aboutsummaryrefslogtreecommitdiff
path: root/client/game.gd
blob: f1f4e0650b77984357364c1c71ef3438190d2ad6 (plain)
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
# Undercooked - a game about cooking
# Copyright 2024 nokoe
# Copyright 2024 metamuffin
# 
# 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

@onready var camera: FollowCamera = $FollowCamera
@onready var map: Map = $Map
@onready var marker: Marker = $Marker
var marker_target = Vector3(0,0,0)

var players := {}
# Called when the node enters the scene tree for the first time.
func _ready():
	Multiplayer.connect_client()
	await Multiplayer.init
	if Multiplayer.player_id == -1:
		push_error("multiplayer has not been initialized")
	Multiplayer.connect("add_player",
		func(player: int, player_name: String, pos: Vector2, character: int):
			var player_instance: Player
			if player == Multiplayer.player_id:
				player_instance = ControllablePlayer.new(player, player_name, pos, character, self)
				camera.target = player_instance
			else:
				player_instance = Player.new(player, player_name, pos, character, self)
			players[player] = player_instance
			add_child(player_instance)
	)

	Multiplayer.connect("position",
		func(player: int, pos: Vector2, rot: float):
			var player_instance: Player = players[player]
			player_instance.update_position(pos, rot)
	)

	Multiplayer.connect("remove_player", func(id: int):
		var player: Player = players.get(id)
		if player != null:
			if player.hand != null:
				player.hand.queue_free()
			players.erase(id)
			player.queue_free()
	)

	Multiplayer.connect("set_tile_item", func(tile: Vector2i, item: int):
		var t: Floor = map.tile_by_pos[str(tile)]
		var i = ItemFactory.produce(item, t.item_base)
		add_child(i)
		i.name = Multiplayer.item_names[item]
		t.set_item(i)
	)

	Multiplayer.connect("remove_tile_item", func(tile: Vector2i):
		var t: Floor = map.tile_by_pos[str(tile)]
		t.take_item().queue_free()
	)

	Multiplayer.connect("set_player_item", func(player: int, item: int):
		var p: Player = players[player]
		var i = ItemFactory.produce(item, p.hand_base)
		add_child(i)
		i.name = Multiplayer.item_names[item]
		p.set_item(i)
	)

	Multiplayer.connect("remove_player_item", func(player: int):
		var p: Player = players[player]
		p.remove_item().queue_free()
	)

	Multiplayer.connect("take_item", func(tile: Vector2i, player: int):
		var t: Floor = map.tile_by_pos[str(tile)]
		var p: Player = players[player]
		p.take_item(t)
	)

	Multiplayer.connect("put_item", func(tile: Vector2i, player: int):
		var t: FullTile = map.tile_by_pos[str(tile)]
		var p: Player = players[player]
		p.put_item(t)
	)

	Multiplayer.connect("set_progress", func(tile: Vector2i, progress: float, warn: bool):
		var t: FullTile = map.tile_by_pos[str(tile)]
		t.progress(progress, warn)
	)

	Multiplayer.connect("set_finished", func(tile: Vector2i, warn: bool):
		var t: FullTile = map.tile_by_pos[str(tile)]
		t.finish(warn)
	)

	Multiplayer.send_join("Blub", 1)


func _process(delta):
	marker.position = lerp(marker.position, marker_target, delta * 40.0)