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Added "better" implementation for camp UI

Yan Wittmann 2025-01-14 21:37:13 +01:00
parent f3f4cef1bf
commit 3d716ed06d
3 changed files with 312 additions and 436 deletions

File diff suppressed because one or more lines are too long

View File

@ -15,7 +15,6 @@ var tilemap_types: TileMapTileTypes = TileMapTileTypes.new()
@onready var time_of_day_bar: ProgressBar = %TimeOfDayBar
var tilemap_navigation: TilemapNavigation = TilemapNavigation.new()
var camp: CampManager = CampManager.new()
@onready var tree_visualizer: BehaviorTreeVisualizer = %TreeVisualizer
@ -26,298 +25,271 @@ var waiting_for_input: bool = true
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
camp.camp_add_item(tilemap_types.OBJECT_I_BERRY)
camp.camp_add_item(tilemap_types.OBJECT_I_STICK)
update_bars()
update_camp_ui()
update_boat_progress()
call_deferred("defer_ready")
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()
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)
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 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()))
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)
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))
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()
%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()
%OutroImageContainer.set_modulate(Color(1, 1, 1, opacity))
%OutroImageContainer.show()
# SECTION: game tick
func player_health_depleted():
# TODO
pass
# 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"
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()
tilemap_navigation.game_tick_start()
world.game_tick_start()
player.game_tick()
player.game_tick()
apply_player_exploration_distance()
apply_player_exploration_distance()
tree_visualizer.update_task_statuses(player.behavior_tree.blackboard)
tree_visualizer.update_task_statuses(player.behavior_tree.blackboard)
tilemap_navigation.game_tick_end()
world.game_tick_end()
EventsTracker.populate_visual_log(%RecentEventsLog, self)
tilemap_navigation.game_tick_end()
world.game_tick_end()
EventsTracker.populate_visual_log(%RecentEventsLog, self)
update_bars()
update_boat_progress()
handle_result_game_state(player.behavior_tree.blackboard)
update_bars()
world.camp_manager.populate_camp_visualization(%BoatProcessUI, %CampItemUI)
handle_result_game_state(player.behavior_tree.blackboard)
if not game_ticker.is_stopped():
camera_follow_player()
if not game_ticker.is_stopped():
camera_follow_player()
timer_on_game_tick_timeout.stop()
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
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 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
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)
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
avg_position.x += distance / 2
camera.go_to_zooming(avg_position, zoom_level)
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))
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)
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)
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_boat_progress() -> void:
func update_boat_progress_old() -> void:
var part_counts: Dictionary = { # @formatter:off
tilemap_types.OBJECT_I_BOAT_PART_ENGINE: 0,
tilemap_types.OBJECT_I_BOAT_PART_FUEL: 0,
tilemap_types.OBJECT_I_BOAT_PART_ANCHOR: 0,
tilemap_types.OBJECT_I_BOAT_PART_CHEST: 0,
tilemap_types.OBJECT_I_BOAT_PART_GEARS: 0,
tilemap_types.OBJECT_I_BOAT_PART_MEDIKIT: 0,
tilemap_types.OBJECT_I_BOAT_PART_PADDLE: 0,
tilemap_types.OBJECT_I_BOAT_PART_GAS_STOVE: 0
} # @formatter:on
# Dictionary zur Zählung der Bootsteile
var part_counts = {
tilemap_types.OBJECT_I_BOAT_PART_ENGINE: 0,
tilemap_types.OBJECT_I_BOAT_PART_FUEL: 0,
