESSION: " + profession + "\n\nPRE-SCREENING PSYCHIATRIC ASSESSMENT:\n\n" + "[color=orange_red]" + psychiatric_assessment + "[/color]"
file_title = "[center]PATIENT FILE #" + patient_id
#Loading Patient Initial Face
var initial_emotion = config.get_value("", "initial_emotion")
file_path = "res://Art/Patients/patient_" + patient_id + "/patient_" + patient_id + "_" + initial_emotion + ".png"
image = load(file_path)
#Loading Face Emotions
var face: Resource
var emotion_branch: Dictionary
var emotion_list = ["neutral", "peaceful", "praying", "puzzled",
"sadsmiling", "crazysmiling", "smiling", "laughing", "happy", "elated", "maniac", "irritated", "angry",
"sad", "depressed", "crying", "surprised", "worried", "scared", "shocked", "panicked", "suspicious",
"abnormal", "abnormal1", "abnormal2", "special"]
emotions.clear() #Clearing previous patient emotions
for emotion in emotion_list:
file_path = "res://Art/Patients/patient_" + patient_id + "/patient_" + patient_id + "_" + emotion + ".png"
face = load(file_path)
if face != null:
emotion_branch = {emotion: face}
emotions.merge(emotion_branch)
#Loading Dialogue Resource
file_path = "res://Dialogues/Patients/patient_" + patient_id + ".dialogue"
dialogue_resource = load(file_path)
#Randomizing abnormal status if required
var status = config.get_value("", "status")
match status:
"random":
abnormal = randf() < 0.5 #50/50 abnormal/normal
print("Abnormal value: " + str(abnormal))
"normal":
abnormal = false
"abnormal":
abnormal = true
#Sorts the patients to determine who can appear on what floor depending on the symptoms unlocked
func sort_patients():
var config := ConfigFile.new()
var file_path : String
var patient_symptoms: Array
var symptom_matched : bool
var symptom_list: Array
for patient_id in Globals.patient_list:
patient_symptoms.clear()
file_path = "res://Dialogues/Patients/patient_" + patient_id + "_file.cfg"
config.load(file_path)
symptom_list = config.get_value("", "psychiatric_assessment").split("\n", false)
patient_symptoms = symptom_list
symptom_list = config.get_value("", "abnormal_symptoms").split("\n", false)
patient_symptoms.append_array(symptom_list)
print("Patient #" + patient_id + " symptom list: " + str(patient_symptoms))
#Goes through the symptoms_arrays from the last to the first,
#If a symptom matches with the patient symptoms,
#Add that patient to the floors from that floor to the last one
for j in range(len(symptoms_arrays)-1, -1, -1):
for symptom in patient_symptoms:
if symptoms_arrays[j].has(symptom):
symptom_matched = true
print("Symptom matched: " + str(symptoms_arrays[j]) + " and " + str(symptom))
break
if symptom_matched:
for k in range(j, symptoms_arrays.size()):
patient_list[k].append({"patient_id": patient_id, "weight": j+1})
symptom_matched = false
break
for i in range(len(patient_list)):
print("Floor " + str(i) + " possible patients: " + str(patient_list[i]))
#Weighted random selection from an Array
func weighted_random(array: Array):
#Calculating total weight
var total_weight : int
for item in array:
total_weight += item.weight
print("Total weight: " + str(total_weight))
var r = randf() * total_weight
print("r :" + str(r))
var weight_sum : int
for item in array:
weight_sum += item.weight
if weight_sum >= r:
print("Patient selected: " + item.patient_id + ", Weight: " + str(item.weight))
return item.patient_id
return null
+1
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@@ -0,0 +1 @@
uid://by4i7c1foffu3
+1 -1
View File
@@ -19,7 +19,7 @@ config/features=PackedStringArray("4.5", "Forward Plus")
Globals="*res://globals.gd"
TransitionScreen="*res://transition_screen.tscn"
UI="*res://ui.tscn"
Patient="*res://patient.gd"
Patient="*res://patient_global.gd"
DialogueManager="*res://addons/dialogue_manager/dialogue_manager.gd"
[dialogue_manager]
+3 -33
View File
@@ -39,7 +39,6 @@ extends Control
var main: Node
var accurate_diagnoses = 0
signal supervisor_dialogue_finished
func _ready() -> void:
@@ -99,7 +98,7 @@ func new_patient():
func _on_call_next_patient_pressed(): #Brings in next patient and sets up the desk controls
#Hiding the next_patient button and shows transition messages on computer and console
var scenes_to_hide = [next_patient]
var scenes_to_hide = [next_patient, supervisor]
