gai-ca2/project/scripts/global/GameManager.gd

242 lines
8.5 KiB
GDScript

class_name GameManager
extends Node
var tilemap_types: TileMapTileTypes = TileMapTileTypes.new()
@onready var world: World = $Tileset
@onready var player: PlayerManager = $PlayerManager
@onready var camera: CameraController = $Camera2D as CameraController
@onready var game_ticker: Timer = $GameTick
#
@onready var health_bar: ProgressBar = %HealthBar
@onready var food_bar: ProgressBar = %FoodBar
@onready var temperature_bar: ProgressBar = %TemperatureBar
@onready var temperature_resistance_bar: ProgressBar = %TemperatureResistanceBar
@onready var time_of_day_bar: ProgressBar = %TimeOfDayBar
var tilemap_navigation: TilemapNavigation = TilemapNavigation.new()
@onready var tree_visualizer: BehaviorTreeVisualizer = %TreeVisualizer
#
var waiting_for_input: bool = true
@onready var intro_image: Sprite2D = $Camera2D/IntroImage
func _ready() -> void:
tilemap_navigation.world = world
tilemap_navigation.player = player
player.game_manager = self
world.camp_manager.game_manager = self
world.step_visualizer.game_manager = self
world.step_visualizer.world = world
update_bars()
call_deferred("defer_ready")
func defer_ready() -> void:
tree_visualizer.behavior_tree = player.behavior_tree
tree_visualizer.build_tree()
intro_image.visible = true
await wait_for_key_press()
get_tree().create_tween().tween_method(set_intro_opacity, 1.0, 0.0, 1.0)
get_tree().create_tween().tween_method(set_instructions_opacity, 0.0, 1.0, 1.0)
# game_ticker.start()
func _process(delta: float) -> void:
if Input.is_action_just_pressed("force_game_tick"):
Task.print_behavior_tree_evaluation = true
_on_game_tick_timeout()
Task.print_behavior_tree_evaluation = false
if Input.is_action_pressed("force_game_tick_fast"):
_on_game_tick_timeout()
if Input.is_action_just_pressed("toggle_temperature_layer"):
toggle_temperature_layer()
camera.print_config()
if Input.is_action_just_pressed("auto_tick"):
if game_ticker.is_stopped():
game_ticker.start()
else:
game_ticker.stop()
if Input.is_action_just_pressed("key_1"):
get_tree().reload_current_scene()
if Input.is_action_just_pressed("key_2"):
player.exploration_task.current_goal = world.tilemap_ground.local_to_cell(world.get_local_mouse_position())
player.behavior_tree.blackboard["cached_paths"] = {}
player.behavior_tree.blackboard["path"] = []
if Input.is_action_just_pressed("key_3"):
player.board_position = Vector2i(world.camp_manager.camp)
player.board_position.y += 1
if intro_image.is_visible():
intro_image.set_scale(calculate_scale(intro_image.texture.get_size()))
func calculate_scale(image_size: Vector2) -> Vector2:
var viewport_size: Vector2 = world.get_viewport_rect().size
var scale: float = viewport_size.x / image_size.x
return Vector2(scale, scale)
# SECTION: intro / outro
func set_intro_opacity(opacity: float) -> void:
intro_image.set_modulate(Color(1, 1, 1, opacity))
func set_instructions_opacity(opacity: float) -> void:
%InstructionsRect.set_modulate(Color(1, 1, 1, opacity))
%InstructionsRect.show()
func set_outro_opacity(opacity: float) -> void:
%OutroImageContainer.set_modulate(Color(1, 1, 1, opacity))
%OutroImageContainer.show()
# SECTION: game tick
func player_health_depleted():
# TODO
pass
func _on_game_tick_timeout() -> void:
var timer_on_game_tick_timeout: PerformanceTimer = PerformanceTimer.new()
timer_on_game_tick_timeout.display_name = "frame"
tilemap_navigation.game_tick_start()
world.game_tick_start()
player.game_tick()
apply_player_exploration_distance()
tree_visualizer.update_task_statuses(player.behavior_tree.blackboard)
tilemap_navigation.game_tick_end()
world.game_tick_end()
EventsTracker.populate_visual_log(%RecentEventsLog, self)
update_bars()
handle_result_game_state(player.behavior_tree.blackboard)
if not game_ticker.is_stopped():
camera_follow_player()
timer_on_game_tick_timeout.stop()
func camera_follow_player() -> void:
var player_position: Vector2 = world.tilemap_player.cell_to_local(player.board_position)
