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
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
|
# 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 join_state_updated(state: JoinState)
signal text_message(message: TextMessage)
signal update_tutorial_running(running: bool)
class TextMessage:
var username: String
var color: Color
var text: String
var timeout_initial: float
var timeout_remaining
enum SpectatingMode {
CENTER,
FREE,
}
enum JoinState {
SPECTATING,
WAITING,
JOINED,
}
var player_id: float = -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 hand_count = 0
var text_message_history: Array[TextMessage] = []
var join_state: JoinState = JoinState.SPECTATING
var in_lobby := false
var is_replay := 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")
)
mp.connect_to_url(menu.data)
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"]
hand_count = p["data"]["hand_count"]
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
Global.last_map_name = Global.current_map_name
Global.current_map_name = p["data"]["current_map"]
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, p.class, 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
set_join_state(JoinState.JOINED)
else:
player_instance = Player.new(p.id, p.name, p.position, p.character, p.class, 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:
set_join_state(JoinState.SPECTATING)
camera.target = $Center
for h in player.hand:
if h != null:
h.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[0]].pass_to(players[p.to.player[0]], int(p.from.player[1]), int(p.to.player[1]))
elif "tile" in p.from and "player" in p.to:
var t: Tile = map.get_tile_instance(p.from.tile)
players[p.to.player[0]].take_item(t, int(p.to.player[1]))
elif "player" in p.from and "tile" in p.to:
var t: Tile = map.get_tile_instance(p.to.tile)
players[p.from.player[0]].put_item(t, int(p.from.player[1]))
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[0]].progress(p.position, p.speed, p.warn, int(p.item.player[1]))
"clear_progress":
if "tile" in p.item:
var t: Tile = map.get_tile_instance(p.item.tile)
t.finish()
else:
players[p.item.player[0]].finish(int(p.item.player[1]))
"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[0]]
var h = p.location.player[1]
var i = ItemFactory.produce(item_names[p.item], pl.hand_base[h])
i.position = pl.hand_base[h].global_position
add_child(i)
i.name = item_names[p.item]
pl.set_item(i, h)
else:
if "tile" in p.location:
var t: Tile = map.get_tile_instance(p.location.tile)
t.finish()
t.set_item(null)
else:
var pl: Player = players[p.location.player[0]]
var h = p.location.player[1]
pl.finish(h)
pl.set_item(null, h)
"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
# after joining, the last item message that popped up is ignored. the next one will
# be used for the tutorial
if (player.is_customer
and not Global.get_setting("gameplay.tutorial_disabled")
and join_state == JoinState.JOINED):
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 or "translation" in p.message:
var data = TextMessage.new()
data.timeout_initial = timeout_initial
data.timeout_remaining = timeout_remaining
if pinned:
push_error("Pinned text messages are currently not supported")
var player: Player = players[p.player]
data.color = Character.COLORS[player.character.ParsedStyle.new(player.character_idx).color]
data.username = players[p.player].username
data.text = p.message.text if "text" in p.message else get_message_str(p.message)
player.text_message(data)
text_message.emit(data)
text_message_history.append(data)
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
in_lobby_updated.emit(in_lobby)
else:
map.autobake = false
await get_parent()._menu_exit()
lobby.visible = in_lobby
if in_lobby: lobby.select_map(0)
if lobby and join_state == JoinState.SPECTATING:
if in_lobby:
toggle_join()
else:
menu.submenu("res://menu/ingame.tscn")
"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:
"document":
menu.submenu("res://menu/document/document.tscn", p["data"])
"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(position_)
else:
popup_message.display_server_msg_positional(get_message_str(message), position_, false)
"environment":
$Environment.update(p.effects)
"redirect":
get_parent().replace_menu("res://menu/game.tscn", p.uri[0])
"replay_start":
is_replay = true
_: push_error("Unrecognized packet type: %s" % p.type)
func set_join_state(state: JoinState):
join_state = state
join_state_updated.emit(state)
func toggle_join():
match join_state:
JoinState.SPECTATING:
set_join_state(JoinState.WAITING)
mp.send_join(Global.get_profile("username"), Global.get_profile("character_style"))
JoinState.WAITING:
push_error("Join/Leave action already toggled.")
JoinState.JOINED:
set_join_state(JoinState.WAITING)
mp.send_leave(player_id)
func _process(delta):
update_center()
if is_replay and mp != null:
mp.send_replay_tick(delta)
# TODO: move into PopupMessage and use RichTextLabel for tile/item images
func get_message_str(m: Dictionary) -> String:
if "translation" in m: return tr(m.translation.id).format(m.translation.params.map(get_message_str))
if "tile" in m.keys(): return tile_names[m.tile]
if "item" in m.keys(): return item_names[m.item]
return Global.get_message_str(m)
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 join_state != JoinState.SPECTATING:
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 no_chefs = true
for v in players.values():
no_chefs = no_chefs or v.is_chef
var sum: int = 0
var center: Vector3 = Vector3(0.,0.,0.)
for v in players.values():
var p: Player = v
sum += 1
center += p.movement_base.position
var bmin = Vector2.INF
var bmax = -Vector2.INF
for p in players.values():
if !p.is_customer or no_chefs:
bmin.x = min(bmin.x, p.movement_base.position.x)
bmin.y = min(bmin.y, p.movement_base.position.z)
bmax.x = max(bmax.x, p.movement_base.position.x)
bmax.y = max(bmax.y, p.movement_base.position.z)
var extent = max(bmax.x - bmin.x, bmax.y - bmin.y)
if sum > 0:
$Center.position = center / sum
$FollowCamera.camera_distance_target = max(extent * 2, 5)
elif sum > 0:
$Center.position = center / sum
$FollowCamera.camera_distance_target = max(extent * 2, 5)
else:
var extents = map.extents()
var map_center = ((extents[0] + extents[1]) / 2) + Vector2(.5, .5)
$Center.position = Vector3(map_center.x, 0.,map_center.y)
$FollowCamera.camera_distance_target = (extents[1] - extents[0]).length() / 2
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)
|