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gai-ca2/project/scripts/tilemap/objects/CampManager.gd

124 lines
4.5 KiB
GDScript

class_name CampManager
extends Node
var tilemap_types: TileMapTileTypes = TileMapTileTypes.new()
#
var game_manager: GameManager = null
var tilemap_interactive: TileMapLayerAccess = null
#
var camp_items: Array[Vector2i] = []
var boat_items: Array[Vector2i] = []
var camp: Vector2i = tilemap_types.EMPTY
var campfire: Vector2i = tilemap_types.EMPTY
var boat_build_location: Vector2i = tilemap_types.EMPTY
var boat_leave_location: Vector2i = tilemap_types.EMPTY
@export var required_boat_parts: int = 6
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")
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_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)
tilemap_interactive.set_cell(campfire, tilemap_types.OBJECT_I_FIREPIT_OFF)
func camp_contains_item(item: Vector2i) -> bool:
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
func camp_item_count(item: Vector2i) -> int:
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
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
var taken: int = 0
for i in range(camp_items.size()):
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})
return true
func camp_add_item(item: Vector2i) -> void:
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
func campfire_extinguish() -> void:
tilemap_interactive.set_cell(campfire, tilemap_types.OBJECT_I_FIREPIT_OFF)
EventsTracker.track(EventsTracker.Event.CAMPFIRE_EXTINGUISHED)
func sleep_effect() -> void:
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)