extends Control const FacadeScript = preload("res://compat/p9_0_root_facade.gd") const P92BattleServiceScript = preload("res://domain/p9_2/battle_service.gd") const P92BattlePresenterScript = preload("res://presentation/p9_2_battle_presenter.gd") const P93CoreLoopControllerScript = preload("res://p9_3/core_loop_controller.gd") const AppPage = FacadeScript.AppPage const ANIMATION_SPECS = FacadeScript.ANIMATION_SPECS const BATTLE_PHASE_DURATIONS = FacadeScript.BATTLE_PHASE_DURATIONS const BATTLE_FEEDBACK_DURATION = FacadeScript.BATTLE_FEEDBACK_DURATION var facade := FacadeScript.new() var authoritative_battle_service := P92BattleServiceScript.new() var authoritative_battle_presenter var authoritative_battle_active := false var authoritative_auto_advance := true var authoritative_tick_accumulator := 0.0 var authoritative_speed_multiplier := 1 var authoritative_inspect_open := false var authoritative_inspect_events: Array[Dictionary] = [] var authoritative_retreat_receipt: Dictionary = {} var authoritative_last_command_code := "" var authoritative_last_events: Array[Dictionary] = [] @export var p93_experience_enabled := true var p93_experience var active_battle_feedback: get: return facade.active_battle_feedback set(value): facade.active_battle_feedback = value var adaptation_choice: get: return facade.adaptation_choice set(value): facade.adaptation_choice = value var adaptation_committed: get: return facade.adaptation_committed set(value): facade.adaptation_committed = value var added_rear: get: return facade.added_rear set(value): facade.added_rear = value var audio_enabled: get: return facade.audio_enabled set(value): facade.audio_enabled = value var audio_player: get: return facade.audio_player set(value): facade.audio_player = value var auto_boot: get: return facade.auto_boot set(value): facade.auto_boot = value var battle_clock: get: return facade.battle_clock set(value): facade.battle_clock = value var battle_feedback_clock: get: return facade.battle_feedback_clock set(value): facade.battle_feedback_clock = value var battle_feedback_history: get: return facade.battle_feedback_history set(value): facade.battle_feedback_history = value var battle_feedback_origin: get: return facade.battle_feedback_origin set(value): facade.battle_feedback_origin = value var battle_phase: get: return facade.battle_phase set(value): facade.battle_phase = value var battle_playing: get: return facade.battle_playing set(value): facade.battle_playing = value var boot_failed_path: get: return facade.boot_failed_path set(value): facade.boot_failed_path = value var boot_index: get: return facade.boot_index set(value): facade.boot_index = value var boot_paths_override: get: return facade.boot_paths_override set(value): facade.boot_paths_override = value var boot_verified: get: return facade.boot_verified set(value): facade.boot_verified = value var coin: get: return facade.coin set(value): facade.coin = value var enemy_hp: get: return facade.enemy_hp set(value): facade.enemy_hp = value var enemy_sprite: get: return facade.enemy_sprite set(value): facade.enemy_sprite = value var fifth_battle_elapsed: get: return facade.fifth_battle_elapsed set(value): facade.fifth_battle_elapsed = value var fifth_reward_committed: get: return facade.fifth_reward_committed set(value): facade.fifth_reward_committed = value var first_reward_committed: get: return facade.first_reward_committed set(value): facade.first_reward_committed = value var formation_commit_count: get: return facade.formation_commit_count set(value): facade.formation_commit_count = value var fourth_battle_elapsed: get: return facade.fourth_battle_elapsed set(value): facade.fourth_battle_elapsed = value var fourth_result_time: get: return facade.fourth_result_time set(value): facade.fourth_result_time = value var front_choice: get: return facade.front_choice set(value): facade.front_choice = value var front_hp: get: return facade.front_hp set(value): facade.front_hp = value var front_sprite: get: return facade.front_sprite set(value): facade.front_sprite = value var guard_events: get: return facade.guard_events set(value): facade.guard_events = value var guild_choice: get: return facade.guild_choice set(value): facade.guild_choice = value var guild_committed: get: return facade.guild_committed set(value): facade.guild_committed = value var locale: get: return facade.locale set(value): facade.locale = value var muted: get: return facade.muted set(value): facade.muted = value var page: get: return facade.page set(value): facade.page = value var phase_impact_committed: get: return