prologue: целиком Акт 1 (комната+кухня) + Акт 2 (установка)
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ИНФРАСТРУКТУРА:
- GameState autoload: player_name, прогресс актов, ачивки.
- SceneManager autoload: change_scene с deferred переключением,
  shortcuts go_room/go_kitchen/go_install.
- TextureGen autoload: процедурные pixel-art ImageTexture через
  Image.set_pixel, кешируются в Dictionary. Текстуры: wallpaper
  (бежевая с растительным узором), linoleum (полосы паркета),
  ceiling (побелка с шумом), wall_carpet (бордовый с ромбами),
  blanket (тёмно-синее со звёздами), poster_csgo (жёлтый с
  силуэтом AWP), poster_morgen (тёмно-красный с головой),
  door (дерево с волокном), desk_white, book_color(0-4).

АКТ 1 КОМНАТА (act1_room.tscn / act1.gd):
- Все стены/пол/потолок/ковёр/одеяло/постеры/стол/дверь теперь
  с процедурными текстурами через TextureGen.apply_to_material с
  правильным uv1_scale. Texture filter NEAREST для пиксель-арта.
- Door interactable добавлен в east-wall (рядом с DoorPanel).
  Включается после ухода отца. Клик → переход на кухню.
- GameState persists прогресс — возврат из кухни не повторяет интро.
- _setup_post_intro_state восстанавливает SEEK_DRIVE после кухни.
- После подбора флешки — переход на act2_install.

АКТ 1 КУХНЯ (act1_kitchen.tscn / act1_kitchen.gd):
- 3×3м комнатка с холодильником «Атлант», плитой (4 ручки красные),
  столешницей+раковиной, чайником, столом+2 стула, окном+радиатором.
- Wi-Fi записка приклеена на холодильнике, читается → ачивка
  «Wi-Fi разведчик» + GameState.wifi_password_found = true.
- Дверь обратно в комнату — SceneManager.go_room().
- Текстуры через TextureGen.

АКТ 2 УСТАНОВКА ШИНДОВС (act2_install.tscn / act2_install.gd):
- Полная 2D-сцена с 7 шагами state machine:
  BOOT (4 квадратика логотипа 1.6 сек) → LICENSE_INTRO →
  LICENSE_FULL (по «Читать») → DISK → USERNAME → PASSWORD →
  TIMEZONE → INSTALLING (5 фаз прогресс-бара 3 сек) → COMPLETE.
- ШИЗО-пункты лицензионки: 7.3.2, 11.4, 12.1, 15.7, 18.0, 21.3,
  23.9, 27.1 (полный текст из канона Пролог Акт 2).
- Ввод имени с валидацией: 2-24 символа, regex буквы+цифры,
  ban-list титулов (повелитель/владыка/бог/лорд/царь) и мата.
- Подсказка-плейсхолдеры из канона: bossiara13, fr3sh_n3kit и т.п.
- Пароль с чекбоксом «Без пароля» + ачивки «Главное чтоб удобно»
  (123/qwerty/empty) и «Параноик» (12+ символов со спец).
- Часовой пояс OptionButton с 7 регионами страны Р, UTC+3 default.
- Welcome-экран после установки: «Добро пожаловать, {playerName}».
- Кнопка «Запустить стеме» — заглушка Акта 3.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Dmitrii Bykov 2026-05-24 17:50:26 +03:00
parent b833127bcc
commit c3190ad058
15 changed files with 1388 additions and 7 deletions

View file

@ -17,6 +17,9 @@ config/features=PackedStringArray("4.6", "GL Compatibility")
[autoload]
GameState="*res://scripts/util/game_state.gd"
TextureGen="*res://scripts/util/texture_generator.gd"
SceneManager="*res://scripts/util/scene_manager.gd"
DialogManager="*res://scenes/components/dialog_ui.tscn"
[display]

