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8 changes: 8 additions & 0 deletions Celeste.Mod.mm/Mod/Entities/DialogCutscene.cs
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,7 @@
using System.Collections;

namespace Celeste.Mod.Entities {
[Tracked]
public class DialogCutscene : CutsceneEntity {

private Player player;
Expand Down Expand Up @@ -45,5 +46,12 @@ public override void OnEnd(Level level) {
}
}

public static bool IsInProgress(string dialogID) {
foreach (DialogCutscene dialogCutscene in Engine.Scene.Tracker.GetEntities<DialogCutscene>()) {
if (dialogCutscene.dialogID == dialogID) return true;
}
return false;
}

}
}
55 changes: 46 additions & 9 deletions Celeste.Mod.mm/Mod/Entities/DialogCutsceneTrigger.cs
Original file line number Diff line number Diff line change
@@ -1,40 +1,77 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework;
using Monocle;

namespace Celeste.Mod.Entities {
[Tracked]
[CustomEntity("everest/dialogTrigger", "dialog/dialogtrigger", "cavern/dialogtrigger")]
public class DialogCutsceneTrigger : Trigger {

private string dialogEntry;
private bool triggered;
private EntityID id;
private bool onlyOnce;
private bool noRespawnAfterUse;
private bool triggerOnlyOnce;
private bool ignoreIntroState;
private bool endLevel;
private int deathCount;

public DialogCutsceneTrigger(EntityData data, Vector2 offset, EntityID entId)
: base(data, offset) {
dialogEntry = data.Attr("dialogId");
onlyOnce = data.Bool("onlyOnce", true);
noRespawnAfterUse = data.Bool("onlyOnce", true); // don't rename the EntityData name for backwards compat
triggerOnlyOnce = data.Bool("triggerOnlyOnce", true);
ignoreIntroState = data.Bool("ignoreIntroState", false);
endLevel = data.Bool("endLevel", false);
deathCount = data.Int("deathCount", -1);
triggered = false;
id = entId;
}

// do not remove OnEnter! doing so will break maps that rely on third-party triggers to start dialog cutscenes.
// vanilla naturally calls OnEnter and OnStay in the same frame when entering the trigger,
// which would mean that we don't need the OnEnter method.
// however, sj's "in filtration" uses a Trigger Trigger (CrystallineHelper) to start a dialog cutscene;
// it only calls OnEnter and not OnStay, so removing OnEnter will make the dialog not appear and cause a tas desync!
public override void OnEnter(Player player) {
if (triggered || (Scene as Level).Session.GetFlag("DoNotLoad" + id) ||
(deathCount >= 0 && SceneAs<Level>().Session.DeathsInCurrentLevel != deathCount)) {
TriggerCutscene(player);
}

public override void OnStay(Player player) {
TriggerCutscene(player);
}

public override void OnLeave(Player player) {
if (!triggerOnlyOnce)
triggered = false;
}

private void TriggerCutscene(Player player) {
if (Scene is not Level level)
return;

if (triggered)
return;

if (deathCount >= 0 && level.Session.DeathsInCurrentLevel != deathCount)
return;

if (ignoreIntroState && ((patch_Player) player).IsIntroState)
return;

// don't activate if the same dialog is already in progress
if (DialogCutscene.IsInProgress(dialogEntry))
return;
}
Comment on lines +49 to -29
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praise: very nice, clean guard chain


triggered = true;

Scene.Add(new DialogCutscene(dialogEntry, player, endLevel));

if (onlyOnce)
(Scene as Level).Session.SetFlag("DoNotLoad" + id, true); // Sets flag to not load
if (noRespawnAfterUse) {
// this flag is unused in vanilla and Everest, but mods may still make use of it,
// so it remains here for backwards compatibility
level.Session.SetFlag("DoNotLoad" + id, true);
level.Session.DoNotLoad.Add(id);
}
}

}
}
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