The quiz is saved to current_quiz.json in the config folder after every change, and the game goes on where it was when it starts again: the players with their points and characters, every song with who got a point for it and whether it was played, answered or is playing, and the songs downloaded ahead with their files. The song that was playing is ready to play again. Songs whose files are gone are downloaded again. On a server, the saved songs are checked against the server's playlist. If it changed, e.g. after a sync, or another server is used, the quiz starts over with the same players. A quiz from a music folder continues offline, including how far a prepared quiz has come. A new game is saved like any other change, and a file that can't be read starts a new quiz. Characters can be read from a folder picked in Settings instead of the server, for this session. A music folder with a characters folder brings its own characters, e.g. for a themed quiz; that folder is not counted as a soundtrack. When the characters come from somewhere else, players pick their characters again. Closes #11, closes #44
184 lines
6.6 KiB
GDScript
184 lines
6.6 KiB
GDScript
class_name MusicFolder
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extends RefCounted
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## A folder of songs to play instead of the MusicServer's, picked in the settings.
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##
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## A folder with subfolders is a soundtrack folder: each subfolder is a soundtrack, and
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## songs are picked at random from a random soundtrack. Songs at the top are left out.
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## A folder with songs and no subfolders is a prepared quiz: every song plays once, in
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## order or at random, and only the song's name is the answer.
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##
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## Hidden files and folders, and files the game can't play (see [AudioFile]), are left
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## out. A subfolder called [code]characters[/code] holds the quiz's own characters
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## instead of songs, see [member characters_path].
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enum Kind { EMPTY, SOUNDTRACKS, PREPARED_QUIZ }
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enum PlayOrder { IN_ORDER, RANDOM }
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## How many files are tried before giving up when files can't be read.
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const MAX_TRIES: int = 20
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## The subfolder with the quiz's own characters. Any case, e.g. "Characters", works.
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const CHARACTERS_FOLDER: String = "characters"
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## The folder's path.
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var path: String = ""
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var kind: Kind = Kind.EMPTY
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## How a prepared quiz is played. Change it with [method set_play_order].
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var play_order: PlayOrder = PlayOrder.IN_ORDER
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## The folder's [constant CHARACTERS_FOLDER] subfolder when it has pictures, so a themed
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## quiz can bring its own characters. Empty when there is none.
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var characters_path: String = ""
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# Soundtrack folder: soundtrack name -> paths of its songs
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var _soundtracks: Dictionary[String, PackedStringArray] = {}
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# Prepared quiz: the songs in order, the order they are played in and how many are played
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var _quiz_songs: PackedStringArray = []
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var _quiz_queue: PackedStringArray = []
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var _quiz_next: int = 0
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## Reads the folder at [param folder_path]. Its [member kind] is [constant Kind.EMPTY]
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## when there is nothing to play in it.
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static func scan(folder_path: String) -> MusicFolder:
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var folder: MusicFolder = MusicFolder.new()
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folder.path = folder_path.trim_suffix("/")
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var subfolders: PackedStringArray = []
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for subfolder: String in _visible(DirAccess.get_directories_at(folder.path)):
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if subfolder.to_lower() == CHARACTERS_FOLDER:
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var characters: String = folder.path.path_join(subfolder)
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if !FolderCharacters.picture_names(characters).is_empty():
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folder.characters_path = characters
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else:
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subfolders.append(subfolder)
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if !subfolders.is_empty():
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for subfolder: String in subfolders:
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var songs: PackedStringArray = _songs_in(folder.path.path_join(subfolder), true)
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if !songs.is_empty():
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folder._soundtracks[subfolder] = songs
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if !folder._soundtracks.is_empty():
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folder.kind = Kind.SOUNDTRACKS
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else:
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folder._quiz_songs = _songs_in(folder.path, false)
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if !folder._quiz_songs.is_empty():
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folder.kind = Kind.PREPARED_QUIZ
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folder.restart()
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return folder
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## The folder's name, to show to the user.
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func display_name() -> String:
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return path.get_file()
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## The names of the soundtracks, sorted. Empty for a prepared quiz.