tilemap_types.OBJECT_I_BOAT_PART_ANCHOR: 0,
tilemap_types.OBJECT_I_BOAT_PART_CHEST: 0,
tilemap_types.OBJECT_I_BOAT_PART_GEARS: 0,
tilemap_types.OBJECT_I_BOAT_PART_MEDIKIT: 0,
tilemap_types.OBJECT_I_BOAT_PART_PADDLE: 0,
tilemap_types.OBJECT_I_BOAT_PART_GAS_STOVE: 0
}
for boat_part in world.camp_manager.boat_items:
if part_counts.has(boat_part):
part_counts[boat_part] += 1
# Teile in boat_items zählen
for boat_part in world.camp_manager.boat_items:
if part_counts.has(boat_part):
part_counts[boat_part] += 1
for part in part_counts.keys():
var count = part_counts[part]
if count > 0:
if part == tilemap_types.OBJECT_I_BOAT_PART_ENGINE:
%BoatPartEngine.texture = world.tilemap_interactive.get_cell_texture(tilemap_types.OBJECT_I_BOAT_PART_ENGINE)
%BoatPartEngine.visible = true
%EngineCount.text = str(count)
elif part == tilemap_types.OBJECT_I_BOAT_PART_FUEL:
%BoatPartFuel.texture = world.tilemap_interactive.get_cell_texture(tilemap_types.OBJECT_I_BOAT_PART_FUEL)
%BoatPartFuel.visible = true
%FuelCount.text = str(count)
elif part == tilemap_types.OBJECT_I_BOAT_PART_ANCHOR:
%BoatPartAnchor.texture = world.tilemap_interactive.get_cell_texture(tilemap_types.OBJECT_I_BOAT_PART_ANCHOR)
%BoatPartAnchor.visible = true
%AnchorCount.text = str(count)
elif part == tilemap_types.OBJECT_I_BOAT_PART_CHEST:
%BoatPartChest.texture = world.tilemap_interactive.get_cell_texture(tilemap_types.OBJECT_I_BOAT_PART_CHEST)
%BoatPartChest.visible = true
%ChestCount.text = str(count)
elif part == tilemap_types.OBJECT_I_BOAT_PART_GEARS:
%BoatPartGears.texture = world.tilemap_interactive.get_cell_texture(tilemap_types.OBJECT_I_BOAT_PART_GEARS)
%BoatPartGears.visible = true
%GearsCount.text = str(count)
elif part == tilemap_types.OBJECT_I_BOAT_PART_MEDIKIT:
%BoatPartMedikit.texture = world.tilemap_interactive.get_cell_texture(tilemap_types.OBJECT_I_BOAT_PART_MEDIKIT)
%BoatPartMedikit.visible = true
%MedikitCount.text = str(count)
elif part == tilemap_types.OBJECT_I_BOAT_PART_PADDLE:
%BoatPartPaddle.texture = world.tilemap_interactive.get_cell_texture(tilemap_types.OBJECT_I_BOAT_PART_PADDLE)
%BoatPartPaddle.visible = true
%PaddleCount.text = str(count)
elif part == tilemap_types.OBJECT_I_BOAT_PART_GAS_STOVE:
%BoatPartGasStove.texture = world.tilemap_interactive.get_cell_texture(tilemap_types.OBJECT_I_BOAT_PART_GAS_STOVE)
%BoatPartGasStove.visible = true
%StoveCount.text = str(count)
else:
push_error("Unknown boat part: " + str(part))
# Aktualisiere die UI basierend auf den gezählten Teilen
for part in part_counts.keys():
var count = part_counts[part]
if count > 0:
if part == tilemap_types.OBJECT_I_BOAT_PART_ENGINE:
%BoatPartEngine.texture = world.tilemap_interactive.get_cell_texture(tilemap_types.OBJECT_I_BOAT_PART_ENGINE)
%BoatPartEngine.visible = true
%EngineCount.text = str(count)
elif part == tilemap_types.OBJECT_I_BOAT_PART_FUEL:
%BoatPartFuel.texture = world.tilemap_interactive.get_cell_texture(tilemap_types.OBJECT_I_BOAT_PART_FUEL)
%BoatPartFuel.visible = true
%FuelCount.text = str(count)
elif part == tilemap_types.OBJECT_I_BOAT_PART_ANCHOR:
%BoatPartAnchor.texture = world.tilemap_interactive.get_cell_texture(tilemap_types.OBJECT_I_BOAT_PART_ANCHOR)
%BoatPartAnchor.visible = true
%AnchorCount.text = str(count)
elif part == tilemap_types.OBJECT_I_BOAT_PART_CHEST:
%BoatPartChest.texture = world.tilemap_interactive.get_cell_texture(tilemap_types.OBJECT_I_BOAT_PART_CHEST)
%BoatPartChest.visible = true
%ChestCount.text = str(count)
elif part == tilemap_types.OBJECT_I_BOAT_PART_GEARS:
%BoatPartGears.texture = world.tilemap_interactive.get_cell_texture(tilemap_types.OBJECT_I_BOAT_PART_GEARS)
%BoatPartGears.visible = true
%GearsCount.text = str(count)
elif part == tilemap_types.OBJECT_I_BOAT_PART_MEDIKIT:
