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# Hurry Curry! - a game about cooking
# Copyright 2024 nokoe
# Copyright 2024 metamuffin
# Copyright 2024 tpart
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as published by
# the Free Software Foundation, version 3 of the License only.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
#
class_name Game
extends Node3D
signal update_players(players: Dictionary)
signal data_updated()
signal in_lobby_updated(in_lobby: bool)
signal text_message(player: int, text: String, timeout_initial: float, timeout_remaining: float)
signal joined()
signal left()
signal update_tutorial_running(running: bool)
enum SpectatingMode {
CENTER,
FREE,
}
var player_id: int = -1
var item_names: Array = []
var item_index_by_name: Dictionary = {}
var tile_names: Array = []
var tile_index_by_name: Dictionary = {}
var tile_collide: Array = []
var tile_interact: Array = []
var maps: Array = []
var bot_algos: Array
var text_message_history: Array[Array] = []
var in_lobby := false
var is_replay := false
var is_joined := false
var join_sent := false
var tutorial_running := false
var tutorial_queue := []
var last_position := Vector2(0, 0)
var players := {}
var spectating_mode: SpectatingMode = SpectatingMode.CENTER
@onready var camera: FollowCamera = $FollowCamera
@onready var mp: Multiplayer = $Multiplayer
@onready var map: Map = $Map
@onready var lobby: Lobby = $"../Lobby"
@onready var overlay: Overlay = $"../Overlay"
@onready var popup_message: PopupMessage = $"../PopupMessage"
@onready var pinned_items: PinnedItemMessages = $"../PinnedItemMessages"
@onready var menu: GameMenu = $".."
@onready var follow_camera: FollowCamera = $FollowCamera
func _ready():
mp.packet.connect(handle_packet)
mp.connection_closed.connect(func(reason: String):
Global.error_message = reason;
get_parent().replace_menu("res://menu/error.tscn")
)
func handle_packet(p):
match p.type:
"joined": player_id = p.id
"data":
item_names = p["data"]["item_names"]
tile_names = p["data"]["tile_names"]
tile_collide = p["data"]["tile_collide"]
tile_interact = p["data"]["tile_interact"]
maps = p["data"]["maps"]
bot_algos = p["data"]["bot_algos"]
tile_index_by_name.clear()
for id in tile_names.size():
tile_index_by_name[tile_names[id]] = id
item_index_by_name.clear()
for i in range(item_names.size()):
item_index_by_name[item_names[i]] = i
data_updated.emit()
"add_player":
var player_instance: Player
if p.id == player_id:
player_instance = ControllablePlayer.new(p.id, p.name, p.position, p.character, self)
in_lobby_updated.connect(player_instance.onscreen_controls.in_lobby_updated)
player_instance.onscreen_controls.in_lobby_updated(in_lobby)
camera.target = player_instance.movement_base
is_joined = true
joined.emit()
else:
player_instance = Player.new(p.id, p.name, p.position, p.character, self)
players[p.id] = player_instance
add_child(player_instance)
update_players.emit(players)
"remove_player":
var player: Player = players.get(p.id)
if player == null:
return
if player.is_customer and player.current_item_message != null:
tutorial_queue.erase(player.current_item_message)
pinned_items.clear_item(p.id)
if p.id == player_id:
is_joined = false
left.emit()
camera.target = $Center
if player.hand != null:
player.hand.queue_free()
players.erase(p.id)
player.queue_free()
update_players.emit(players)
"movement":
var player_instance: Player = players[p.player]
player_instance.update_position(p.pos, p.rot, p.boost)
if p.player == player_id: last_position = p.pos
"movement_sync":
if not players.has(player_id): return
var player_instance: ControllablePlayer = players[player_id]
player_instance.position_ = last_position
"move_item":
if "player" in p.from and "player" in p.to:
players[p.from.player].pass_to(players[p.to.player])
elif "tile" in p.from and "player" in p.to:
var t: Tile = map.get_tile_instance(p.from.tile)
players[p.to.player].take_item(t)
elif "player" in p.from and "tile" in p.to:
var t: Tile = map.get_tile_instance(p.to.tile)
players[p.from.player].put_item(t)
elif "tile" in p.from and "tile" in p.to:
var from_tile2: Tile = map.get_tile_instance(p.from.tile)
