0ad/binaries/data/mods/public/maps/scripts/Tutorial.js
Vantha 1f7d384c29 Fix player command handling in the tutorial
Move the code that checks whether a player command is a "continue
tutorial" into a separate method, so that it never overrides the player
command action of the active tutorial step. This could previously
happen if a step had the showContinueButton flag was set to true (and
a OnPlayerCommand method defined).
2026-07-22 23:51:49 +02:00

119 lines
3.2 KiB
JavaScript

// Needs to be kept in sync with the one in gui/session/tutorial/Tutorial.js
var TUTORIAL_STEP_TYPE = deepfreeze({
"INSTRUCTION": 1
});
Engine.RegisterGlobal("TUTORIAL_STEP_TYPE", TUTORIAL_STEP_TYPE);
Trigger.prototype.InitTutorial = function(data)
{
this.stepIndex = 0;
this.tutorialEvents = [];
// Register needed triggers
this.RegisterTrigger("OnDeserialized", "DeserializedAction", { "enabled": true });
this.RegisterTrigger("OnPlayerCommand", "BasePlayerCommandAction", { "enabled": true });
for (const step of this.tutorialSteps)
{
for (const key in step)
{
if (typeof step[key] !== "function" || this.tutorialEvents.indexOf(key) != -1)
continue;
if (key == "Init")
continue;
if (key == "IsDone")
continue;
const action = key.substring(2) + "Action";
this.RegisterTrigger(key, action, { "enabled": false });
this.tutorialEvents.push(key);
}
}
this.NextStep();
};
Trigger.prototype.NextStep = function(deserializing = false)
{
if (this.stepIndex > this.tutorialSteps.length)
return;
const step = this.tutorialSteps[this.stepIndex];
Trigger.prototype.Init = step.Init || null;
if (!deserializing && this.Init)
this.Init();
for (const event of this.tutorialEvents)
{
const action = event.substring(2) + "Action";
if (step[event])
{
Trigger.prototype[action] =
event == "OnPlayerCommand" ?
(msg) =>
{
// Don't forward tutorial continue commands, since the step trigger actions aren't supposed to handle them,
// plus we might have already loaded in the next step.
if (msg.cmd.type != "dialog-answer" || msg.cmd.tutorial != "continue")
step.OnPlayerCommand.call(this, msg);
} :
step[event];
this.EnableTrigger(event, action);
}
else
this.DisableTrigger(event, action);
}
Trigger.prototype.IsDone = step.IsDone || (() => false);
const showContinueButton = this.IsDone() || (step.panelData.showContinueButton === undefined ?
this.tutorialEvents.every(event => !step[event]) :
step.panelData.showContinueButton
);
this.DisplayStep(step, showContinueButton, ++this.stepIndex == this.tutorialSteps.length);
};
Trigger.prototype.DisplayStep = function(step, showContinueButton = false, isLast = false)
{
const cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"type": "tutorial",
"players": [1],
"step": {
"type": step.type,
"panelData": {
...step.panelData,
"showContinueButton": showContinueButton,
"isLast": isLast
}
}
});
};
Trigger.prototype.DisplayWarning = function(warning)
{
const cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"type": "tutorial",
"players": [1],
"warning": warning
});
};
Trigger.prototype.BasePlayerCommandAction = function(msg)
{
if (msg.cmd.type == "dialog-answer" && msg.cmd.tutorial == "continue")
this.NextStep();
};
Trigger.prototype.DeserializedAction = function()
{
this.stepIndex = Math.max(0, this.stepIndex - 1);
// Display messages from already processed steps
for (let i = 0; i < this.stepIndex; ++i)
this.DisplayStep(this.tutorialSteps[i], false, false);
this.NextStep(true);
};