Add more NPCs, update dialogue manager to 4.4 compatible version
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@@ -2,14 +2,11 @@
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class_name DialogueLine extends RefCounted
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const _DialogueConstants = preload("./constants.gd")
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## The ID of this line
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var id: String
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## The internal type of this dialogue object. One of [code]TYPE_DIALOGUE[/code] or [code]TYPE_MUTATION[/code]
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var type: String = _DialogueConstants.TYPE_DIALOGUE
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var type: String = DMConstants.TYPE_DIALOGUE
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## The next line ID after this line.
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var next_id: String = ""
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@@ -41,6 +38,9 @@ var inline_mutations: Array[Array] = []
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## A list of responses attached to this line of dialogue.
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var responses: Array = []
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## A list of lines that are spoken simultaneously with this one.
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var concurrent_lines: Array[DialogueLine] = []
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## A list of any extra game states to check when resolving variables and mutations.
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var extra_game_states: Array = []
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@@ -65,7 +65,7 @@ func _init(data: Dictionary = {}) -> void:
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extra_game_states = data.get("extra_game_states", [])
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match type:
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_DialogueConstants.TYPE_DIALOGUE:
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DMConstants.TYPE_DIALOGUE:
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character = data.character
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character_replacements = data.get("character_replacements", [] as Array[Dictionary])
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text = data.text
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@@ -76,16 +76,17 @@ func _init(data: Dictionary = {}) -> void:
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inline_mutations = data.get("inline_mutations", [] as Array[Array])
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time = data.get("time", "")
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tags = data.get("tags", [])
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concurrent_lines = data.get("concurrent_lines", [] as Array[DialogueLine])
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_DialogueConstants.TYPE_MUTATION:
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DMConstants.TYPE_MUTATION:
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mutation = data.mutation
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func _to_string() -> String:
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match type:
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_DialogueConstants.TYPE_DIALOGUE:
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DMConstants.TYPE_DIALOGUE:
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return "<DialogueLine character=\"%s\" text=\"%s\">" % [character, text]
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_DialogueConstants.TYPE_MUTATION:
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DMConstants.TYPE_MUTATION:
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return "<DialogueLine mutation>"
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return ""
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