var to_tile2: Tile = map.get_tile_instance(p.to.tile)
from_tile2.pass_to(to_tile2)
"set_progress":
if "tile" in p.item:
var t: Tile = map.get_tile_instance(p.item.tile)
t.progress(p.position, p.speed, p.warn, players.get(p.player))
else:
players[p.item.player].progress(p.position, p.speed, p.warn)
"clear_progress":
if "tile" in p.item:
var t: Tile = map.get_tile_instance(p.item.tile)
t.finish()
else:
players[p.item.player].finish()
"set_item":
var location: Dictionary = p["location"]
if p.item != null:
if "tile" in p.location:
var t: Tile = map.get_tile_instance(p.location.tile)
var i = ItemFactory.produce(item_names[p.item], t.item_base)
i.position = t.item_base.global_position
add_child(i)
i.name = item_names[p.item]
t.set_item(i)
else:
var pl: Player = players[p.location.player]
var i = ItemFactory.produce(item_names[p.item], pl.hand_base)
i.position = pl.hand_base.global_position
add_child(i)
i.name = item_names[p.item]
pl.set_item(i)
else:
if "tile" in p.location:
var t: Tile = map.get_tile_instance(p.location.tile)
t.finish()
t.set_item(null)
else:
var player: Player = players[p.location.player]
player.finish()
player.set_item(null)
"update_map":
var neighbors: Array = p["neighbors"]
if p.kind != null:
if neighbors != null: neighbors = neighbors.map(func(x): return tile_names[x] if x != null else null)
map.set_tile(p.tile, tile_names[p.kind], neighbors)
else: map.clear_tile(p.tile)
"flush_map":
map.flush()
"communicate":
var timeout_initial: float = p.timeout.initial if p.timeout != null else 5.
var timeout_remaining: float = p.timeout.remaining if p.timeout != null else 5.
var pinned: bool = p.timeout.pinned if p.timeout != null and "pinned" in p.timeout else false
if p.message != null:
if "item" in p.message:
var item_name: String = item_names[p.message.item]
var parsed_item := Global.ParsedItem.new(item_name)
var ingredients := [parsed_item.name]
ingredients.append_array(parsed_item.contents)
if pinned:
pinned_items.pin_item(item_name, timeout_initial, timeout_remaining, p.player)
var player: Player = players[p.player]
player.item_message(item_name, timeout_initial, timeout_remaining)
# Maybe start tutorial
if player.is_customer and not Global.get_setting("gameplay.tutorial_disabled"):
var completed_ingredients: Array = Global.get_profile("tutorial_ingredients_played")
var completed := Global.array_has_all(completed_ingredients, ingredients)
if not completed:
if tutorial_running:
tutorial_queue.push_back(item_name)
else:
tutorial_running = true
update_tutorial_running.emit(tutorial_running)
mp.send_chat(player_id, "/start-tutorial %s" % item_name)
elif "text" in p.message:
if pinned:
push_error("Pinned text messages are currently not supported")
players[p.player].text_message(p.message.text, timeout_initial, timeout_remaining)
var username: String = players[p.player].username
text_message.emit(username, p.message.text, timeout_initial, timeout_remaining)
text_message_history.append([username, p.message.text])
else:
push_error("neither text, item nor effect provided")
else:
var player: Player = players[p.player]
if player.is_customer and player.current_item_message != null:
tutorial_queue.erase(player.current_item_message)
player.clear_message()
pinned_items.clear_item(p.player)
"effect":
players[p.player].effect_message(p.name)
"set_ingame":
in_lobby = p.lobby
overlay.set_ingame(p.state, p.lobby)
follow_camera.set_ingame(p.state, p.lobby)
if p.state:
map.gi_bake()
await get_parent()._menu_open()
map.autobake = true
if in_lobby: popup_message.lobby()
else: popup_message.ingame()
else:
map.autobake = false
await get_parent()._menu_exit()
lobby.visible = in_lobby
if lobby and not join_sent:
join()
in_lobby_updated.emit(in_lobby)
"score":
if p.time_remaining != null:
overlay.update(p.demands_failed, p.demands_completed, p.points, p.time_remaining)
"tutorial_ended":
if p.player != player_id: return
tutorial_running = false
update_tutorial_running.emit(tutorial_running)
if p.success:
var completed_item := Global.ParsedItem.new(item_names[p.item])
var played: Array = Global.get_profile("tutorial_ingredients_played")