View file

@ -0,0 +1,408 @@
[gd_scene load_steps=44 format=3]
[ext_resource type="Script" path="res://scripts/prologue/act1_kitchen.gd" id="1_kit"]
[ext_resource type="Script" path="res://scripts/interactables/interactable.gd" id="2_int"]
[ext_resource type="PackedScene" path="res://scenes/components/player_fpv.tscn" id="3_player"]
[sub_resource type="BoxMesh" id="mesh_floor"]
size = Vector3(3, 0.1, 3)
[sub_resource type="BoxShape3D" id="shape_floor"]
size = Vector3(3, 0.1, 3)
[sub_resource type="BoxMesh" id="mesh_wall_ns"]
size = Vector3(3, 2.5, 0.1)
[sub_resource type="BoxShape3D" id="shape_wall_ns"]
size = Vector3(3, 2.5, 0.1)
[sub_resource type="BoxMesh" id="mesh_wall_ew"]
size = Vector3(0.1, 2.5, 3)
[sub_resource type="BoxShape3D" id="shape_wall_ew"]
size = Vector3(0.1, 2.5, 3)
[sub_resource type="BoxMesh" id="mesh_fridge"]
size = Vector3(0.6, 1.8, 0.6)
[sub_resource type="BoxShape3D" id="shape_fridge"]
size = Vector3(0.6, 1.8, 0.6)
[sub_resource type="BoxMesh" id="mesh_stove"]
size = Vector3(0.6, 0.85, 0.6)
[sub_resource type="BoxShape3D" id="shape_stove"]
size = Vector3(0.6, 0.85, 0.6)
[sub_resource type="BoxMesh" id="mesh_counter"]
size = Vector3(0.7, 0.85, 0.6)
[sub_resource type="BoxShape3D" id="shape_counter"]
size = Vector3(0.7, 0.85, 0.6)
[sub_resource type="BoxMesh" id="mesh_sink"]
size = Vector3(0.5, 0.05, 0.4)
[sub_resource type="BoxMesh" id="mesh_kitchen_window"]
size = Vector3(0.8, 0.5, 0.06)
[sub_resource type="BoxMesh" id="mesh_door_panel"]
size = Vector3(1.0, 2.0, 0.06)
[sub_resource type="BoxShape3D" id="shape_door"]
size = Vector3(1.0, 2.0, 0.06)
[sub_resource type="BoxMesh" id="mesh_table"]
size = Vector3(0.9, 0.04, 0.7)
[sub_resource type="BoxShape3D" id="shape_table"]
size = Vector3(0.9, 0.04, 0.7)
[sub_resource type="BoxMesh" id="mesh_table_leg"]
size = Vector3(0.05, 0.72, 0.05)
[sub_resource type="BoxMesh" id="mesh_chair_seat"]
size = Vector3(0.35, 0.04, 0.35)
[sub_resource type="BoxShape3D" id="shape_chair_seat"]
size = Vector3(0.35, 0.04, 0.35)
[sub_resource type="BoxMesh" id="mesh_chair_back"]
size = Vector3(0.35, 0.5, 0.04)
[sub_resource type="BoxMesh" id="mesh_chair_leg"]
size = Vector3(0.04, 0.46, 0.04)
[sub_resource type="BoxMesh" id="mesh_note"]
size = Vector3(0.15, 0.01, 0.1)
[sub_resource type="BoxShape3D" id="shape_note"]
size = Vector3(0.15, 0.01, 0.1)
[sub_resource type="BoxMesh" id="mesh_radiator"]
size = Vector3(0.7, 0.4, 0.08)
[sub_resource type="BoxMesh" id="mesh_kettle"]
size = Vector3(0.18, 0.22, 0.18)
[sub_resource type="BoxMesh" id="mesh_knob"]
size = Vector3(0.04, 0.04, 0.04)
[sub_resource type="StandardMaterial3D" id="mat_floor"]
shading_mode = 0
albedo_color = Color(0.72, 0.6, 0.41, 1)
[sub_resource type="StandardMaterial3D" id="mat_wall"]
shading_mode = 0
albedo_color = Color(0.83, 0.72, 0.55, 1)
[sub_resource type="StandardMaterial3D" id="mat_ceiling"]
shading_mode = 0
albedo_color = Color(0.92, 0.9, 0.85, 1)
[sub_resource type="StandardMaterial3D" id="mat_fridge"]
shading_mode = 0
albedo_color = Color(0.95, 0.94, 0.9, 1)
[sub_resource type="StandardMaterial3D" id="mat_stove"]
shading_mode = 0
albedo_color = Color(0.42, 0.42, 0.45, 1)
[sub_resource type="StandardMaterial3D" id="mat_counter"]
shading_mode = 0
albedo_color = Color(0.88, 0.86, 0.82, 1)
[sub_resource type="StandardMaterial3D" id="mat_sink"]
shading_mode = 0
albedo_color = Color(0.65, 0.65, 0.7, 1)
[sub_resource type="StandardMaterial3D" id="mat_kitchen_window"]
shading_mode = 0
albedo_color = Color(0.6, 0.85, 1.0, 1)
emission_enabled = true
emission = Color(0.6, 0.85, 1.0, 1)
emission_energy_multiplier = 0.6
[sub_resource type="StandardMaterial3D" id="mat_door"]
shading_mode = 0
albedo_color = Color(0.85, 0.82, 0.75, 1)
[sub_resource type="StandardMaterial3D" id="mat_table"]
shading_mode = 0
albedo_color = Color(0.55, 0.38, 0.2, 1)
[sub_resource type="StandardMaterial3D" id="mat_chair"]
shading_mode = 0
albedo_color = Color(0.55, 0.38, 0.2, 1)
[sub_resource type="StandardMaterial3D" id="mat_note"]
shading_mode = 0
albedo_color = Color(0.95, 0.95, 0.88, 1)
emission_enabled = true
emission = Color(0.95, 0.95, 0.7, 1)
emission_energy_multiplier = 0.5
[sub_resource type="StandardMaterial3D" id="mat_radiator"]
shading_mode = 0
albedo_color = Color(0.96, 0.94, 0.88, 1)
[sub_resource type="StandardMaterial3D" id="mat_kettle"]
shading_mode = 0
albedo_color = Color(0.85, 0.16, 0.16, 1)
[sub_resource type="StandardMaterial3D" id="mat_knob"]
shading_mode = 0
albedo_color = Color(0.85, 0.2, 0.2, 1)
[node name="Act1Kitchen" type="Node3D"]
script = ExtResource("1_kit")
[node name="Floor" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.05, 0)
[node name="Mesh" type="MeshInstance3D" parent="Floor"]
mesh = SubResource("mesh_floor")
material_override = SubResource("mat_floor")
[node name="Coll" type="CollisionShape3D" parent="Floor"]
shape = SubResource("shape_floor")
[node name="Ceiling" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.55, 0)
[node name="Mesh" type="MeshInstance3D" parent="Ceiling"]
mesh = SubResource("mesh_floor")
material_override = SubResource("mat_ceiling")
[node name="Coll" type="CollisionShape3D" parent="Ceiling"]
shape = SubResource("shape_floor")
[node name="WallN" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.25, -1.55)
[node name="Mesh" type="MeshInstance3D" parent="WallN"]
mesh = SubResource("mesh_wall_ns")
material_override = SubResource("mat_wall")
[node name="Coll" type="CollisionShape3D" parent="WallN"]
shape = SubResource("shape_wall_ns")
[node name="Window" type="MeshInstance3D" parent="WallN"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.7, 0.35, 0.06)
mesh = SubResource("mesh_kitchen_window")
material_override = SubResource("mat_kitchen_window")
[node name="Radiator" type="MeshInstance3D" parent="WallN"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.7, -0.7, 0.1)
mesh = SubResource("mesh_radiator")
material_override = SubResource("mat_radiator")
[node name="WallS" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.25, 1.55)
[node name="Mesh" type="MeshInstance3D" parent="WallS"]
mesh = SubResource("mesh_wall_ns")
material_override = SubResource("mat_wall")
[node name="Coll" type="CollisionShape3D" parent="WallS"]
shape = SubResource("shape_wall_ns")
[node name="DoorPanel" type="MeshInstance3D" parent="WallS"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.7, -0.25, -0.06)
mesh = SubResource("mesh_door_panel")
material_override = SubResource("mat_door")
[node name="DoorBack" type="StaticBody3D" parent="WallS"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.7, -0.25, -0.12)
script = ExtResource("2_int")
prompt = "вернуться в комнату"
[node name="Mesh" type="MeshInstance3D" parent="WallS/DoorBack"]
visible = false
mesh = SubResource("mesh_door_panel")
[node name="Coll" type="CollisionShape3D" parent="WallS/DoorBack"]
shape = SubResource("shape_door")
[node name="WallE" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.55, 1.25, 0)
[node name="Mesh" type="MeshInstance3D" parent="WallE"]
mesh = SubResource("mesh_wall_ew")
material_override = SubResource("mat_wall")
[node name="Coll" type="CollisionShape3D" parent="WallE"]
shape = SubResource("shape_wall_ew")
[node name="WallW" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.55, 1.25, 0)
[node name="Mesh" type="MeshInstance3D" parent="WallW"]
mesh = SubResource("mesh_wall_ew")
material_override = SubResource("mat_wall")
[node name="Coll" type="CollisionShape3D" parent="WallW"]
shape = SubResource("shape_wall_ew")
[node name="Fridge" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.9, 0.9, -1.15)
[node name="Mesh" type="MeshInstance3D" parent="Fridge"]
mesh = SubResource("mesh_fridge")
material_override = SubResource("mat_fridge")
[node name="Coll" type="CollisionShape3D" parent="Fridge"]
shape = SubResource("shape_fridge")
[node name="WiFiNote" type="StaticBody3D" parent="Fridge"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.6, 0.31)
script = ExtResource("2_int")
prompt = "прочитать записку"
[node name="Mesh" type="MeshInstance3D" parent="Fridge/WiFiNote"]
mesh = SubResource("mesh_note")
material_override = SubResource("mat_note")
[node name="Coll" type="CollisionShape3D" parent="Fridge/WiFiNote"]
shape = SubResource("shape_note")
[node name="Stove" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.0, 0.425, -1.2)
[node name="Mesh" type="MeshInstance3D" parent="Stove"]
mesh = SubResource("mesh_stove")
material_override = SubResource("mat_stove")
[node name="Coll" type="CollisionShape3D" parent="Stove"]
shape = SubResource("shape_stove")
[node name="Knob1" type="MeshInstance3D" parent="Stove"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.18, 0.4, 0.32)
mesh = SubResource("mesh_knob")
material_override = SubResource("mat_knob")
[node name="Knob2" type="MeshInstance3D" parent="Stove"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.18, 0.4, 0.32)
mesh = SubResource("mesh_knob")
material_override = SubResource("mat_knob")
[node name="Counter" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.7, 0.425, -1.2)
[node name="Mesh" type="MeshInstance3D" parent="Counter"]
mesh = SubResource("mesh_counter")
material_override = SubResource("mat_counter")
[node name="Coll" type="CollisionShape3D" parent="Counter"]
shape = SubResource("shape_counter")
[node name="Sink" type="MeshInstance3D" parent="Counter"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.45, 0.05)
mesh = SubResource("mesh_sink")
material_override = SubResource("mat_sink")
[node name="Kettle" type="MeshInstance3D" parent="Stove"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.535, 0)
mesh = SubResource("mesh_kettle")
material_override = SubResource("mat_kettle")
[node name="Table" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.5, 0.73, 0.7)
[node name="Mesh" type="MeshInstance3D" parent="Table"]
mesh = SubResource("mesh_table")
material_override = SubResource("mat_table")
[node name="Coll" type="CollisionShape3D" parent="Table"]
shape = SubResource("shape_table")
[node name="Leg1" type="MeshInstance3D" parent="Table"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.42, -0.38, -0.32)
mesh = SubResource("mesh_table_leg")
material_override = SubResource("mat_table")
[node name="Leg2" type="MeshInstance3D" parent="Table"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.42, -0.38, -0.32)
mesh = SubResource("mesh_table_leg")
material_override = SubResource("mat_table")
[node name="Leg3" type="MeshInstance3D" parent="Table"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.42, -0.38, 0.32)
mesh = SubResource("mesh_table_leg")
material_override = SubResource("mat_table")
[node name="Leg4" type="MeshInstance3D" parent="Table"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.42, -0.38, 0.32)
mesh = SubResource("mesh_table_leg")
material_override = SubResource("mat_table")
[node name="Chair1" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.5, 0.48, 1.25)
[node name="Mesh" type="MeshInstance3D" parent="Chair1"]
mesh = SubResource("mesh_chair_seat")
material_override = SubResource("mat_chair")
[node name="Coll" type="CollisionShape3D" parent="Chair1"]
shape = SubResource("shape_chair_seat")
[node name="Back" type="MeshInstance3D" parent="Chair1"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.27, 0.15)
mesh = SubResource("mesh_chair_back")
material_override = SubResource("mat_chair")
[node name="Leg1" type="MeshInstance3D" parent="Chair1"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.15, -0.25, -0.15)
mesh = SubResource("mesh_chair_leg")
material_override = SubResource("mat_chair")
[node name="Leg2" type="MeshInstance3D" parent="Chair1"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.15, -0.25, -0.15)
mesh = SubResource("mesh_chair_leg")
material_override = SubResource("mat_chair")
[node name="Leg3" type="MeshInstance3D" parent="Chair1"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.15, -0.25, 0.15)
mesh = SubResource("mesh_chair_leg")
material_override = SubResource("mat_chair")
[node name="Leg4" type="MeshInstance3D" parent="Chair1"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.15, -0.25, 0.15)
mesh = SubResource("mesh_chair_leg")
material_override = SubResource("mat_chair")
[node name="Chair2" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.5, 0.48, 0.1)
[node name="Mesh" type="MeshInstance3D" parent="Chair2"]
mesh = SubResource("mesh_chair_seat")
material_override = SubResource("mat_chair")
[node name="Coll" type="CollisionShape3D" parent="Chair2"]
shape = SubResource("shape_chair_seat")
[node name="Leg1" type="MeshInstance3D" parent="Chair2"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.15, -0.25, -0.15)
mesh = SubResource("mesh_chair_leg")
material_override = SubResource("mat_chair")
[node name="Leg2" type="MeshInstance3D" parent="Chair2"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.15, -0.25, -0.15)
mesh = SubResource("mesh_chair_leg")
material_override = SubResource("mat_chair")
[node name="Leg3" type="MeshInstance3D" parent="Chair2"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.15, -0.25, 0.15)
mesh = SubResource("mesh_chair_leg")
material_override = SubResource("mat_chair")
[node name="Leg4" type="MeshInstance3D" parent="Chair2"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.15, -0.25, 0.15)
mesh = SubResource("mesh_chair_leg")
material_override = SubResource("mat_chair")
[node name="PlayerFPV" parent="." instance=ExtResource("3_player")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.5, 0, 1.0)
[connection signal="interacted" from="Fridge/WiFiNote" to="." method="_on_note_interacted"]
[connection signal="interacted" from="WallS/DoorBack" to="." method="_on_door_back_interacted"]

