bordello/Scripts/player.gd

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GDScript3
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class_name Player
extends Node2D
signal draft_completed
signal board_attached
enum DraftType {STARTING_HAND, HIRE_WORKER}
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@export var fsm : StateMachine
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@export var roster_positions : Array[Node2D] = []
@export var slot_buttons : Array[Node2D] = []
@export var hand_slide_anim_time := 0.3
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var money := 0
var payout := 0
var cost := 0
var hire_costs := [40, 50, 60, 70, 80]
var shift_deck : Array[Client] = []
var workers : Array[Worker] = []
var hand : Array[Worker] = []
var active_workers : Array[Worker] = [null, null, null, null, null]
var active_clients : Array[Client] = [null, null, null, null, null]
var poor_discard : Array[Client] = []
var good_discard : Array[Client] = []
var great_discard : Array[Client] = []
var draft := DraftType.HIRE_WORKER
var hand_hiding := false
var hand_hidden := false
var hand_hiding_progress := 0.0
var hand_showing := false
var hand_showing_progress := 0.0
var shown_for_draft : Array[Worker] = []
var selected_for_draft : Array[Worker] = []
var draft_limit := 0
var current_client : Client
var selected_worker : Worker
var task_drawn := false
var client_assignment : int = -1
var board : Board = null
var turn_completed = false
var round_completed = false
@onready var pile_draw = $TaskDrawDeck/Area2D/CollisionShape2D
@onready var pile_poor = $PoorDiscardPile/Area2D/CollisionShape2D
@onready var clients_left = $TaskDrawDeck/Count
@onready var camera = $Camera2D
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func _ready() -> void:
#Bug in Godot 4.0.3.stable makes it nessesary to add these manually
roster_positions.append($RosterSection/Position1)
roster_positions.append($RosterSection/Position2)
roster_positions.append($RosterSection/Position3)
roster_positions.append($RosterSection/Position4)
roster_positions.append($RosterSection/Position5)
roster_positions.append($RosterSection/Position6)
roster_positions.append($RosterSection/Position7)
roster_positions.append($RosterSection/Position8)
roster_positions.append($RosterSection/Position9)
roster_positions.append($RosterSection/Position10)
roster_positions.append($RosterSection/Position11)
roster_positions.append($RosterSection/Position12)
roster_positions.append($RosterSection/Position13)
roster_positions.append($RosterSection/Position14)
roster_positions.append($RosterSection/Position15)
slot_buttons.append($StateMachine/Worker/WorkerPlaySlots/Slot1)
slot_buttons.append($StateMachine/Worker/WorkerPlaySlots/Slot2)
slot_buttons.append($StateMachine/Worker/WorkerPlaySlots/Slot3)
slot_buttons.append($StateMachine/Worker/WorkerPlaySlots/Slot4)
slot_buttons.append($StateMachine/Worker/WorkerPlaySlots/Slot5)
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for button in slot_buttons:
button.button_pushed.connect(select_slot)
$PoorDiscardPile/Label.text = "No / Poor service"
$GoodDiscardPile/Label.text = "Good service"
$GreatDiscardPile/Label.text = "Great service"
$TaskDrawDeck/Label.text = "Click to draw task card"
$Camera2D.make_current()
await board_attached
fsm.change_state(fsm.FSMState.SETUP)
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func _process(delta) -> void:
if (hand_hiding):
if hand_hiding_progress < hand_slide_anim_time:
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hand_hiding_progress += delta
var percent = clampf(hand_hiding_progress / hand_slide_anim_time, 0.0, 1.0)
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for card in hand:
card.hand_position.y = lerpf($Hand.position.y, $Hand.position.y + 300.0, percent)
else:
hand_hiding = false
hand_hidden = true
hand_hiding_progress = 0.0
if (hand_showing):
if hand_showing_progress < hand_slide_anim_time:
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hand_showing_progress += delta
var percent = clampf(hand_showing_progress / hand_slide_anim_time, 0.0, 1.0)
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for card in hand:
card.hand_position.y = lerpf($Hand.position.y + 300.0, $Hand.position.y, percent)
else:
hand_showing = false
hand_showing_progress = 0.0
func start_turn():
pass
func start_round():
pass
@rpc("call_local")
func attach_board(board_path : NodePath):
board = get_node(board_path) as Board
board_attached.emit()
func add_to_hand(card):
hand.append(card)
for x in hand.size():
var hand_ratio = 0.5
if hand.size() > 1:
hand_ratio = float(x) / float(hand.size() - 1)
hand[x].position = $Hand.position
hand[x].hand_ratio = hand_ratio
hand[x].in_hand = true
hand[x].hand_position = $Hand.position
hand[x].visible = true
