197 lines
6.0 KiB
GDScript
197 lines
6.0 KiB
GDScript
class_name PlayerManager
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extends Node
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@onready var inventory_label = $CanvasLayer/VBoxContainer/InventoryLabel
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@export var food_damage: int = 1
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@export var temperature_damage: int = 1
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@export var temperature_endure: int = 50
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var tilemap_types: TileMapTileTypes = TileMapTileTypes.new()
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#
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var game_manager: GameManager = null
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var board_position: Vector2i = Vector2i(8, 10)
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@onready var behavior_tree: BehaviorTree = $BehaviorTree
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var food: int = 0
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# var water: int = 0
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var temperature_timer: int = 0
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var health: int = 0
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#
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var inventory_slot: Vector2i = tilemap_types.EMPTY
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func _ready() -> void:
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call_deferred("defer_ready")
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func defer_ready() -> void:
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behavior_tree.game_manager = game_manager
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update_board()
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func _process(delta: float) -> void:
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if Input.is_action_just_pressed("key_3"):
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game_manager.camera.go_to_zooming(game_manager.world.tilemap_player.cell_to_local(board_position), 2)
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if Input.is_action_just_pressed("key_4"):
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move_to_nearest_tree()
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move_to_nearest_bush()
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move_to_chest()
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move_to_campfire()
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move_to_boatpart()
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# if Input.is_action_just_pressed("key_5"):
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# move_to_nearest_bush()
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# # if Input.is_action_just_pressed("key_6"):
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# # move_to_boatpart()
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# if Input.is_action_just_pressed("key_7"):
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# move_to_chest()
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# # if Input.is_action_just_pressed("key_8"):
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# # move_to_boat_building_place()
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# if Input.is_action_just_pressed("key_6"):
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# move_to_campfire()
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# SECTION: board access/mangement
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func update_board() -> void:
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game_manager.world.tilemap_player.clear_cells()
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game_manager.world.tilemap_player.set_cell(board_position, tilemap_types.PLAYER)
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# SECTION: inventory system
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func pick_up_item(tilemap_pos: Vector2i) -> void:
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var pick_up_cell: TileData = game_manager.world.tilemap_interactive.get_cell(tilemap_pos)
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if not pick_up_cell:
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push_warning("Player trying to pick up item that does not exist at ", tilemap_pos)
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return
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var pick_up_item_type: Vector2i = game_manager.world.tilemap_interactive.tilemap.get_cell_atlas_coords(tilemap_pos)
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# Check if the inventory slot is empty
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if inventory_slot == tilemap_types.EMPTY:
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inventory_slot = pick_up_item_type
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game_manager.world.tilemap_interactive.clear_cell(tilemap_pos) # Clear the tilemap
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print("Picked up item:", pick_up_item_type)
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else:
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# Inventory is full, swap the item
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print("Inventory is full. Swapping item:", inventory_slot, "with item:", pick_up_item_type)
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game_manager.world.tilemap_interactive.set_cell(tilemap_pos, inventory_slot)
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inventory_slot = pick_up_item_type
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# SECTION: player movement
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func walk_towards(position: Vector2i) -> void:
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walk_along(game_manager.world.find_path(board_position, position))
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print(game_manager.world.find_path(board_position, position))
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func walk_along(path: Array[Vector2i]) -> void:
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if len(path) > 1:
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var next_position: Vector2i = path[1]
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var direction: Vector2i = find_direction(board_position, next_position)
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move_player(direction)
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func move_player(direction: Vector2i) -> void:
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var new_position: Vector2 = board_position + direction
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if game_manager.world.is_walkable(new_position):
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board_position = new_position
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print("Moved to:", board_position)
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update_board()
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else:
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push_warning("Player trying to move to non-walkable position, prevented ", new_position)
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func move_to_nearest_tree():
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move_to_nearest_object(game_manager.world.tilemap_types.OBJECT_I_TREE_1, "tree")
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func move_to_nearest_bush():
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move_to_nearest_object(game_manager.world.tilemap_types.OBJECT_I_BERRY_1, "bush")
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func move_to_chest():
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move_to_nearest_object(game_manager.world.tilemap_types.OBJECT_I_CHEST_1, "chest")
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func move_to_boatpart():
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move_to_nearest_object(game_manager.world.tilemap_types.OBJECT_I_BOATPART_1, "boat part")
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# func move_to_boat_building_place():
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# move_to_nearest_object(game_manager.world.tilemap_types.OBJECT_I_BOATPART_BUILDING_PLACE, "boatbuildingplace")
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func move_to_campfire():
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move_to_nearest_object(game_manager.world.tilemap_types.OBJECT_I_CAMPFIRE_1, "campfire")
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func move_to_nearest_object(object_type: Vector2i, object_name: String) -> void:
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# Aktuelle Spielerposition
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var player_position: Vector2i = board_position
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# Koordinaten aller Objekte des angegebenen Typs suchen
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var object_positions: Array[Vector2i] = game_manager.world.tilemap_interactive.get_cells_by_type(object_type)
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if object_positions.size() == 0:
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push_warning("No " + object_name + " found!")
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return
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# Nächstes Objekt finden
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var closest_object: Vector2i = object_positions[0]
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var shortest_distance: float = player_position.distance_to(closest_object)
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for position in object_positions:
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var distance: float = player_position.distance_to(position)
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if distance < shortest_distance:
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closest_object = position
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shortest_distance = distance
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# Spieler bewegen
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print("Moving to nearest " + object_name + " at:", closest_object)
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walk_towards(closest_object)
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func find_direction(pos_a: Vector2i, pos_b: Vector2i) -> Vector2i:
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var direction: Vector2i = Vector2i(0, 0)
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if pos_a.x < pos_b.x:
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direction.x = 1
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elif pos_a.x > pos_b.x:
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direction.x = -1
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if pos_a.y < pos_b.y:
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direction.y = 1
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elif pos_a.y > pos_b.y:
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direction.y = -1
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return direction
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# SECTION: game tick
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func tick_handle_temperature(cell_temperature: int):
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if cell_temperature == 0:
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temperature_timer = 0
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elif temperature_timer > temperature_endure:
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temperature_timer += cell_temperature
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health -= temperature_damage
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func tick_handle_food():
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if food <= 0:
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health -= food_damage
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func game_tick() -> void:
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behavior_tree.game_tick()
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var player_positon_array: Array[Vector2i] = game_manager.world.tilemap_player.get_cells_by_type(tilemap_types.PLAYER)
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if len(player_positon_array) > 0:
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var player_positon: Vector2i = player_positon_array[0]
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var cell_temperature: int = game_manager.world.tilemap_temperature.get_custom_data(player_positon, "temperature", 0) as int
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tick_handle_temperature(cell_temperature)
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else:
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push_error("No player found on tilemap")
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tick_handle_food()
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if health < 0:
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game_manager.player_health_depleted()
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update_board()
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