%BoatPartMedikit.texture = world.tilemap_interactive.get_cell_texture(tilemap_types.OBJECT_I_BOAT_PART_MEDIKIT)
%BoatPartMedikit.visible = true
%MedikitCount.text = str(count)
elif part == tilemap_types.OBJECT_I_BOAT_PART_PADDLE:
%BoatPartPaddle.texture = world.tilemap_interactive.get_cell_texture(tilemap_types.OBJECT_I_BOAT_PART_PADDLE)
%BoatPartPaddle.visible = true
%PaddleCount.text = str(count)
elif part == tilemap_types.OBJECT_I_BOAT_PART_GAS_STOVE:
%BoatPartGasStove.texture = world.tilemap_interactive.get_cell_texture(tilemap_types.OBJECT_I_BOAT_PART_GAS_STOVE)
%BoatPartGasStove.visible = true
%StoveCount.text = str(count)
else:
push_error("Unknown boat part: " + str(part))
func update_camp_ui() -> void:
# Get the count of berries and sticks from the camp inventory
var berry_count_value = camp.camp_item_count(tilemap_types.OBJECT_I_BERRY)
var stick_count_value = camp.camp_item_count(tilemap_types.OBJECT_I_STICK)
# Update Berry UI
%BerryCount.text = str(berry_count_value) # Update the count label
%BerryTexture.visible = berry_count_value > 0 # Show texture only if count > 0
if berry_count_value > 0:
%BerryTexture.texture = world.tilemap_interactive.get_cell_texture(tilemap_types.OBJECT_I_BERRY)
# Update Stick UI
%StickCount.text = str(stick_count_value) # Update the count label
%StickTexture.visible = stick_count_value > 0 # Show texture only if count > 0
if stick_count_value > 0:
%StickTexture.texture = world.tilemap_interactive.get_cell_texture(tilemap_types.OBJECT_I_STICK)
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 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 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_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 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)
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)
# 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)
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
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
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
if event is InputEventKey and event.pressed:
waiting_for_input = false

View File

@ -16,148 +16,169 @@ var boat_leave_location: Vector2i = tilemap_types.EMPTY
var time_of_day: int = 0
var day_length: int = 1000
@export var required_boat_parts: int = 6
@export var required_boat_parts: int = 8
func setup() -> void:
tilemap_interactive = game_manager.world.tilemap_interactive
var camp_locations: Array[Vector2i] = tilemap_interactive.get_cells_by_type(tilemap_types.OBJECT_I_TENT)
if len(camp_locations) > 0:
camp = camp_locations[0]
else:
push_error("No camp location found on tilemap")
tilemap_interactive = game_manager.world.tilemap_interactive
var camp_locations: Array[Vector2i] = tilemap_interactive.get_cells_by_type(tilemap_types.OBJECT_I_TENT)
if len(camp_locations) > 0:
camp = camp_locations[0]
else:
push_error("No camp location found on tilemap")
var firepit_locations: Array[Vector2i] = tilemap_interactive.get_cells_by_type_collection(tilemap_types.OBJECT_COLLECTION_FIREPIT)
if len(firepit_locations) > 0:
campfire = firepit_locations[0]
else:
push_error("No firepit location found on tilemap")
var firepit_locations: Array[Vector2i] = tilemap_interactive.get_cells_by_type_collection(tilemap_types.OBJECT_COLLECTION_FIREPIT)
if len(firepit_locations) > 0:
campfire = firepit_locations[0]
else:
push_error("No firepit location found on tilemap")
var boat_build_locations: Array[Vector2i] = tilemap_interactive.get_cells_by_type(tilemap_types.OBJECT_I_BOAT_NO_ENIGNE)
if len(boat_build_locations) > 0:
boat_build_location = boat_build_locations[0]
else:
push_error("No boat build location found on tilemap")