hand[x].set_process(true)
func lift_hand():
for card in hand:
card.hovered = true
func drop_hand():
for card in hand:
card.hovered = false
func select_card(card):
if fsm.state == fsm.FSMState.DRAFT:
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if selected_for_draft.size() <= draft_limit:
if selected_for_draft.has(card):
selected_for_draft.remove_at(selected_for_draft.find(card))
card.slide_to_position(card.position.x, card.position.y + 40, 0.0, 0.1)
else:
if selected_for_draft.size() < draft_limit:
selected_for_draft.append(card)
card.slide_to_position(card.position.x, card.position.y - 40, 0.0, 0.1)
return
selected_worker = card
if fsm.state == fsm.FSMState.H_CLIENT:
fsm.state_nodes[fsm.FSMState.H_CLIENT].assign_task_to_worker()
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func select_slot(slot):
if selected_worker == null:
return
if active_workers.has(selected_worker):
active_workers[active_workers.find(selected_worker)] = null
if hand.has(selected_worker):
hand.remove_at(hand.find(selected_worker))
active_workers[slot_buttons.find(slot)] = selected_worker
selected_worker.slide_to_position(slot.position.x, slot.position.y, 0.0, 0.3)
selected_worker = null
func _on_area_2d_input_event(_viewport, event, _shape_idx):
if event is InputEventMouseButton and event.pressed:
fsm.change_state(fsm.FSMState.WORKER)
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func _on_area_2d_2_input_event(_viewport, event, _shape_idx):
if event is InputEventMouseButton and event.pressed:
fsm.change_state(fsm.FSMState.MANAGEMENT)
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func _on_task_draw_deck_button_pushed(_button):
fsm.change_state(fsm.FSMState.H_CLIENT)
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func evaluate_task_success(num):
var successfulness = 0
var worker = active_workers[num]
var client = active_clients[num]
match client.services.size():
2, 3:
successfulness = 2
4:
successfulness = 1
if worker.services.has(client.services[3]):
successfulness = 2
5:
successfulness = 1
if worker.services.has(client.services[4]):
successfulness = 2
6:
successfulness = 0
if worker.services.has(client.services[3]) or worker.services.has(client.services[4]):
successfulness = 1
if worker.services.has(client.services[5]):
successfulness = 2
7:
successfulness = 0
if worker.services.has(client.services[3]) or worker.services.has(client.services[4]):
successfulness = 1
if worker.services.has(client.services[5]) or worker.services.has(client.services[6]):
successfulness = 2
var slide_destination : Vector2
match successfulness:
0:
poor_discard.append(client)
slide_destination = $PoorDiscardPile.position
1:
good_discard.append(client)
slide_destination = $GoodDiscardPile.position
2:
great_discard.append(client)
slide_destination = $GreatDiscardPile.position
client.slide_to_position(slide_destination.x, slide_destination.y, 0.0, 0.2)
client.z_index = 0
active_clients[num] = null
func worker_exceeded_capacity(num):
active_workers[num].stress = 0
active_workers[num].set_process(false)
active_workers[num].visible = false
workers.remove_at(workers.find(active_workers[num]))
active_workers[num] = null
func draft_workers(_draw, pick):
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draft_limit = pick
shown_for_draft = []
selected_for_draft = []
var y = 0
var x = (250.0 * _draw) / 2.0
shown_for_draft.append_array(board.draw_worker(_draw))
for i in shown_for_draft.size():
var card = shown_for_draft[i]
card.visible = true
card.set_process(true)
card.card_clicked.connect(select_card)
var ratio = float(i) / float(_draw - 1)
var xx = lerpf(-1 * x, x, ratio)
card.slide_to_position(xx, y, 0.0, 0.3)
fsm.change_state(fsm.FSMState.DRAFT)
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func pad_shift_deck():
var padding = (2 + (2 * board.round_num)) - shift_deck.size()
shift_deck.append_array(board.draw_client(padding))
func process_discard_decks():
poor_discard.shuffle()
good_discard.shuffle()
great_discard.shuffle()
for x in range(poor_discard.size() - 1, -1, -1):
if x == 0:
shift_deck.append(poor_discard[x])
else:
board.discard_client(poor_discard[x])
poor_discard[x].position = Vector2(9999, 9999)
poor_discard[x].visible = false
poor_discard.remove_at(x)
for x in range(good_discard.size() - 1, -1, -1):
if x <= int(good_discard.size() / 2.0):
shift_deck.append(good_discard[x])
else:
board.discard_client(good_discard[x])
good_discard[x].position = Vector2(9999, 9999)
good_discard[x].visible = false
good_discard.remove_at(x)
for x in range(great_discard.size() - 1, -1, -1):
if x < great_discard.size() - 1:
shift_deck.append(great_discard[x])
else:
board.discard_client(great_discard[x])
great_discard[x].position = Vector2(9999, 9999)
great_discard[x].visible = false
great_discard.remove_at(x)