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# 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)
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