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func soundtrack_names() -> Array[String]:
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var names: Array[String] = []
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names.assign(_soundtracks.keys())
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names.sort_custom(func(a: String, b: String) -> bool: return a.naturalnocasecmp_to(b) < 0)
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return names
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## How many songs a prepared quiz has.
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func quiz_size() -> int:
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return _quiz_songs.size()
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## Plays a prepared quiz in [param order] from its first song.
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func set_play_order(order: PlayOrder) -> void:
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play_order = order
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restart()
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## Starts a prepared quiz over from its first song, shuffled again if it is played at
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## random.
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func restart() -> void:
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_quiz_queue = _quiz_songs.duplicate()
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if play_order == PlayOrder.RANDOM:
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var shuffled: Array = Array(_quiz_queue)
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shuffled.shuffle()
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_quiz_queue = PackedStringArray(shuffled)
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_quiz_next = 0
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## How far a prepared quiz has come, to continue it after a restart with
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## [method restore_progress].
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func progress() -> Dictionary:
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return {"play_order": play_order, "queue": Array(_quiz_queue), "next": _quiz_next}
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## Continues a prepared quiz from [param saved], as given by [method progress]. Songs
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## that are no longer in the folder are left out. Returns false, changing nothing, when
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## [param saved] does not fit this folder.
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func restore_progress(saved: Dictionary) -> bool:
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if kind != Kind.PREPARED_QUIZ || !(saved.get("queue") is Array) \
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|| !(saved.get("next") is float || saved.get("next") is int):
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return false
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var queue: PackedStringArray = []
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var next: int = int(saved.next)
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var known: Dictionary = {}
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for song_path: String in _quiz_songs:
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known[song_path] = true
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for i: int in saved.queue.size():
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if known.has(str(saved.queue[i])):
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queue.append(str(saved.queue[i]))
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elif i < int(saved.next):
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next -= 1
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play_order = int(saved.get("play_order", play_order)) as PlayOrder
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_quiz_queue = queue
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_quiz_next = clampi(next, 0, queue.size())
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return true
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## The next song to play, or null when a prepared quiz has played every song or no file
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## can be read.
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func next_song() -> SongObject:
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for i: int in MAX_TRIES:
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var song_path: String = _pick()
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if song_path.is_empty():
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return null
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if AudioFile.load(song_path) != null:
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return _song_object(song_path)
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GameLog.warning("Skipping a song that can't be played: ", song_path)
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return null
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func _pick() -> String:
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if kind == Kind.SOUNDTRACKS:
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var songs: PackedStringArray = _soundtracks[_soundtracks.keys().pick_random()]
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return songs[randi() % songs.size()]
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if _quiz_next >= _quiz_queue.size():
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return ""
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_quiz_next += 1
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return _quiz_queue[_quiz_next - 1]
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func _song_object(song_path: String) -> SongObject:
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var song_object: SongObject = SongObject.new()
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song_object.song_path = song_path
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song_object.song_title = song_path.get_file().get_basename()
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if kind == Kind.SOUNDTRACKS:
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# The soundtrack is the subfolder right under the music folder
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song_object.soundtrack_title = song_path.trim_prefix(path + "/").get_slice("/", 0)
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return song_object
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# The playable songs in [param dir], in natural order, also in subfolders if [param deep]
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static func _songs_in(dir: String, deep: bool) -> PackedStringArray:
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var songs: Array[String] = []
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for file_name: String in _visible(DirAccess.get_files_at(dir)):
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if AudioFile.is_playable(file_name):
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songs.append(dir.path_join(file_name))
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songs.sort_custom(func(a: String, b: String) -> bool:
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return a.get_file().naturalnocasecmp_to(b.get_file()) < 0)
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if deep:
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for subfolder: String in _visible(DirAccess.get_directories_at(dir)):
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songs.append_array(_songs_in(dir.path_join(subfolder), true))
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return PackedStringArray(songs)
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static func _visible(names: PackedStringArray) -> PackedStringArray:
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var shown: PackedStringArray = []
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for entry: String in names:
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if !entry.begins_with("."):
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shown.append(entry)
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return shown
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