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=76 format=3]
[gd_scene load_steps=77 format=3]
[ext_resource type="Script" path="res://scripts/prologue/act1.gd" id="1_act1"]
[ext_resource type="Script" path="res://scripts/interactables/interactable.gd" id="2_int"]
@ -40,6 +40,9 @@ size = Vector3(1.0, 0.5, 0.1)
[sub_resource type="BoxMesh" id="mesh_door"]
size = Vector3(0.06, 2.0, 1.0)
[sub_resource type="BoxShape3D" id="shape_door"]
size = Vector3(0.06, 2.0, 1.0)
[sub_resource type="BoxMesh" id="mesh_desk"]
size = Vector3(1.5, 0.7, 0.6)
@ -393,6 +396,18 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.06, -0.25, 0)
mesh = SubResource("mesh_door")
material_override = SubResource("mat_door")
[node name="Door" type="StaticBody3D" parent="WallE"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.1, -0.25, 0)
script = ExtResource("2_int")
prompt = "выйти на кухню"
[node name="Mesh" type="MeshInstance3D" parent="WallE/Door"]
visible = false
mesh = SubResource("mesh_door")
[node name="Coll" type="CollisionShape3D" parent="WallE/Door"]
shape = SubResource("shape_door")
[node name="WallW" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.05, 1.25, 0)
@ -565,3 +580,4 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.5)
[connection signal="interacted" from="Desk/FlashDrive" to="." method="_on_drive_interacted"]
[connection signal="interacted" from="GiftBox" to="." method="_on_gift_interacted"]
[connection signal="interacted" from="SystemUnit/Note" to="." method="_on_note_interacted"]
[connection signal="interacted" from="WallE/Door" to="." method="_on_door_interacted"]

