Files
Kalulu/resources/user/student_progression.gd
T

119 lines
3.9 KiB
GDScript

class_name StudentProgression
extends Resource
signal unlocks_changed()
enum Status{
Locked,
Unlocked,
Completed,
}
@export var version: String = ProjectSettings.get_setting("application/config/version")
@export var unlocks: Dictionary = {}
@export var last_modified: String
@export var level_times: Dictionary[int, PackedInt32Array] = {} # Level ID, Last number of seconds for minigames 0, 1 and 2
@export var level_total_times: Dictionary[int, PackedInt32Array] = {} # Level ID, Total number of seconds for minigames 0, 1 and 2
func _init() -> void:
init_unlocks()
# Make sure the unlocks are correct
func init_unlocks() -> void:
if not unlocks:
unlocks = {}
# Verify the lessons
var number_of_lessons: int = Database.get_lessons_count()
if unlocks.size() != number_of_lessons:
for index: int in range(number_of_lessons):
if not unlocks.has(index+1):
unlocks[index + 1] = {
"look_and_learn": Status.Locked,
"games": [
Status.Locked,
Status.Locked,
Status.Locked,
]
}
while unlocks.size() > number_of_lessons:
unlocks.erase(unlocks.size())
# Make sure that the first garden is always accessible
if unlocks[1]["look_and_learn"] == Status.Locked:
unlocks[1]["look_and_learn"] = Status.Unlocked
func get_max_unlocked_lesson_index() -> int:
var max_unlocked_level: int = 1
for index: int in range(unlocks.size()):
if unlocks[index + 1]["look_and_learn"] >= Status.Unlocked:
max_unlocked_level = index
else:
break
return max_unlocked_level
func is_lesson_completed(lesson_number: int) -> bool:
return unlocks[lesson_number]["look_and_learn"] == Status.Completed and unlocks[lesson_number]["games"][0] == Status.Completed and unlocks[lesson_number]["games"][1] == Status.Completed and unlocks[lesson_number]["games"][2] == Status.Completed
# Return true if the progression is saved or false if the look and learn was already completed
func look_and_learn_completed(lesson_number: int) -> bool:
if unlocks[lesson_number]["look_and_learn"] == Status.Completed:
return false
unlocks[lesson_number]["look_and_learn"] = Status.Completed
for index: int in range(3):
unlocks[lesson_number]["games"][index] = Status.Unlocked
last_modified = Time.get_datetime_string_from_system(true)
unlocks_changed.emit()
return true
# Return true if the progression is saved or false if the game was already completed
func game_completed(lesson_number: int, game_number: int) -> bool:
# If the game is already completed, do nothing
if unlocks[lesson_number]["games"][game_number] == Status.Completed:
return false
unlocks[lesson_number]["games"][game_number] = Status.Completed
var all_completed: bool = true
for index: int in range(3):
all_completed = all_completed and unlocks[lesson_number]["games"][index] == Status.Completed
if all_completed and unlocks.has(lesson_number + 1):
unlocks[lesson_number + 1]["look_and_learn"] = Status.Unlocked
last_modified = Time.get_datetime_string_from_system(true)
unlocks_changed.emit()
return true
func add_level_time(lesson_number: int, game_number: int, time_spent: int) -> void:
Logger.trace("StudentProgression: Add time to level %d, minigame %d. Time added: %s" % [lesson_number, game_number, time_spent])
if game_number > 2:
Logger.error("StudentProgression: Cannot log a level time for a minigame number superior to 2")
return
if level_times.has(lesson_number):
if level_times[lesson_number].size() != 3:
level_times[lesson_number] = [0, 0, 0]
else:
level_times.set(lesson_number, PackedInt32Array([0, 0, 0]))
level_times[lesson_number][game_number] = time_spent
if level_total_times.has(lesson_number):
if level_total_times[lesson_number].size() != 3:
level_total_times[lesson_number] = PackedInt32Array([0, 0, 0])
else:
level_total_times.set(lesson_number, PackedInt32Array([0, 0, 0]))
level_total_times[lesson_number][game_number] += time_spent