facade.phase_impact_committed set(value): facade.phase_impact_committed = value var rear_choice: get: return facade.rear_choice set(value): facade.rear_choice = value var rear_events: get: return facade.rear_events set(value): facade.rear_events = value var rear_hp: get: return facade.rear_hp set(value): facade.rear_hp = value var rear_sprite: get: return facade.rear_sprite set(value): facade.rear_sprite = value var reduced_motion: get: return facade.reduced_motion set(value): facade.reduced_motion = value var restart_confirmation: get: return facade.restart_confirmation set(value): facade.restart_confirmation = value var retained_item: get: return facade.retained_item set(value): facade.retained_item = value var route_choice: get: return facade.route_choice set(value): facade.route_choice = value var route_committed: get: return facade.route_committed set(value): facade.route_committed = value var route_reward_committed: get: return facade.route_reward_committed set(value): facade.route_reward_committed = value var second_battle_elapsed: get: return facade.second_battle_elapsed set(value): facade.second_battle_elapsed = value var second_result_time: get: return facade.second_result_time set(value): facade.second_result_time = value var selected_recruits: get: return facade.selected_recruits set(value): facade.selected_recruits = value var sfx_playback: get: return facade.sfx_playback set(value): facade.sfx_playback = value var text_scale: get: return facade.text_scale set(value): facade.text_scale = value var third_battle_elapsed: get: return facade.third_battle_elapsed set(value): facade.third_battle_elapsed = value var third_result_time: get: return facade.third_result_time set(value): facade.third_result_time = value var trained_member: get: return facade.trained_member set(value): facade.trained_member = value var training_choice: get: return facade.training_choice set(value): facade.training_choice = value var training_committed: get: return facade.training_committed set(value): facade.training_committed = value var victory_events: get: return facade.victory_events set(value): facade.victory_events = value func _ready() -> void: var should_start_p93: bool = auto_boot and p93_experience_enabled if should_start_p93: facade.auto_boot = false facade.name = "RuntimeFacade" facade.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT) add_child(facade) theme = facade.theme facade.authoritative_battle_requested.connect(start_authoritative_battle) authoritative_battle_presenter = P92BattlePresenterScript.new(self) if should_start_p93: call_deferred("start_p93_experience") func _get(property: StringName) -> Variant: return facade.get(property) func _set(property: StringName, value: Variant) -> bool: facade.set(property, value) return true func _get_property_list() -> Array[Dictionary]: var result: Array[Dictionary] = [] for property in facade.get_property_list(): var name: StringName = property["name"] if name in [&"script", &"name", &"owner", &"process_mode", &"process_priority", &"process_physics_priority"]: continue result.append({ "name": name, "type": property["type"], "hint": property.get("hint", PROPERTY_HINT_NONE), "hint_string": property.get("hint_string", ""), "usage": PROPERTY_USAGE_DEFAULT, }) return result func _process(delta: float) -> void: if is_instance_valid(p93_experience): return if authoritative_battle_active: _process_authoritative_battle(delta) return facade._process(delta) func start_p93_experience() -> void: if is_instance_valid(p93_experience): return facade.visible = false p93_experience = P93CoreLoopControllerScript.new() p93_experience.name = "P93CoreLoop" p93_experience.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT) add_child(p93_experience) func start_authoritative_battle() -> bool: var members: Array[String] = facade.session_state.current_member_ids() if members.is_empty(): return false var starting_hp: Dictionary = {} for member_id in members: starting_hp[member_id] = facade.session_state.member_health(member_id) var result: Dictionary = authoritative_battle_service.start_fixture(members, 9201, starting_hp) if not result.ok: return false authoritative_battle_active = true authoritative_tick_accumulator = 0.0 authoritative_speed_multiplier = 1 authoritative_inspect_open = false authoritative_inspect_events.clear() authoritative_retreat_receipt.clear() authoritative_last_command_code = "" authoritative_last_events.clear() for event in result.events: authoritative_last_events.append(Dictionary(event).duplicate(true)) facade.visible = false