View file

@ -0,0 +1,179 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/prologue/act2_install.gd" id="1_act2"]
[node name="Act2Install" type="Control"]
layout_mode = 3
anchor_right = 1.0
anchor_bottom = 1.0
offset_right = 640.0
offset_bottom = 360.0
script = ExtResource("1_act2")
[node name="Desktop" type="ColorRect" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
offset_right = 640.0
offset_bottom = 360.0
color = Color(0.04, 0.08, 0.18, 1)
[node name="FourSquares" type="Control" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
offset_right = 640.0
offset_bottom = 360.0
[node name="LogoText" type="Label" parent="FourSquares"]
offset_left = 0.0
offset_top = 130.0
offset_right = 640.0
offset_bottom = 160.0
text = "ШИНДОВС 9"
horizontal_alignment = 1
modulate = Color(0.94, 0.94, 0.94, 1)
[node name="SqRed" type="ColorRect" parent="FourSquares"]
offset_left = 290.0
offset_top = 170.0
offset_right = 314.0
offset_bottom = 194.0
color = Color(0.9, 0.2, 0.2, 1)
[node name="SqGreen" type="ColorRect" parent="FourSquares"]
offset_left = 316.0
offset_top = 170.0
offset_right = 340.0
offset_bottom = 194.0
color = Color(0.2, 0.78, 0.3, 1)
[node name="SqBlue" type="ColorRect" parent="FourSquares"]
offset_left = 290.0
offset_top = 196.0
offset_right = 314.0
offset_bottom = 220.0
color = Color(0.2, 0.4, 0.9, 1)
[node name="SqYellow" type="ColorRect" parent="FourSquares"]
offset_left = 316.0
offset_top = 196.0
offset_right = 340.0
offset_bottom = 220.0
color = Color(0.94, 0.71, 0.1, 1)
[node name="BootHint" type="Label" parent="FourSquares"]
offset_left = 0.0
offset_top = 240.0
offset_right = 640.0
offset_bottom = 260.0
text = "Подготовка установки…"
horizontal_alignment = 1
modulate = Color(0.7, 0.7, 0.7, 1)
[node name="Center" type="CenterContainer" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
offset_right = 640.0
offset_bottom = 360.0
[node name="Window" type="PanelContainer" parent="Center"]
custom_minimum_size = Vector2(540, 300)
layout_mode = 2
[node name="V" type="VBoxContainer" parent="Center/Window"]
layout_mode = 2
[node name="TitleBar" type="PanelContainer" parent="Center/Window/V"]
layout_mode = 2
[node name="Title" type="Label" parent="Center/Window/V/TitleBar"]
layout_mode = 2
text = "Шиндовс 9 — Установка"
horizontal_alignment = 1
modulate = Color(0.94, 0.71, 0.1, 1)
[node name="Body" type="RichTextLabel" parent="Center/Window/V"]
custom_minimum_size = Vector2(520, 160)
layout_mode = 2
bbcode_enabled = true
fit_content = true
scroll_active = true
text = ""
[node name="Input" type="LineEdit" parent="Center/Window/V"]
layout_mode = 2
placeholder_text = "..."
max_length = 24
[node name="InputHint" type="Label" parent="Center/Window/V"]
layout_mode = 2
text = ""
autowrap_mode = 3
modulate = Color(0.55, 0.55, 0.55, 1)
[node name="CheckBoxNoPwd" type="CheckBox" parent="Center/Window/V"]
layout_mode = 2
text = "Без пароля"
[node name="TimeZone" type="OptionButton" parent="Center/Window/V"]
layout_mode = 2
[node name="ErrorLabel" type="Label" parent="Center/Window/V"]
layout_mode = 2
text = ""
modulate = Color(0.85, 0.16, 0.16, 1)
[node name="Progress" type="ProgressBar" parent="Center/Window/V"]
layout_mode = 2
max_value = 100.0
show_percentage = true
[node name="Buttons" type="HBoxContainer" parent="Center/Window/V"]
layout_mode = 2
alignment = 2
[node name="BtnB" type="Button" parent="Center/Window/V/Buttons"]
layout_mode = 2
text = "Читать"
[node name="BtnA" type="Button" parent="Center/Window/V/Buttons"]
layout_mode = 2
text = "Принять"
[node name="WelcomeScreen" type="Control" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
offset_right = 640.0
offset_bottom = 360.0
visible = false
[node name="BG" type="ColorRect" parent="WelcomeScreen"]
anchor_right = 1.0
anchor_bottom = 1.0
offset_right = 640.0
offset_bottom = 360.0
color = Color(0.04, 0.08, 0.18, 1)
[node name="V" type="VBoxContainer" parent="WelcomeScreen"]
offset_left = 0.0
offset_top = 130.0
offset_right = 640.0
offset_bottom = 240.0
alignment = 1
[node name="WelcomeText" type="Label" parent="WelcomeScreen/V"]
layout_mode = 2
text = "Добро пожаловать."
horizontal_alignment = 1
modulate = Color(0.94, 0.94, 0.94, 1)
[node name="Hint" type="Label" parent="WelcomeScreen/V"]
layout_mode = 2
text = ""
horizontal_alignment = 1
modulate = Color(0.7, 0.7, 0.7, 1)
[node name="LaunchSteme" type="Button" parent="WelcomeScreen/V"]
layout_mode = 2
text = "Запустить стеме"
[connection signal="pressed" from="WelcomeScreen/V/LaunchSteme" to="." method="_on_launch_steme"]

View file

@ -5,6 +5,7 @@ extends Node3D
@onready var system_unit: Node3D = $SystemUnit
@onready var note: Interactable = $SystemUnit/Note
@onready var flash_drive: Interactable = $Desk/FlashDrive
@onready var door: Interactable = $WallE/Door
@onready var father: Node3D = $FatherNPC
enum State { INTRO, EXPLORE_GIFT, INSIDE_GIFT, NOTE_READ, FATHER_FAREWELL, SEEK_DRIVE, ENDING }
@ -12,16 +13,67 @@ var state: State = State.INTRO
func _ready() -> void:
_apply_textures()
player.interactable_focused.connect(_on_player_focused)
player.interactable_unfocused.connect(_on_player_unfocused)
DialogManager.set_date_time(GameState.game_date, GameState.game_time)
# Если возвращаемся из кухни — пропускаем интро
if GameState.act1_father_left:
_setup_post_intro_state()
else:
await _play_intro()
func _apply_textures() -> void:
var floor_mat: BaseMaterial3D = ($Floor/Mesh as MeshInstance3D).material_override
TextureGen.apply_to_material(floor_mat, TextureGen.linoleum(), Vector3(8, 8, 8))
var ceiling_mat: BaseMaterial3D = ($Ceiling/Mesh as MeshInstance3D).material_override
TextureGen.apply_to_material(ceiling_mat, TextureGen.ceiling(), Vector3(6, 6, 6))
for wall_path in ["WallN", "WallS", "WallE", "WallW"]:
var wall_node: Node = get_node(wall_path)
var wall_mat: BaseMaterial3D = (wall_node.get_node("Mesh") as MeshInstance3D).material_override
TextureGen.apply_to_material(wall_mat, TextureGen.wallpaper(), Vector3(8, 5, 8))
var carpet_mat: BaseMaterial3D = ($WallS/WallCarpet as MeshInstance3D).material_override
TextureGen.apply_to_material(carpet_mat, TextureGen.wall_carpet(), Vector3(1, 1, 1))
var blanket_mat: BaseMaterial3D = ($Bed/Blanket as MeshInstance3D).material_override
TextureGen.apply_to_material(blanket_mat, TextureGen.blanket(), Vector3(2, 2, 2))
var csgo_mat: BaseMaterial3D = ($WallN/PosterCSGO as MeshInstance3D).material_override
TextureGen.apply_to_material(csgo_mat, TextureGen.poster_csgo(), Vector3(1, 1, 1))
var morgen_mat: BaseMaterial3D = ($WallN/PosterMorgen as MeshInstance3D).material_override
TextureGen.apply_to_material(morgen_mat, TextureGen.poster_morgen(), Vector3(1, 1, 1))
var desk_mat: BaseMaterial3D = ($Desk/Mesh as MeshInstance3D).material_override
TextureGen.apply_to_material(desk_mat, TextureGen.desk_white(), Vector3(2, 2, 2))
var door_panel_mat: BaseMaterial3D = ($WallE/DoorPanel as MeshInstance3D).material_override
TextureGen.apply_to_material(door_panel_mat, TextureGen.door(), Vector3(1, 1, 1))
# Книги
var book_letters: Array[String] = ["A", "B", "C", "D", "E"]
for i in range(book_letters.size()):
var book_node: Node = $Shelf.get_node("Book" + book_letters[i])
if book_node != null and book_node is MeshInstance3D:
var book_mat: BaseMaterial3D = (book_node as MeshInstance3D).material_override
TextureGen.apply_to_material(book_mat, TextureGen.book_color(i), Vector3(1, 1, 1))
func _play_intro() -> void:
system_unit.visible = false
note.visible = false
gift_box.set_interactable(false)
flash_drive.set_interactable(false)
door.set_interactable(false)
player.lock_input()
player.interactable_focused.connect(_on_player_focused)
player.interactable_unfocused.connect(_on_player_unfocused)
DialogManager.set_date_time("21 АВГ 2020 · ПТ", "10:30")
DialogManager.set_objective("Распакуй подарок от бати")
await get_tree().create_timer(0.8).timeout
@ -33,6 +85,20 @@ func _ready() -> void:
player.unlock_input()
func _setup_post_intro_state() -> void:
# Возвращение из кухни — отец уже ушёл
system_unit.visible = true
note.visible = false
gift_box.visible = false
gift_box.set_interactable(false)
note.set_interactable(false)
father.visible = false
state = State.SEEK_DRIVE
flash_drive.set_interactable(true)
door.set_interactable(true)
DialogManager.set_objective("Возьми флешку с Шиндовс")
func _on_player_focused(obj: Node) -> void:
if obj.has_method("get_prompt"):
DialogManager.set_prompt(obj.get_prompt())
@ -46,6 +112,7 @@ func _on_gift_interacted(_p: Node) -> void:
if state != State.EXPLORE_GIFT:
return
state = State.INSIDE_GIFT
GameState.act1_gift_opened = true
gift_box.set_interactable(false)
gift_box.visible = false
system_unit.visible = true
@ -59,6 +126,7 @@ func _on_note_interacted(_p: Node) -> void:
if state != State.INSIDE_GIFT:
return
state = State.NOTE_READ
GameState.act1_note_read = true
note.set_interactable(false)
player.lock_input()
DialogManager.clear_prompt()
@ -73,22 +141,33 @@ func _on_note_interacted(_p: Node) -> void:
tween.tween_property(father, "position:x", father.position.x - 2.5, 0.8)
await tween.finished
father.visible = false
GameState.act1_father_left = true
state = State.SEEK_DRIVE
flash_drive.set_interactable(true)
door.set_interactable(true)
DialogManager.set_objective("Возьми флешку с Шиндовс")
player.unlock_input()
func _on_door_interacted(_p: Node) -> void:
if state != State.SEEK_DRIVE:
return
SceneManager.go_kitchen()
func _on_drive_interacted(_p: Node) -> void:
if state != State.SEEK_DRIVE:
return
state = State.ENDING
GameState.act1_drive_taken = true
flash_drive.set_interactable(false)
door.set_interactable(false)
player.lock_input()
DialogManager.clear_prompt()
DialogManager.set_objective("")
await DialogManager.think("Ну ладно. Андрюхино так Андрюхино. Поехали.")
await DialogManager.say("СИСТЕМА", "Конец Акта 1. Акт 2 — Установка Шиндовс (TBD).")
get_tree().quit()
await DialogManager.say("СИСТЕМА", "Конец Акта 1. Запускаю Акт 2 — Установка Шиндовс…")
GameState.game_time = "10:42"
SceneManager.go_install()