var boat_build_locations: Array[Vector2i] = tilemap_interactive.get_cells_by_type(tilemap_types.OBJECT_I_BOAT_NO_ENIGNE)
if len(boat_build_locations) > 0:
boat_build_location = boat_build_locations[0]
else:
push_error("No boat build location found on tilemap")
var boat_leave_locations: Array[Vector2i] = tilemap_interactive.get_cells_by_type(tilemap_types.OBJECT_I_BOAT_WITH_ENGINE)
if len(boat_leave_locations) > 0:
boat_leave_location = boat_leave_locations[0]
tilemap_interactive.set_cell(boat_leave_location, tilemap_types.EMPTY)
else:
push_error("No boat leave location found on tilemap")
var boat_leave_locations: Array[Vector2i] = tilemap_interactive.get_cells_by_type(tilemap_types.OBJECT_I_BOAT_WITH_ENGINE)
if len(boat_leave_locations) > 0:
boat_leave_location = boat_leave_locations[0]
tilemap_interactive.set_cell(boat_leave_location, tilemap_types.EMPTY)
else:
push_error("No boat leave location found on tilemap")
print("CampManager: camp=", camp, " campfire=", campfire, " boat_build_location=", boat_build_location, " boat_leave_location=", boat_leave_location)
print("CampManager: camp=", camp, " campfire=", campfire, " boat_build_location=", boat_build_location, " boat_leave_location=", boat_leave_location)
tilemap_interactive.set_cell(campfire, tilemap_types.OBJECT_I_FIREPIT_OFF)
tilemap_interactive.set_cell(campfire, tilemap_types.OBJECT_I_FIREPIT_OFF)
func game_tick_start() -> void:
time_of_day += 1
time_of_day += 1
func game_tick_end() -> void:
if time_of_day == day_length:
EventsTracker.track(EventsTracker.Event.TIME_SUNDOWN)
if time_of_day == day_length:
EventsTracker.track(EventsTracker.Event.TIME_SUNDOWN)
func is_sundown() -> bool:
return time_of_day >= day_length
return time_of_day >= day_length
func camp_contains_enough_sticks_to_light_campfire() -> bool:
return camp_item_count(tilemap_types.OBJECT_I_STICK) >= 2
return camp_item_count(tilemap_types.OBJECT_I_STICK) >= 2
func camp_contains_item(item: Vector2i) -> bool:
return camp_items.find(item) != -1
return camp_items.find(item) != -1
func camp_contains_item_collection(item: Array[Vector2i]) -> bool:
for i in item:
if camp_items.find(i) == -1:
return false
return true
for i in item:
if camp_items.find(i) == -1:
return false
return true
func camp_item_count(item: Vector2i) -> int:
var count: int = 0
for i in camp_items:
if i == item:
count += 1
return count
var count: int = 0
for i in camp_items:
if i == item:
count += 1
return count
func camp_item_collection_count(item: Array[Vector2i]) -> int:
var count: int = 0
for i in camp_items:
if item.find(i) != -1:
count += 1
return count
var count: int = 0
for i in camp_items:
if item.find(i) != -1:
count += 1
return count
func camp_take_item(item: Vector2i, count: int = 1) -> bool:
if camp_item_count(item) < count:
push_error("CampManager: not enough items to take: " + str(item))
EventsTracker.track(EventsTracker.Event.CAMP_TAKE_ITEM_FAILED, {"item": item, "count": count})
return false
if camp_item_count(item) < count:
push_error("CampManager: not enough items to take: " + str(item))
EventsTracker.track(EventsTracker.Event.CAMP_TAKE_ITEM_FAILED, {"item": item, "count": count})
return false
var taken: int = 0
for i in range(camp_items.size() - 1, -1, -1):
if camp_items[i] == item:
camp_items.remove_at(i)
taken += 1
if taken == count:
break
var taken: int = 0
for i in range(camp_items.size() - 1, -1, -1):
if camp_items[i] == item:
camp_items.remove_at(i)
taken += 1
if taken == count:
break
EventsTracker.track(EventsTracker.Event.CAMP_TAKEN_ITEM, {"item": item, "count": count})
if game_manager:
game_manager.update_camp_ui()
return true
EventsTracker.track(EventsTracker.Event.CAMP_TAKEN_ITEM, {"item": item, "count": count})
return true
func camp_add_item(item: Vector2i) -> void:
