sequence_puzzle_step.gd contains the following:
## An optional sign, showing a hint for this step and whether it has been solved.
@export var hint_sign: SequencePuzzleHintSign:
However it is not optional. If unset, the step node issues this warning:
if not hint_sign:
warnings.append("Hint Sign not set")
sequence_puzzle.gd assumes that the hint_sign property of each step is not null, and will crash if any is.
Not all instances of the scene may want to use a hint sign. For instance res://scenes/quests/story_quests/after_the_tremor/2_sequence_puzzle/2_tallerjuego/minijuego2.tscn has purely environmental clues as to the correct sequence to play. There is only one sequence; when you solve it a door opens and a collectible appears. To work around this limitation of the sequence puzzle API, they have a dummy sign way off to the top-right of the scene, where it is not accessible to the player.
It would be nice if the signs were optional. To do this, scenes/game_logic/sequence_puzzle.gd will need to be updated to not assume that each step has a non-null hint_sign property. It might mean moving some state to the sequence_puzzle_step.gd or sequence_puzzle.gd, e.g. tracking which steps are solved.
XP Summary (total 300)
| Subdomain |
Skill |
XP |
| Engineering: Gameplay & Systems Programming |
Problem Solving |
75 |
| Engineering: Gameplay & Systems Programming |
Creativity & Design Thinking |
75 |
| Engineering: Gameplay & Systems Programming |
Technical Literacy |
150 |
sequence_puzzle_step.gdcontains the following:However it is not optional. If unset, the step node issues this warning:
sequence_puzzle.gdassumes that thehint_signproperty of each step is notnull, and will crash if any is.Not all instances of the scene may want to use a hint sign. For instance
res://scenes/quests/story_quests/after_the_tremor/2_sequence_puzzle/2_tallerjuego/minijuego2.tscnhas purely environmental clues as to the correct sequence to play. There is only one sequence; when you solve it a door opens and a collectible appears. To work around this limitation of the sequence puzzle API, they have a dummy sign way off to the top-right of the scene, where it is not accessible to the player.It would be nice if the signs were optional. To do this,
scenes/game_logic/sequence_puzzle.gdwill need to be updated to not assume that each step has a non-nullhint_signproperty. It might mean moving some state to thesequence_puzzle_step.gdorsequence_puzzle.gd, e.g. tracking which steps are solved.XP Summary (total 300)