View file

@ -0,0 +1,63 @@
extends Node3D
@onready var player: FPVController = $PlayerFPV
@onready var fridge_note: Interactable = $Fridge/WiFiNote
@onready var door_back: Interactable = $WallS/DoorBack
func _ready() -> void:
_apply_textures()
player.interactable_focused.connect(_on_player_focused)
player.interactable_unfocused.connect(_on_player_unfocused)
if GameState.wifi_password_found:
fridge_note.set_interactable(false)
else:
fridge_note.set_interactable(true)
door_back.set_interactable(true)
DialogManager.set_date_time(GameState.game_date, GameState.game_time)
if GameState.wifi_password_found:
DialogManager.set_objective("Вернись в комнату — флешка ждёт")
else:
DialogManager.set_objective("Найди пароль Wi-Fi на холодильнике")
func _apply_textures() -> void:
var floor_mat: BaseMaterial3D = ($Floor/Mesh as MeshInstance3D).material_override
TextureGen.apply_to_material(floor_mat, TextureGen.linoleum(), Vector3(6, 6, 6))
var ceiling_mat: BaseMaterial3D = ($Ceiling/Mesh as MeshInstance3D).material_override
TextureGen.apply_to_material(ceiling_mat, TextureGen.ceiling(), Vector3(4, 4, 4))
for wall_path in ["WallN", "WallS", "WallE", "WallW"]:
var wall_node: Node = get_node(wall_path)
var wall_mat: BaseMaterial3D = (wall_node.get_node("Mesh") as MeshInstance3D).material_override
TextureGen.apply_to_material(wall_mat, TextureGen.wallpaper(), Vector3(6, 5, 6))
var door_panel_mat: BaseMaterial3D = ($WallS/DoorPanel as MeshInstance3D).material_override
TextureGen.apply_to_material(door_panel_mat, TextureGen.door(), Vector3(1, 1, 1))
func _on_player_focused(obj: Node) -> void:
if obj.has_method("get_prompt"):
DialogManager.set_prompt(obj.get_prompt())
func _on_player_unfocused() -> void:
DialogManager.clear_prompt()
func _on_note_interacted(_p: Node) -> void:
player.lock_input()
DialogManager.clear_prompt()
await DialogManager.show_note("«Wi-Fi: qwerty. Не парься.»\n— Бать")
fridge_note.set_interactable(false)
GameState.wifi_password_found = true
GameState.unlock_achievement("Wi-Fi разведчик")
DialogManager.set_objective("Вернись в комнату — флешка ждёт")
player.unlock_input()
func _on_door_back_interacted(_p: Node) -> void:
SceneManager.go_room()

