1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
|
# 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 player_set_input_enabled(b: bool)
signal joined()
signal left()
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: Dictionary = {}
var in_lobby := false
var is_replay := false
var is_joined := false
var join_sent := false
var players := {}
@onready var camera: FollowCamera = $FollowCamera
@onready var mp: Multiplayer = $Multiplayer
@onready var map: Map = $Map
@onready var environment: WorldEnvironment = $WorldEnvironment
@onready var lobby: Lobby = $"../Lobby"
@onready var overlay: Overlay = $"../Overlay"
@onready var popup_message: PopupMessage = $"../PopupMessage"
func _ready():
if !Global.on_vulkan():
environment.environment.tonemap_exposure = 0.5
mp.replay_start.connect(func(): is_replay = true)
mp.connection_closed.connect(func(reason: String):
Global.error_message = reason;
get_parent().replace_menu("res://menu/error.tscn")
)
mp.init.connect(func(player_id_: int): player_id = player_id_)
mp.data.connect(func(
item_names_: Array,
tile_names_: Array,
tile_collide_: Array,
tile_interact_: Array,
maps_: Dictionary
):
item_names = item_names_
tile_names = tile_names_
tile_collide = tile_collide_
tile_interact = tile_interact_
maps = maps_
tile_index_by_name = {}
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()
)
await mp.init
if player_id == -1:
push_error("multiplayer has not been initialized")
mp.add_player.connect(func(player: int, player_name: String, pos: Vector2, character: int):
var player_instance: Player
if player == player_id:
player_instance = ControllablePlayer.new(player, player_name, pos, character, self)
camera.target = player_instance.movement_base
player_set_input_enabled.connect(player_instance.set_input_enabled)
is_joined = true
joined.emit()
else:
player_instance = Player.new(player, player_name, pos, character, self)
players[player] = player_instance
add_child(player_instance)
update_players.emit(players)
)
mp.set_tile.connect(set_tile)
mp.remove_tile.connect(func (pos): map.clear_tile(pos))
mp.position.connect(func(player: int, pos: Vector2, rot: float, boosting: bool):
var player_instance: Player = players[player]
player_instance.update_position(pos, rot, boosting)
)
mp.remove_player.connect(func(id: int):
var player: Player = players.get(id)
if id == player_id:
is_joined = false
join_sent = false
left.emit()
camera.target = $Center
if player != null:
if player.hand != null:
player.hand.queue_free()
players.erase(id)
player.queue_free()
update_players.emit(players)
)
mp.set_tile_item.connect(func(tile: Vector2i, item: int):
var t: Tile = map.get_tile_instance(tile)
var i = ItemFactory.produce(item_names[item], t.item_base)
i.position = t.item_base.global_position
add_child(i)
i.name = item_names[item]
t.set_item(i)
)
mp.remove_tile_item.connect(func(tile: Vector2i):
var t: Tile = map.get_tile_instance(tile)
t.take_item().queue_free()
)
mp.set_player_item.connect(func(player: int, item: int):
var p: Player = players[player]
var i = ItemFactory.produce(item_names[item], p.hand_base)
add_child(i)
i.name = item_names[item]
p.set_item(i)
)
mp.remove_player_item.connect(func(player: int):
var p: Player = players[player]
p.remove_item().queue_free()
)
mp.take_item.connect(func(tile: Vector2i, player: int):
var t: Tile = map.get_tile_instance(tile)
var p: Player = players[player]
p.take_item(t)
)
mp.put_item.connect(func(player: int, tile: Vector2i):
var t: Tile = map.get_tile_instance(tile)
var p: Player = players[player]
p.put_item(t)
)
mp.pass_item_player.connect(func(from: int, to: int):
var from_player: Player = players[from]
var to_player: Player = players[to]
from_player.pass_to(to_player)
)
mp.pass_item_tile.connect(func(from: Vector2i, to: Vector2i):
var from_tile: Tile = map.get_tile_instance(from)
var to_tile: Tile = map.get_tile_instance(to)
from_tile.pass_to(to_tile)
)
mp.set_tile_progress.connect(func(tile: Vector2i, progress: float, warn: bool):
var t: Tile = map.get_tile_instance(tile)
t.progress(progress, warn)
)
mp.set_tile_finished.connect(func(tile: Vector2i, warn: bool):
var t: Tile = map.get_tile_instance(tile)
t.finish(warn)
)
mp.set_player_progress.connect(func(player: int, progress: float, warn: bool):
var p: Player = players[player]
p.progress(progress, warn)
)
mp.set_player_finished.connect(func(player: int, warn: bool):
var p: Player = players[player]
p.finish(warn)
)
mp.text_message.connect(func(player: int, text: String, persist: bool):
var p: Player = players[player]
p.text_message(text, persist)
)
mp.item_message.connect(func(player: int, item: int, persist: bool):
var p: Player = players[player]
p.item_message(item_names[item], persist)
)
mp.effect_message.connect(func(player: int, effect: String, persist: bool):
var p: Player = players[player]
p.effect_message(effect, persist)
)
mp.clear_message.connect(func(player: int):
var p: Player = players[player]
p.clear_message()
)
mp.set_ingame.connect(func (state, in_lobby_):
in_lobby = in_lobby_
if state:
map.gi_bake()
await get_parent().menu_anim_open()
map.autobake = true
if in_lobby_:
popup_message.lobby()
else:
popup_message.ingame()
else:
map.autobake = false
await get_parent().menu_anim_exit()
)
mp.server_message.connect(
func(text):
print(text)
popup_message.display_server_msg(text)
)
mp.score.connect(overlay.update)
mp.hide_score.connect(overlay.reset)
mp.set_ingame.connect(
func toggle_lobby(_state: bool, lobby_state: bool):
lobby.visible = lobby_state
)
func join():
join_sent = true
mp.send_join(Global.get_profile("username"), Global.get_profile("character"))
func _process(delta):
update_center()
if is_replay and mp != null:
mp.send_replay_tick(delta)
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 set_tile(tile: Vector2i, kind = null, neighbors = null):
if neighbors != null: neighbors = neighbors.map(func (x): return tile_names[x] if x != null else null)
map.set_tile(tile, tile_names[kind], neighbors)
func update_center():
if is_joined:
return
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
|