for scenes in scenes_to_hide:
scenes.hide()
var message : String
@@ -205,23 +204,10 @@ func _on_tab_recording_pressed(): #Shows the recording tab
computer_tabs.get_node("Recording").show()
func _change_emotion(dialogue_line) -> void: #Change emotions following dialogue tags
var line_tag = dialogue_line.tags
print("Patient marker value: " + str(Patient.marker[0]))
if line_tag.is_empty() == false:
var new_emotion = line_tag[0]
patient.texture = Patient.emotions[String(new_emotion)]
print("Emotion changed to ", new_emotion)
func _on_green_button_pressed(): #Releases the patient
decision_made("release")
func _on_red_button_pressed(): #Terminates the patient
decision_made("terminate")
@@ -369,25 +355,9 @@ func descend_floor(): #Descends to next floor
console_screen.hide()
#Interfloor dialogue
supervisor_dialogue(Globals.interfloor_dialogue, "interfloor_" + str(-Globals.floor_count-1))
await supervisor_dialogue_finished
supervisor.dialogue(Globals.interfloor_dialogue, "interfloor_" + str(-Globals.floor_count-1))
await supervisor.dialogue_finished
#Setting up new patient
new_patient()
#Supervisor dialogue, mainly between floors
func supervisor_dialogue(dialogue_resource, dialogue_start):
#Interfloor dialogue
supervisor.show()
supervisor.reveal_spray()
await supervisor.reveal_done
main.start_balloon("screening", dialogue_resource, dialogue_start)
await DialogueManager.dialogue_ended
supervisor.hide_spray()
await supervisor.hide_done
supervisor.hide()
supervisor_dialogue_finished.emit()
+3 -2
View File
@@ -1,8 +1,9 @@
[gd_scene load_steps=43 format=3 uid="uid://chytk2cctjk3x"]
[gd_scene load_steps=44 format=3 uid="uid://chytk2cctjk3x"]
[ext_resource type="Script" uid="uid://b3ms0imu0umn8" path="res://screening_desk.gd" id="1_1s7k3"]
[ext_resource type="Texture2D" uid="uid://5f5bsergnjtv" path="res://Art/Patients/prime_supervisor/prime_supervisor_hologram.png" id="3_fev1v"]
[ext_resource type="Texture2D" uid="uid://b2epvjeqvmgrs" path="res://Art/Rooms/screening_room/screening_room_glass.png" id="3_nxnrp"]
[ext_resource type="Script" uid="uid://vjvnh47s4akq" path="res://patient.gd" id="4_43vqp"]
[ext_resource type="Texture2D" uid="uid://by34irl73n8pb" path="res://Art/Rooms/screening_room/backroom.png" id="4_fij8w"]
[ext_resource type="Shader" uid="uid://dwepb0lm1veje" path="res://supervisor.gdshader" id="4_qsin6"]
[ext_resource type="Script" uid="uid://cdkbyikbjqlsh" path="res://supervisor.gd" id="5_43vqp"]
@@ -316,8 +317,8 @@ offset_top = -450.0
offset_right = 300.0
grow_horizontal = 2
grow_vertical = 0
texture = ExtResource("3_fev1v")
stretch_mode = 3
script = ExtResource("4_43vqp")
[node name="Supervisor" type="TextureRect" parent="UpperHalf/ControlGlass"]
visible = false
+38 -2
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@@ -4,11 +4,13 @@ extends TextureRect
signal reveal_done
signal hide_done
signal dialogue_finished
func _ready():
randomize()
# --- Création du bruit ---
#Noise setup
var noise := FastNoiseLite.new()
noise.noise_type = FastNoiseLite.TYPE_SIMPLEX
noise.frequency = 20.0
@@ -23,6 +25,7 @@ func _ready():
mat.set_shader_parameter("noise_tex", noise_tex)
#Revealing supervisor in a noise spray
func reveal_spray():
mat.set_shader_parameter("progress", 0.0)
@@ -36,6 +39,7 @@ func reveal_spray():
reveal_done.emit()
#hiding supervisor in a hiding spray
func hide_spray():
mat.set_shader_parameter("progress", 1.0)
@@ -49,6 +53,38 @@ func hide_spray():
hide_done.emit()
#Progressing the reveal/hide
func set_progress(value: float):
mat.set_shader_parameter("progress", value)
#Supervisor dialogue, mainly between floors
func dialogue(dialogue_resource, dialogue_start):
#Showing the supervisor
show()
reveal_spray()
await reveal_done
#Dialogue
Globals.start_balloon.emit("screening", dialogue_resource, dialogue_start)
await DialogueManager.dialogue_ended
#Hiding the supervisor
hide_spray()
await hide_done
hide()
dialogue_finished.emit()
#Change emotions following dialogue tags
func _change_emotion(dialogue_line) -> void:
var line_tag = dialogue_line.tags
print("Supervisor marker value: " + str(Patient.marker[0]))
if line_tag.is_empty() == false:
var new_emotion = line_tag[0]
texture = Patient.emotions[String(new_emotion)]
print("Emotion changed to ", new_emotion)