View file

@ -0,0 +1 @@
uid://b8q17iyr3w18w

View file

@ -0,0 +1,292 @@
extends Control
@onready var title_label: Label = $Center/Window/V/TitleBar/Title
@onready var body_label: RichTextLabel = $Center/Window/V/Body
@onready var input_field: LineEdit = $Center/Window/V/Input
@onready var input_hint: Label = $Center/Window/V/InputHint
@onready var btn_a: Button = $Center/Window/V/Buttons/BtnA
@onready var btn_b: Button = $Center/Window/V/Buttons/BtnB
@onready var error_label: Label = $Center/Window/V/ErrorLabel
@onready var checkbox_no_pwd: CheckBox = $Center/Window/V/CheckBoxNoPwd
@onready var tz_dropdown: OptionButton = $Center/Window/V/TimeZone
@onready var progress_bar: ProgressBar = $Center/Window/V/Progress
@onready var four_squares: Control = $FourSquares
@onready var welcome_screen: Control = $WelcomeScreen
@onready var welcome_text: Label = $WelcomeScreen/V/WelcomeText
enum Step { BOOT, LICENSE_INTRO, LICENSE_FULL, DISK, USERNAME, PASSWORD, TIMEZONE, INSTALLING, COMPLETE }
var current_step: Step = Step.BOOT
var license_read_clicked: bool = false
const BANNED_TITLES: Array[String] = ["повелитель", "владыка", "бог", "лорд", "царь", "хозяин"]
const BANNED_MAT: Array[String] = ["хуй", "пизд", "ебал", "ебан", "бля", "сук", "блять"]
const USERNAME_PLACEHOLDERS: Array[String] = [
"bossiara13",
"fr3sh_n3kit",
"Vasyok_07",
"neoLich",
"Димаа_рулём",
"p1ano",
]
const TIMEZONES: Array[String] = [
"UTC+2 (Калининград)",
"UTC+3 (С., страна Р)",
"UTC+4 (Самара)",
"UTC+5 (Екатеринбург)",
"UTC+7 (Новосибирск)",
"UTC+9 (Иркутск)",
"UTC+10 (Владивосток)",
]
const LICENSE_SHORT: String = "[center][b]Лицензионное соглашение Шиндовс 9[/b][/center]\n\nНажимая «Принять», Вы соглашаетесь с условиями использования операционной системы Шиндовс-Корп.\n\nДля просмотра полного текста нажмите «Читать»."
const LICENSE_FULL: String = "[center][b]Лицензионное соглашение Шиндовс 9 (полная версия)[/b][/center]\n\n[i]п. 7.3.2[/i] Этот персональный компьютер, на который Вы устанавливаете ПО, формально остаётся собственностью корпорации Шиндовс-Корп до момента окончательной выплаты Вашей души (далее — Душа).\n\n[i]п. 11.4[/i] Корпорация оставляет за собой право в любой момент запустить процесс «svchost.exe» с приоритетом «realtime». Жалобы не принимаются.\n\n[i]п. 12.1[/i] Все ваши скриншоты могут быть использованы в обучении ИИ, который заменит Вас на работе к 2027 году. Согласие подразумевается.\n\n[i]п. 15.7[/i] Корпорация молча переустановит Защитник раз в сутки, если установлен сторонний антивирус.\n\n[i]п. 18.0[/i] Раз в год Ваш рабочий стол может быть перемещён в облако. Восстановление платное.\n\n[i]п. 21.3[/i] Корпорация не несёт ответственности за случаи, когда после обновления у Вас перестаёт работать звук, мышь или Wi-Fi. Это нормально. Перезагрузитесь.\n\n[i]п. 23.9[/i] Все приложения могут наблюдать друг за другом и отправлять телеметрию в Облако. Облако — это не место, а состояние ума.\n\n[i]п. 27.1[/i] Нажав «Принять», Вы соглашаетесь не читать это соглашение. Если Вы дочитали до этого пункта — Вы нарушили условия."
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
DialogManager.clear_prompt()
DialogManager.set_controls_hint("")
DialogManager.set_date_time(GameState.game_date, GameState.game_time)
DialogManager.set_objective("Установи Шиндовс 9")
welcome_screen.visible = false
progress_bar.visible = false
input_field.visible = false
input_hint.visible = false
checkbox_no_pwd.visible = false
tz_dropdown.visible = false
error_label.visible = false
btn_a.pressed.connect(_on_btn_a)
btn_b.pressed.connect(_on_btn_b)
for tz in TIMEZONES:
tz_dropdown.add_item(tz)
tz_dropdown.select(1) # UTC+3 по умолчанию
# BOOT: 4 квадратика на 1.5 сек
four_squares.visible = true
await get_tree().create_timer(1.6).timeout
four_squares.visible = false
_to_license_intro()
func _to_license_intro() -> void:
current_step = Step.LICENSE_INTRO
title_label.text = "Шиндовс 9 — Шаг 1 из 5"
body_label.text = LICENSE_SHORT
body_label.visible = true
btn_a.text = "Принять"
btn_a.visible = true
btn_b.text = "Читать"
btn_b.visible = true
input_field.visible = false
input_hint.visible = false
checkbox_no_pwd.visible = false
tz_dropdown.visible = false
error_label.visible = false
func _to_license_full() -> void:
current_step = Step.LICENSE_FULL
license_read_clicked = true
title_label.text = "Шиндовс 9 — Полный текст соглашения"
body_label.text = LICENSE_FULL
btn_a.text = "Принять"
btn_a.visible = true
btn_b.visible = false
func _to_disk() -> void:
current_step = Step.DISK
title_label.text = "Шиндовс 9 — Шаг 2 из 5"
body_label.text = "[center][b]Выбор диска для установки[/b][/center]\n\n[•] Диск C:\\\\ (250 ГБ свободно)\n\nДругие диски не обнаружены."
btn_a.text = "Далее"
btn_a.visible = true
btn_b.visible = false
func _to_username() -> void:
current_step = Step.USERNAME
title_label.text = "Шиндовс 9 — Шаг 3 из 5"
body_label.text = "[center][b]Введите имя пользователя[/b][/center]\n\nЭто имя будет использоваться в системе. Минимум 2 символа, максимум 24. Только буквы и цифры."
var rng: RandomNumberGenerator = RandomNumberGenerator.new()
rng.randomize()
input_field.placeholder_text = USERNAME_PLACEHOLDERS[rng.randi() % USERNAME_PLACEHOLDERS.size()]
input_field.text = ""
input_field.visible = true
input_field.editable = true
input_field.grab_focus()
input_hint.text = "Например: bossiara13, fr3sh_n3kit, Vasyok_07, neoLich, КошкоПовелитель… ой, нет, этот нельзя"
input_hint.visible = true
error_label.visible = false
btn_a.text = "Далее"
btn_a.visible = true
btn_b.visible = false
func _to_password() -> void:
current_step = Step.PASSWORD
title_label.text = "Шиндовс 9 — Шаг 4 из 5"
body_label.text = "[center][b]Введите пароль[/b][/center]\n\nИли оставьте поле пустым / отметьте «Без пароля». Можно потом изменить в настройках."
input_field.text = ""
input_field.secret = true
input_field.placeholder_text = "********"
input_field.visible = true
input_field.editable = true
input_field.grab_focus()
input_hint.text = "Совет: запиши себе на бумажку. Минимум 4 символа, если ставишь."
input_hint.visible = true
checkbox_no_pwd.visible = true
checkbox_no_pwd.button_pressed = false
error_label.visible = false
btn_a.text = "Далее"
btn_a.visible = true
btn_b.visible = false
func _to_timezone() -> void:
current_step = Step.TIMEZONE
title_label.text = "Шиндовс 9 — Шаг 5 из 5"
body_label.text = "[center][b]Выберите часовой пояс[/b][/center]\n\nЭто повлияет на время в системе. По умолчанию — UTC+3 (С., страна Р)."
input_field.visible = false
input_field.secret = false
input_hint.visible = false
checkbox_no_pwd.visible = false
tz_dropdown.visible = true
btn_a.text = "Готово"
btn_a.visible = true
btn_b.visible = false
func _to_installing() -> void:
current_step = Step.INSTALLING
title_label.text = "Шиндовс 9 — Установка"
body_label.text = "[center]Подождите, пока система устанавливается.\nЭто займёт пару минут.[/center]"
input_field.visible = false
input_hint.visible = false
checkbox_no_pwd.visible = false
tz_dropdown.visible = false
btn_a.visible = false
btn_b.visible = false
progress_bar.visible = true
progress_bar.value = 0
_run_install_progress()
func _run_install_progress() -> void:
var stages: Array = [
["Распаковка файлов…", 0.25],
["Установка драйверов…", 0.5],
["Настройка реестра…", 0.75],
["Применение конфигурации…", 0.95],
["Готово!", 1.0],
]
for stage in stages:
body_label.text = "[center]" + stage[0] + "[/center]"
var tween: Tween = create_tween()
tween.tween_property(progress_bar, "value", stage[1] * 100.0, 0.6)
await tween.finished
await get_tree().create_timer(0.4).timeout
_to_complete()
func _to_complete() -> void:
current_step = Step.COMPLETE
$Center.visible = false
welcome_screen.visible = true
welcome_text.text = "Добро пожаловать, %s." % GameState.player_name
DialogManager.set_objective("")
func _on_btn_a() -> void:
match current_step:
Step.LICENSE_INTRO:
if license_read_clicked:
GameState.unlock_achievement("Юрист")
GameState.unlock_achievement("Нарушитель ЛС")
_to_disk()
Step.LICENSE_FULL:
GameState.unlock_achievement("Юрист")
GameState.unlock_achievement("Нарушитель ЛС")
_to_disk()
Step.DISK:
_to_username()
Step.USERNAME:
_validate_and_set_username()
Step.PASSWORD:
_validate_and_set_password()
Step.TIMEZONE:
GameState.act2_timezone = TIMEZONES[tz_dropdown.selected]
_to_installing()
func _on_btn_b() -> void:
match current_step:
Step.LICENSE_INTRO:
_to_license_full()
func _validate_and_set_username() -> void:
var name: String = input_field.text.strip_edges()
var result: Dictionary = _validate_name(name)
if not result.get("valid", false):
error_label.text = result.get("error", "Ошибка")
error_label.visible = true
return
GameState.player_name = name
_to_password()
func _validate_name(name: String) -> Dictionary:
if name.length() < 2:
return {"valid": false, "error": "Минимум 2 символа"}
if name.length() > 24:
return {"valid": false, "error": "Максимум 24 символа"}
var re: RegEx = RegEx.new()
re.compile("^[\\wа-яёА-ЯЁ_]+$")
if not re.search(name):
return {"valid": false, "error": "Только буквы, цифры и подчёркивания"}
var lower: String = name.to_lower()
for t in BANNED_TITLES:
if t in lower:
return {"valid": false, "error": "Без громких титулов, ок?"}
for m in BANNED_MAT:
if m in lower:
return {"valid": false, "error": "Эээ, давай прилично"}
return {"valid": true}
func _validate_and_set_password() -> void:
if checkbox_no_pwd.button_pressed:
GameState.act2_password_set = false
GameState.unlock_achievement("Главное чтоб удобно")
_to_timezone()
return
var pwd: String = input_field.text
if pwd.is_empty() or pwd in ["123", "qwerty", "password", "1234"]:
GameState.act2_password_set = false
GameState.unlock_achievement("Главное чтоб удобно")
_to_timezone()
return
if pwd.length() >= 12 and _has_special(pwd):
GameState.unlock_achievement("Параноик")
GameState.act2_password_set = true
_to_timezone()
func _has_special(s: String) -> bool:
var specials: String = "!@#$%^&*()-_+=<>?/.,"
for c in s:
if c in specials:
return true
return false
func _on_launch_steme() -> void:
# Акт 3 пока не реализован — выходим
GameState.unlock_achievement("Конец альфа-сессии")
await DialogManager.say("СИСТЕМА", "Акт 3 (стеме Big Picture) — TBD в следующей итерации. Игрок: %s. Спасибо за тест!" % GameState.player_name)
get_tree().quit()