authoritative_battle_presenter.render(authoritative_battle_service.state.current_snapshot(), authoritative_last_events) return true func advance_authoritative_ticks(ticks: int) -> Dictionary: if not authoritative_battle_active: return {"ok": false, "code": "inactive", "events": []} var result: Dictionary = authoritative_battle_service.advance_ticks(ticks) return _accept_authoritative_result(result) func toggle_authoritative_pause() -> Dictionary: if not authoritative_battle_active: return {"ok": false, "code": "inactive", "events": []} var result: Dictionary = authoritative_battle_service.set_paused(not authoritative_battle_service.state.paused) return _accept_authoritative_result(result) func set_authoritative_speed(multiplier: int) -> Dictionary: if not authoritative_battle_active: return {"ok": false, "code": "inactive"} if multiplier not in [1, 2]: return {"ok": false, "code": "invalid_speed"} authoritative_speed_multiplier = multiplier authoritative_tick_accumulator = 0.0 authoritative_last_command_code = "speed_%dx" % multiplier authoritative_battle_presenter.render(authoritative_battle_service.state.current_snapshot(), authoritative_last_events) return {"ok": true, "code": authoritative_last_command_code, "speed": multiplier} func toggle_authoritative_inspect() -> Dictionary: if not authoritative_battle_active: return {"ok": false, "code": "inactive"} var result: Dictionary = authoritative_battle_service.inspect() if not result.ok: return result authoritative_inspect_open = not authoritative_inspect_open authoritative_inspect_events.clear() for event in result.events: authoritative_inspect_events.append(Dictionary(event).duplicate(true)) authoritative_last_command_code = "inspect_open" if authoritative_inspect_open else "inspect_closed" authoritative_battle_presenter.render(result.snapshot, authoritative_last_events) return {"ok": true, "code": authoritative_last_command_code, "snapshot": result.snapshot, "events": authoritative_inspect_events.duplicate(true)} func request_authoritative_retreat() -> Dictionary: if not authoritative_battle_active: return {"ok": false, "code": "inactive", "events": []} var result: Dictionary = authoritative_battle_service.request_retreat() return _accept_authoritative_result(result) func retry_authoritative_battle() -> bool: if not authoritative_battle_active or not authoritative_battle_service.state.terminal: return false return start_authoritative_battle() func exit_authoritative_battle_to_home() -> void: if not authoritative_battle_active: return authoritative_battle_active = false authoritative_auto_advance = true authoritative_tick_accumulator = 0.0 authoritative_speed_multiplier = 1 authoritative_inspect_open = false authoritative_inspect_events.clear() authoritative_retreat_receipt.clear() authoritative_last_command_code = "home" authoritative_last_events.clear() authoritative_battle_presenter.cleanup() facade.visible = true facade.go_home() func _accept_authoritative_result(result: Dictionary) -> Dictionary: authoritative_last_command_code = String(result.get("code", "")) authoritative_last_events.clear() for event in result.get("events", []): authoritative_last_events.append(Dictionary(event).duplicate(true)) if String(event.get("kind", "")) == "retreat_started": authoritative_retreat_receipt = { "tick": int(event.get("tick", -1)), "resolves_at": int(event.get("resolves_at", -1)), } if result.has("snapshot"): authoritative_battle_presenter.render(result.snapshot, authoritative_last_events) return result func _process_authoritative_battle(delta: float) -> void: if authoritative_battle_service.state.terminal: return if not authoritative_auto_advance: return if authoritative_battle_service.state.paused: return authoritative_tick_accumulator += maxf(0.0, delta) * float(authoritative_speed_multiplier) var ticks := int(floor(authoritative_tick_accumulator / 0.1)) if ticks <= 0: return authoritative_tick_accumulator -= float(ticks) * 0.1 advance_authoritative_ticks(ticks) func active_boot_paths() -> Array[String]: return facade.active_boot_paths() func adaptation_effect(id: String) -> String: return facade.adaptation_effect(id) func adaptation_name(id: String) -> String: return facade.adaptation_name(id) func advance_battle_phase() -> void: facade.advance_battle_phase() func animation_frame_index(character: String, state: String, elapsed: float) -> int: return facade.animation_frame_index(character, state, elapsed) func animation_texture(character: String, state: String, elapsed: float) -> Texture2D: return facade.animation_texture(character, state, elapsed) func assign_automatic_formation() -> bool: return facade.assign_automatic_formation() func back_to_main_menu() -> void: facade.back_to_main_menu() func begin_first_battle() -> void: facade.begin_first_battle() func begin_second_battle() -> void: facade.begin_second_battle() func begin_third_battle() -> void: facade.begin_third_battle() func cancel_restart() -> void: facade.cancel_restart() func cancel_route_review() -> void: facade.cancel_route_review() func cancel_training_review() -> void: facade.cancel_training_review() func candidate_name(profession: String) -> String: return facade.candidate_name(profession) func choose_adaptation(id: String) -> void: facade.choose_adaptation(id) func choose_candidate(profession: String) -> void: facade.choose_candidate(profession) func choose_guild_option(id: String) -> void: facade.choose_guild_option(id) func choose_route(id: String) -> void: facade.choose_route(id) func choose_training(slot: String) -> void: facade.choose_training(slot) func clear_experience() -> void: facade.clear_experience() func commit_fifth_phase_impact(phase: int, refresh_runtime := true) -> void: facade.commit_fifth_phase_impact(phase, refresh_runtime) func commit_fifth_reward() -> void: facade.commit_fifth_reward() func commit_first_victory_reward() -> void: facade.commit_first_victory_reward() func commit_formation() -> void: facade.commit_formation() func commit_fourth_phase_impact(phase: int, refresh_runtime := true) -> void: facade.commit_fourth_phase_impact(phase, refresh_runtime) func commit_phase_impact(phase: int, refresh_runtime := true) -> void: facade.commit_phase_impact(phase, refresh_runtime) func commit_route() -> void: facade.commit_route() func commit_route_reward() -> void: facade.commit_route_reward() func commit_second_phase_impact(phase: int, refresh_runtime := true) -> void: facade.commit_second_phase_impact(phase, refresh_runtime) func commit_third_phase_impact(phase: int, refresh_runtime := true) -> void: facade.commit_third_phase_impact(phase, refresh_runtime) func commit_training() -> void: facade.commit_training() func confirm_restart() -> void: facade.confirm_restart() func depart() -> void: facade.depart() func emit_battle_feedback(phase: int, target: String, delta: int, qualifier_zh: String, qualifier_en: String, tier: String) -> void: facade.emit_battle_feedback(phase, target, delta, qualifier_zh, qualifier_en, tier) func enter_game() -> void: facade.enter_game() func go_home() -> void: facade.go_home() func later_preview_supports_pair() -> bool: return facade.later_preview_supports_pair() func member_level(slot: String) -> int: return facade.member_level(slot) func member_slots() -> Array[String]: return facade.member_slots() func open_adaptation() -> void: facade.open_adaptation() func open_game_intro() -> void: facade.open_game_intro() func open_guild_return() -> void: facade.open_guild_return() func open_recruit_selection() -> void: facade.open_recruit_selection() func open_route_board() -> void: facade.open_route_board() func open_route_review() -> void: facade.open_route_review() func open_settings() -> void: facade.open_settings() func open_training() -> void: facade.open_training() func open_training_review() -> void: facade.open_training_review() func phase_duration(phase: int) -> float: return facade.phase_duration(phase) func render() -> void: facade.render() func request_restart() -> void: facade.request_restart() func review_automatic_formation() -> void: facade.review_automatic_formation() func revise_recruit_selection() -> void: facade.revise_recruit_selection() func route_coverage_state(id: String) -> String: return facade.route_coverage_state(id) func route_reward(id: String) -> int: return facade.route_reward(id) func run_boot_verification() -> void: await facade.run_boot_verification() func second_battle_event_text() -> String: return facade.second_battle_event_text() func second_result_explanation() -> String: return facade.second_result_explanation() func start_adventure() -> void: facade.start_adventure() func start_new_game() -> void: facade.start_new_game() func toggle_locale() -> void: facade.toggle_locale() func toggle_motion() -> void: facade.toggle_motion() func toggle_mute() -> void: facade.toggle_mute() func toggle_recruit(profession: String) -> void: facade.toggle_recruit(profession) func toggle_text_scale() -> void: facade.toggle_text_scale() func tr_text(zh: String, en: String) -> String: return facade.tr_text(zh, en) func update_battle_feedback_visual() -> void: facade.update_battle_feedback_visual() func victory_explanation() -> String: return facade.victory_explanation()