played.append(completed_item.name)
played.append_array(completed_item.contents)
Global.set_profile("tutorial_ingredients_played", played)
Global.save_profile()
while item_names[p.item] in tutorial_queue:
tutorial_queue.erase(item_names[p.item])
if not tutorial_queue.is_empty() and not Global.get_setting("gameplay.tutorial_disabled"):
tutorial_running = true
update_tutorial_running.emit(tutorial_running)
mp.send_chat(player_id, "/start-tutorial %s" % tutorial_queue.pop_front())
else:
tutorial_queue.clear()
"menu":
match p.menu:
"book":
menu.submenu("res://menu/book/book.tscn")
"score":
menu.submenu("res://menu/rating/rating.tscn", [p.data.stars, p.data.points])
"server_message":
var mstr := get_message_str(p.message)
if p.error:
# popup_message.display_server_msg(tr("c.error.server").format([mstr]))
push_error(tr("c.error.server").format([mstr]))
else:
popup_message.display_server_msg(mstr)
"server_hint":
if p.player != player_id: return
var message = p.get("message")
var position_ = p.get("position")
if position_ == null:
# Global hint message
if message == null:
popup_message.clear_server_msg()
else:
popup_message.display_server_msg(get_message_str(message), false)
else:
# Positional hint message
if message == null:
popup_message.clear_server_msg()
else:
popup_message.display_server_msg_positional(get_message_str(message), position_, false)
"environment":
$Environment.update(p.effects)
"redirect":
Global.server_url = p.uri[0]
get_parent().replace_menu("res://menu/game.tscn")
"replay_start":
is_replay = true
_: push_error("Unrecognized packet type: %s" % p.type)
func join():
if join_sent:
push_error("Join was already sent. Tried to join twice.")
return
join_sent = true
mp.send_join(Global.get_profile("username"), Global.get_profile("character"))
func leave():
join_sent = false
mp.send_leave(player_id)
func _process(delta):
update_center()
if is_replay and mp != null:
mp.send_replay_tick(delta)
func get_message_str(m: Dictionary) -> String:
if "text" in m: return m.text
if "translation" in m: return tr(m.translation.id).format(m.translation.params.map(get_message_str))
if "tile" in m: return tile_names[m.tile]
if "item" in m: return item_names[m.item]
return "[unknown message type]"
func get_tile_collision(pos: Vector2i) -> bool:
var t = map.get_tile_name(pos)
if t == null: return true
else: return tile_collide[tile_index_by_name[t]]
func get_tile_interactive(pos: Vector2i) -> bool:
var t = map.get_tile_name(pos)
if t == null: return false
else: return tile_interact[tile_index_by_name[t]]
func update_center():
if is_joined:
return
if Input.get_vector("left", "right", "forwards", "backwards").normalized().length() > .1:
spectating_mode = SpectatingMode.FREE
elif spectating_mode == SpectatingMode.FREE and Input.is_action_just_pressed("reset"):
spectating_mode = SpectatingMode.CENTER
match spectating_mode:
SpectatingMode.CENTER:
spectate_center()
SpectatingMode.FREE:
spectate_free()
func spectate_center():
var sum: int = 0
var player_sum: int = 0
var center: Vector3 = Vector3(0.,0.,0.)
var player_center: Vector3 = Vector3(0.,0.,0.)
for v in players.values():
var p: Player = v
if p.character_idx >= 0:
player_sum += 1
player_center += p.movement_base.position
sum += 1
center += p.movement_base.position
var new_center: Vector3 = Vector3(0.,0.,0.)
if player_sum > 0:
new_center = player_center / player_sum
elif sum > 0:
new_center = center / sum
else:
var extents = map.extents()
var map_center = ((extents[0] + extents[1]) / 2) + Vector2(.5, .5)
new_center = Vector3(map_center.x, 0.,map_center.y)
$Center.position = new_center
func spectate_free():
var direction := Input.get_vector("left", "right", "forwards", "backwards")
direction = direction.rotated(-camera.angle_target)
$Center.position += Vector3(
direction.x,
$Center.position.y,
direction.y
) * get_process_delta_time() * 10.
var extents = map.extents()
$Center.position.x = clamp($Center.position.x, extents[0].x, extents[1].x)
$Center.position.z = clamp($Center.position.z, extents[0].y, extents[1].y)
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