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extends Node
# Имя игрока (вводится в Акте 2)
var player_name: String = ""
# Прогресс Акта 1
var act1_gift_opened: bool = false
var act1_note_read: bool = false
var act1_father_left: bool = false
var act1_drive_taken: bool = false
# Кухня (опц. визит)
var wifi_password_found: bool = false
# Прогресс Акта 2 (установка Шиндовс)
var act2_license_read: bool = false
var act2_password_set: bool = false
var act2_timezone: String = "UTC+3 (С., страна Р)"
# Дата/время игровое
var game_date: String = "21 АВГ 2020 · ПТ"
var game_time: String = "10:30"
# Ачивки — логируются в консоль, UI на будущее
var achievements: Array[String] = []
func unlock_achievement(ach: String) -> void:
if achievements.has(ach):
return
achievements.append(ach)
print("[ACHIEVEMENT] %s" % ach)
func reset() -> void:
player_name = ""
act1_gift_opened = false
act1_note_read = false
act1_father_left = false
act1_drive_taken = false
wifi_password_found = false
act2_license_read = false
act2_password_set = false
achievements.clear()

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extends Node
const SCENE_ACT1_ROOM: String = "res://scenes/prologue/act1_room.tscn"
const SCENE_ACT1_KITCHEN: String = "res://scenes/prologue/act1_kitchen.tscn"
const SCENE_ACT2_INSTALL: String = "res://scenes/prologue/act2_install.tscn"
func change_scene(path: String) -> void:
# Освобождаем мышь, чтобы 2D-сцены не были в captured-mode
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
get_tree().change_scene_to_file.call_deferred(path)
func go_room() -> void:
change_scene(SCENE_ACT1_ROOM)
func go_kitchen() -> void:
change_scene(SCENE_ACT1_KITCHEN)
func go_install() -> void:
change_scene(SCENE_ACT2_INSTALL)

