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# Hurry Curry! - a game about cooking
# Copyright (C) 2025 Hurry Curry! contributors
#
# 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 Player
extends Node3D
const CHAT_BUBBLE: PackedScene = preload("res://player/chat_bubble.tscn")
const ITEM_BUBBLE: PackedScene = preload("res://player/item_bubble.tscn")
const EFFECT: PackedScene = preload("res://player/particles/effect.tscn")
const PLAYER_SIZE: float = 0.4
const SPEED: float = 25.
var game: Game
var id := -1. # float because json
var rotation_ = 0.
var rotation_anim = 0.
var position_ = Vector2(0, 0)
var position_anim = Vector2(0, 0)
var boosting := false
var walking := false
var username: String
var movement_base: Node3D = Node3D.new()
var character: Character = preload("res://player/character/character.tscn").instantiate()
var chat_bubble: ChatBubble = null
var item_bubble: ItemBubble = null
var effect: Effect = null
var clear_chat_timer: Timer = Timer.new()
var clear_item_timer: Timer = Timer.new()
var clear_effect_timer: Timer = Timer.new()
var is_despawning: bool = false
var hand = []
var hand_base
var character_style: Dictionary
var player_class: String
var is_customer: bool
var is_chef: bool
var current_item_message = null
var _anim_angle: float = 0.0
const DEFAULT_HAND_BASE_POSITION_CENTER: Vector3 = Vector3(0, .425, .4)
const DEFAULT_HAND_BASE_POSITION_LEFT: Vector3 = Vector3(.3, .425, .4)
const DEFAULT_HAND_BASE_POSITION_RIGHT: Vector3 = Vector3(-.3, .425, .4)
func _init(_id: int, name_: String, pos: Vector2, character_style_: Dictionary, player_class_: String, game_: Game):
id = _id
character_style = character_style_
player_class = player_class_
game = game_
if name_ != "":
name = name_
username = name_
for _x in range(Global.hand_count): hand.append(null)
add_child(movement_base)
movement_base.add_child(character)
position_ = pos
position_anim = pos
movement_base.position = Vector3(pos.x, 0, pos.y)
if Global.hand_count == 1:
var center = Node3D.new()
center.name = "HandBaseCenter"
center.position = DEFAULT_HAND_BASE_POSITION_CENTER
hand_base = [center]
else:
var left = Node3D.new()
var right = Node3D.new()
left.name = "HandBaseLeft"
right.name = "HandBaseRight"
left.position = DEFAULT_HAND_BASE_POSITION_LEFT
right.position = DEFAULT_HAND_BASE_POSITION_RIGHT
hand_base = [left, right]
for h in hand_base:
movement_base.add_child(h)
clear_chat_timer.one_shot = true
clear_item_timer.one_shot = true
clear_effect_timer.one_shot = true
add_child(clear_chat_timer)
add_child(clear_item_timer)
add_child(clear_effect_timer)
is_customer = player_class == "customer"
is_chef = player_class == "chef"
movement_base.scale = Vector3.ONE * 0.0001
func _ready():
character.set_style(character_style, player_class)
clear_chat_timer.timeout.connect(clear_text_message)
clear_item_timer.timeout.connect(clear_item_message)
clear_effect_timer.timeout.connect(clear_effect)
Settings.hook_changed_init("gameplay.usernames", "main", update_username_tag)
func update_position(new_position: Vector2, new_rotation: float, new_boosting: bool):
position_ = new_position
rotation_ = new_rotation
boosting = new_boosting
func update_username_tag(state):
var tag: Label3D = character.username_tag
tag.text = username
tag.visible = state and is_chef
func set_item(i: Item, h: int):
if hand[h] != null: hand[h].remove()
# if i != null:
# @warning_ignore("static_called_on_instance")
# hand_base_position[h] = DEFAULT_HAND_BASE_POSITION_LEFT - Vector3(0.,i.height() * 0.5, 0.)
# @warning_ignore("static_called_on_instance")
# hand_base_position[1] = DEFAULT_HAND_BASE_POSITION_RIGHT - Vector3(0.,i.height() * 0.5, 0.)
character.holding = i != null
hand[h] = i
if hand[h] != null: hand[h].owned_by = hand_base[h]
func remove_item(h: int):
var i = hand[h]
if i == null: push_error("holding nothing")
hand[h] = null
character.holding = false
return i
func progress(position__: float, speed: float, warn: bool, h: int):
if hand[h] != null: hand[h].progress(position__, speed, warn)
func finish(h: int):
if hand[h] != null: hand[h].finish()
func take_item(tile: Tile, h: int):
if hand[h] != null: push_error("already holding an item")
var i = tile.take_item()
i.take()
set_item(i, h)
func put_item(tile: Tile, h: int):
var i = remove_item(h)
i.put()
tile.put_item(i)
func pass_to(player: Player, hfrom: int, hto: int):
var i = remove_item(hfrom)
i.player_owned_timer = 0
if player.hand[hto] != null:
push_error("target is already holding an item")
player.set_item(i, hto)
func _process(delta):
for h in hand.size():
if hand[h] != null:
hand[h].rotation_target = hand_base[h].global_rotation.y
hand[h].position_target = hand_base[h].global_position
_anim_angle = fmod(_anim_angle + delta, TAU)
position_anim = G.interpolate(position_anim, position_, delta * 10)
rotation_anim = G.interpolate_angle(rotation_anim, rotation_, delta * 10)
movement_base.position.x = position_anim.x
movement_base.position.z = position_anim.y
movement_base.rotation.y = rotation_anim
walking = walking or position_.distance_squared_to(position_anim) > 0.001
character.walking = walking
character.boosting = boosting
walking = false
if is_despawning:
movement_base.scale /= exp(delta * 8)
if movement_base.scale.length() < 0.01: self.queue_free()
else:
movement_base.scale = Vector3.ONE * G.interpolate(movement_base.scale.x, 1, delta * 8)
func item_message(item_name: String, timeout_initial: float, timeout_remaining: float):
if item_bubble != null:
item_bubble.queue_free()
item_bubble = ITEM_BUBBLE.instantiate()
movement_base.add_child(item_bubble)
item_bubble.set_item(item_name, timeout_initial, timeout_remaining)
clear_item_timer.start(timeout_remaining)
current_item_message = item_name
func clear_item_message():
if item_bubble != null:
current_item_message = null
item_bubble.queue_free()
func text_message(message: Game.TextMessage):
if chat_bubble != null:
chat_bubble.queue_free()
chat_bubble = CHAT_BUBBLE.instantiate()
movement_base.add_child(chat_bubble)
chat_bubble.set_text(message.text)
clear_chat_timer.start(message.timeout_remaining)
func clear_text_message():
if chat_bubble != null:
chat_bubble.queue_free()
func effect_message(effect_name: String):
if effect != null:
effect.queue_free()
effect = EFFECT.instantiate()
movement_base.add_child(effect)
effect.set_effect(effect_name)
clear_effect_timer.start(5)
func clear_effect():
if effect != null:
effect.queue_free()
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