camp_items.append(item)
if tilemap_types.is_part_of_collection(tilemap_types.OBJECT_COLLECTION_BOAT_PARTS, item):
if not boat_items.has(item):
boat_items.append(item)
EventsTracker.track(EventsTracker.Event.CAMP_ADDED_ITEM, {"item": item, "count": 1, "new_count": camp_item_count(item)})
if game_manager:
game_manager.update_camp_ui()
camp_items.append(item)
EventsTracker.track(EventsTracker.Event.CAMP_ADDED_ITEM, {"item": item, "count": 1, "new_count": camp_item_count(item)})
func campfire_light() -> bool:
# requires two sticks in the camp
if camp_take_item(tilemap_types.OBJECT_I_STICK, 2):
tilemap_interactive.set_cell(campfire, tilemap_types.OBJECT_I_FIREPIT_ON)
EventsTracker.track(EventsTracker.Event.CAMPFIRE_LIT)
return true
else:
EventsTracker.track(EventsTracker.Event.CAMPFIRE_LIT_FAILED)
return false
# requires two sticks in the camp
if camp_take_item(tilemap_types.OBJECT_I_STICK, 2):
tilemap_interactive.set_cell(campfire, tilemap_types.OBJECT_I_FIREPIT_ON)
EventsTracker.track(EventsTracker.Event.CAMPFIRE_LIT)
return true
else:
EventsTracker.track(EventsTracker.Event.CAMPFIRE_LIT_FAILED)
return false
func campfire_extinguish() -> void:
tilemap_interactive.set_cell(campfire, tilemap_types.OBJECT_I_FIREPIT_OFF)
EventsTracker.track(EventsTracker.Event.CAMPFIRE_EXTINGUISHED)
tilemap_interactive.set_cell(campfire, tilemap_types.OBJECT_I_FIREPIT_OFF)
EventsTracker.track(EventsTracker.Event.CAMPFIRE_EXTINGUISHED)
var is_sleep_active: bool = false
func sleep_effect() -> void:
if is_sleep_active:
return
is_sleep_active = true
EventsTracker.track(EventsTracker.Event.SLEEP)
if is_sleep_active:
return
is_sleep_active = true
EventsTracker.track(EventsTracker.Event.SLEEP)
game_manager.camera.go_to_zooming(game_manager.world.tilemap_player.cell_to_local(camp), 3)
var tween_in: Tween = game_manager.world.get_tree().create_tween()
tween_in.tween_method(game_manager.camera.set_vignette_intensity, 0.0, 1.0, 2.0).set_delay(0.5)
var tween_out: Tween = game_manager.world.get_tree().create_tween()
tween_out.tween_method(game_manager.camera.set_vignette_intensity, 1.0, 0.0, 2.0).set_delay(4.0)
game_manager.camera.go_to_zooming(game_manager.world.tilemap_player.cell_to_local(camp), 3)
var tween_in: Tween = game_manager.world.get_tree().create_tween()
tween_in.tween_method(game_manager.camera.set_vignette_intensity, 0.0, 1.0, 2.0).set_delay(0.5)
var tween_out: Tween = game_manager.world.get_tree().create_tween()
tween_out.tween_method(game_manager.camera.set_vignette_intensity, 1.0, 0.0, 2.0).set_delay(4.0)
await game_manager.world.get_tree().create_timer(6.0).timeout
await game_manager.world.get_tree().create_timer(6.0).timeout
print("Sleep effect done")
is_sleep_active = false
time_of_day = 0
print("Sleep effect done")
is_sleep_active = false
time_of_day = 0
func populate_camp_visualization(boat_ui: HBoxContainer, camp_ui: HBoxContainer) -> void:
for child in boat_ui.get_children():
if child.name != "HeightLabel":
boat_ui.remove_child(child)
for boat_part in boat_items:
var texture: TextureRect = create_item_texture(boat_part)
boat_ui.add_child(texture)
for child in camp_ui.get_children():
if child.name != "HeightLabel":
camp_ui.remove_child(child)
for boat_part in camp_items:
var texture: TextureRect = create_item_texture(boat_part)
camp_ui.add_child(texture)
func create_item_texture(item: Vector2i) -> TextureRect:
var item_texture: Texture = game_manager.world.tilemap_interactive.get_cell_texture(item)
if item_texture:
var item_texture_rect: TextureRect = TextureRect.new()
item_texture_rect.texture = item_texture
item_texture_rect.set_expand_mode(TextureRect.EXPAND_FIT_WIDTH)
item_texture_rect.set_stretch_mode(TextureRect.STRETCH_KEEP_ASPECT_CENTERED)
return item_texture_rect
return null