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extends Node
var _cache: Dictionary = {}
func _make_image(w: int, h: int, fill: Color) -> Image:
var img: Image = Image.create(w, h, false, Image.FORMAT_RGB8)
img.fill(fill)
return img
func _to_texture(img: Image) -> ImageTexture:
return ImageTexture.create_from_image(img)
func _get_or_create(key: String, maker: Callable) -> ImageTexture:
if _cache.has(key):
return _cache[key]
var tex: ImageTexture = maker.call()
_cache[key] = tex
return tex
# Бежевые обои с растительным узором (мелкие точки)
func wallpaper() -> ImageTexture:
return _get_or_create("wallpaper", func() -> ImageTexture:
var base: Color = Color(0.83, 0.72, 0.55)
var dot: Color = Color(0.72, 0.6, 0.42)
var darker: Color = Color(0.78, 0.68, 0.5)
var img: Image = _make_image(64, 64, base)
# мелкие крестики-цветы
for y in range(0, 64, 8):
for x in range(0, 64, 8):
var ox: int = 4 if (y / 8) % 2 == 0 else 0
var px: int = (x + ox) % 64
img.set_pixel(px, y, dot)
if px + 1 < 64:
img.set_pixel(px + 1, y, darker)
if y + 1 < 64:
img.set_pixel(px, y + 1, darker)
return _to_texture(img)
)
# Линолеум жёлто-коричневый с горизонтальными полосами под паркет
func linoleum() -> ImageTexture:
return _get_or_create("linoleum", func() -> ImageTexture:
var a: Color = Color(0.72, 0.6, 0.41)
var b: Color = Color(0.65, 0.53, 0.36)
var c: Color = Color(0.58, 0.46, 0.3)
var img: Image = _make_image(64, 64, a)
# полосы паркета
for y in range(64):
var stripe: int = y / 8
var col: Color = a if stripe % 2 == 0 else b
for x in range(64):
img.set_pixel(x, y, col)
# швы между досками
for y in range(0, 64, 8):
for x in range(64):
img.set_pixel(x, y, c)
# вертикальные швы пэчворк
for y in range(64):
var stripe: int = y / 8
var seam_x: int = ((stripe * 23) % 32) + 16
img.set_pixel(seam_x, y, c)
return _to_texture(img)
)
# Потолок: светлая побелка с лёгким шумом
func ceiling() -> ImageTexture:
return _get_or_create("ceiling", func() -> ImageTexture:
var base: Color = Color(0.92, 0.9, 0.85)
var spot: Color = Color(0.88, 0.86, 0.82)
var img: Image = _make_image(32, 32, base)
var rng: RandomNumberGenerator = RandomNumberGenerator.new()
rng.seed = 4242
for i in range(20):
var x: int = rng.randi_range(0, 31)
var y: int = rng.randi_range(0, 31)
img.set_pixel(x, y, spot)
return _to_texture(img)
)
# Бордовый ковёр с персидским ромбовидным узором
func wall_carpet() -> ImageTexture:
return _get_or_create("wall_carpet", func() -> ImageTexture:
var base: Color = Color(0.36, 0.12, 0.13)
var pattern: Color = Color(0.78, 0.62, 0.2)
var dark: Color = Color(0.22, 0.07, 0.08)
var img: Image = _make_image(64, 64, base)
# ромбы
for cy in [16, 48]:
for cx in [16, 48]:
for r in range(6):
var px1: int = cx - r
var px2: int = cx + r
var py1: int = cy - (6 - r)
var py2: int = cy + (6 - r)
if px1 >= 0 and py1 >= 0 and px1 < 64 and py1 < 64:
img.set_pixel(px1, py1, pattern)
if px2 < 64 and py1 >= 0:
img.set_pixel(px2, py1, pattern)
if px1 >= 0 and py2 < 64:
img.set_pixel(px1, py2, pattern)
if px2 < 64 and py2 < 64:
img.set_pixel(px2, py2, pattern)
# рамка
for i in range(64):
img.set_pixel(i, 0, dark)
img.set_pixel(i, 63, dark)
img.set_pixel(0, i, dark)
img.set_pixel(63, i, dark)
return _to_texture(img)
)
# Тёмно-синее одеяло «звёзды»
func blanket() -> ImageTexture:
return _get_or_create("blanket", func() -> ImageTexture:
var base: Color = Color(0.13, 0.16, 0.32)
var star: Color = Color(0.85, 0.85, 0.75)
var img: Image = _make_image(32, 32, base)
var stars: Array = [[5,5],[14,3],[24,7],[8,12],[20,16],[3,21],[27,22],[15,26],[10,28]]
for s in stars:
img.set_pixel(s[0], s[1], star)
if s[0] + 1 < 32:
img.set_pixel(s[0] + 1, s[1], star)
if s[0] - 1 >= 0:
img.set_pixel(s[0] - 1, s[1], star)
if s[1] + 1 < 32:
img.set_pixel(s[0], s[1] + 1, star)
if s[1] - 1 >= 0:
img.set_pixel(s[0], s[1] - 1, star)
return _to_texture(img)
)
# CS:GO постер (жёлтый с силуэтом AWP)
func poster_csgo() -> ImageTexture:
return _get_or_create("poster_csgo", func() -> ImageTexture:
var base: Color = Color(0.94, 0.71, 0.1)
var dark: Color = Color(0.18, 0.13, 0.08)
var img: Image = _make_image(32, 40, base)
# рамка
for i in range(32):
img.set_pixel(i, 0, dark)
img.set_pixel(i, 39, dark)
for i in range(40):
img.set_pixel(0, i, dark)
img.set_pixel(31, i, dark)
# буквы CS внизу (примитивно)
for x in range(8, 12):
img.set_pixel(x, 32, dark)
img.set_pixel(x, 35, dark)
img.set_pixel(8, 33, dark)
img.set_pixel(8, 34, dark)
for x in range(14, 18):
img.set_pixel(x, 32, dark)
img.set_pixel(x, 35, dark)
img.set_pixel(14, 33, dark)
img.set_pixel(17, 34, dark)
# силуэт AWP (горизонталь сверху)
for x in range(6, 26):
img.set_pixel(x, 18, dark)
img.set_pixel(x, 19, dark)
for x in range(20, 26):
img.set_pixel(x, 17, dark)
img.set_pixel(7, 20, dark)
img.set_pixel(8, 20, dark)
return _to_texture(img)
)
# Моргенштерн постер (тёмно-красный с белым контуром головы)
func poster_morgen() -> ImageTexture:
return _get_or_create("poster_morgen", func() -> ImageTexture:
var base: Color = Color(0.7, 0.13, 0.13)
var light: Color = Color(0.9, 0.85, 0.8)
var dark: Color = Color(0.2, 0.05, 0.05)
var img: Image = _make_image(32, 40, base)
# рамка
for i in range(32):
img.set_pixel(i, 0, dark)
img.set_pixel(i, 39, dark)
for i in range(40):
img.set_pixel(0, i, dark)
img.set_pixel(31, i, dark)
# силуэт головы по центру
var cx: int = 16
var cy: int = 18
for r in range(7):
var w: int = int(sqrt(49 - r * r))
for dx in range(-w, w + 1):
if cy - r >= 0 and cy - r < 40 and cx + dx >= 0 and cx + dx < 32:
img.set_pixel(cx + dx, cy - r, light)
if cy + r < 40 and cx + dx >= 0 and cx + dx < 32:
img.set_pixel(cx + dx, cy + r, light)
return _to_texture(img)
)
# Двери: деревянная текстура с волокном
func door() -> ImageTexture:
return _get_or_create("door", func() -> ImageTexture:
var a: Color = Color(0.36, 0.23, 0.12)
var b: Color = Color(0.45, 0.31, 0.18)
var c: Color = Color(0.28, 0.18, 0.09)
var img: Image = _make_image(32, 64, a)
for y in range(64):
for x in range(32):
var v: float = sin(float(x) * 0.5 + float(y) * 0.1) * 0.5 + 0.5
if v > 0.6:
img.set_pixel(x, y, b)
elif v < 0.3:
img.set_pixel(x, y, c)
return _to_texture(img)
)
# Стол MICKE: белый с малозаметной шумной текстурой
func desk_white() -> ImageTexture:
return _get_or_create("desk_white", func() -> ImageTexture:
var base: Color = Color(0.96, 0.95, 0.93)
var nick: Color = Color(0.88, 0.86, 0.82)
var img: Image = _make_image(32, 32, base)
var rng: RandomNumberGenerator = RandomNumberGenerator.new()
rng.seed = 1337
for i in range(8):
var x: int = rng.randi_range(0, 31)
var y: int = rng.randi_range(0, 31)
img.set_pixel(x, y, nick)
return _to_texture(img)
)
# Книжный корешок (несколько цветов)
func book_color(color_idx: int) -> ImageTexture:
var key: String = "book_%d" % color_idx
return _get_or_create(key, func() -> ImageTexture:
var palette: Array[Color] = [
Color(0.36, 0.18, 0.15),
Color(0.2, 0.35, 0.5),
Color(0.13, 0.13, 0.15),
Color(0.55, 0.45, 0.25),
Color(0.3, 0.5, 0.3),
]
var base: Color = palette[color_idx % palette.size()]
var trim: Color = Color(base.r * 0.6, base.g * 0.6, base.b * 0.6)
var img: Image = _make_image(16, 32, base)
# узкие линии-трим сверху и снизу
for x in range(16):
img.set_pixel(x, 0, trim)
img.set_pixel(x, 31, trim)
img.set_pixel(x, 5, trim)
img.set_pixel(x, 26, trim)
return _to_texture(img)
)
# Применить текстуру к материалу с заданным uv-scale
func apply_to_material(mat: BaseMaterial3D, texture: ImageTexture, scale: Vector3 = Vector3.ONE) -> void:
if mat == null:
return
mat.albedo_texture = texture
mat.uv1_scale = scale
mat.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST # пиксель-арт

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