var targeted_position = null
if player.behavior_tree.blackboard.has("path"):
var path: Array = player.behavior_tree.blackboard["path"]
if path.size() > 0:
targeted_position = world.tilemap_player.cell_to_local(path[path.size() - 1])
if not targeted_position:
camera.go_to(player_position)
return
var avg_position = (player_position + targeted_position) / 2
var distance: float = player_position.distance_to(targeted_position)
var zoom_level: float
if distance < 200:
zoom_level = distance_to_zoom_level(200)
else:
zoom_level = distance_to_zoom_level(distance)
avg_position.x += distance / 2
camera.go_to_zooming(avg_position, zoom_level)
func apply_player_exploration_distance():
player.exploration_task.closest_distance_to_goal = min(player.exploration_task.closest_distance_to_goal, TilemapNavigation.manhattan_distance(player.board_position, player.exploration_task.current_goal))
func distance_to_zoom_level(distance: float) -> float:
var a: float = 862.08
var b: float = 274.13
return a / (distance + b)
func handle_result_game_state(blackboard: Dictionary) -> void:
if blackboard.has("game_state_win"):
EventsTracker.track(EventsTracker.Event.GAME_STATE_WIN)
game_ticker.stop()
get_tree().create_tween().tween_method(set_outro_opacity, 0.0, 1.0, 1.0)
func update_bars() -> void:
if health_bar != null:
health_bar.max_value = player.max_health
health_bar.value = clamp(player.health, 0, player.max_health)
%HealthLabel.text = str(health_bar.value) + "/" + str(player.max_health)
%HealthLabel.add_theme_color_override("font_color", Color(1, 1, 1))
if food_bar != null:
food_bar.max_value = player.max_food
food_bar.value = clamp(player.food, 0, player.max_food)
%FoodLabel.text = str(food_bar.value) + "/" + str(player.max_food)
if temperature_resistance_bar != null:
temperature_resistance_bar.max_value = player.temperature_set_buff_value
temperature_resistance_bar.value = clamp(player.temperature_buff_timer, 0, player.temperature_set_buff_value)
%TemperatureResistanceLabel.text = str(temperature_resistance_bar.value) + "/" + str(player.temperature_set_buff_value)
if temperature_bar != null:
temperature_bar.max_value = player.temperature_endure
# invert the value to show the time left
var countdown: int = player.temperature_endure - player.temperature_timer
temperature_bar.value = clamp(countdown, 0, player.temperature_endure)
%TemperatureLabel.text = str(temperature_bar.value) + "/" + str(player.temperature_endure)
if time_of_day_bar != null:
time_of_day_bar.max_value = 1
time_of_day_bar.value = float(world.camp_manager.time_of_day) / world.camp_manager.day_length
time_of_day_bar.self_modulate = calculate_time_of_day_color(world.camp_manager.time_of_day, world.camp_manager.day_length)
%TimeOfDayLabel.text = calculate_display_time_of_day(world.camp_manager.time_of_day, world.camp_manager.day_length)
func calculate_display_time_of_day(current_time: int, day_length: int) -> String:
# format as 24 hour clock, start at 06:00 and end at 21:00
var start: int = 6
var end: int = 21
var hours_per_day: int = end - start
var time_of_day: float = float(current_time) / day_length * hours_per_day + start
var hours: int = int(time_of_day)
var minutes: int = int((time_of_day - hours) * 60)
hours %= 24
return str(hours).pad_zeros(2) + ":" + str(minutes).pad_zeros(2)
func calculate_time_of_day_color(current_time: int, day_length: int) -> Color:
var start: Color = Color(1, 1, 0)
var end: Color = Color(1, 0, 0)
var progress: float = float(current_time) / day_length
progress = clamp(progress, 0, 1)
progress = pow(progress, 2)
return start.lerp(end, progress)
func toggle_temperature_layer() -> void:
world.tilemap_temperature.tilemap.visible = not world.tilemap_temperature.tilemap.visible
func wait_for_key_press():
waiting_for_input = true
while waiting_for_input:
await get_tree().process_frame
func _input(event):
if event is InputEventKey and event.pressed:
waiting_for_input = false