2023-06-06 13:35:20 +10:00
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class_name Player
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extends Node2D
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signal draft_completed
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signal board_attached
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2023-06-07 00:13:37 +10:00
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enum DraftType {STARTING_HAND, HIRE_WORKER}
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2023-06-06 13:35:20 +10:00
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2023-06-07 00:13:37 +10:00
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@export var fsm : StateMachine
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2023-06-06 13:35:20 +10:00
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@export var roster_positions : Array[Node2D] = []
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@export var slot_buttons : Array[Node2D] = []
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@export var hand_slide_anim_time := 0.3
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var money := 0
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var payout := 0
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var cost := 0
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var hire_costs := [40, 50, 60, 70, 80]
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var shift_deck : Array[Client] = []
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var workers : Array[Worker] = []
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var hand : Array[Worker] = []
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var active_workers : Array[Worker] = [null, null, null, null, null]
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var active_clients : Array[Client] = [null, null, null, null, null]
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var poor_discard : Array[Client] = []
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var good_discard : Array[Client] = []
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var great_discard : Array[Client] = []
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var draft := DraftType.HIRE_WORKER
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var hand_hiding := false
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var hand_hidden := false
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var hand_hiding_progress := 0.0
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var hand_showing := false
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var hand_showing_progress := 0.0
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var shown_for_draft : Array[Worker] = []
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var selected_for_draft : Array[Worker] = []
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var draft_limit := 0
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var current_client : Client
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var selected_worker : Worker
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var task_drawn := false
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var client_assignment : int = -1
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var board : Board = null
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var turn_completed = false
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var round_completed = false
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2023-06-07 00:13:37 +10:00
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@onready var pile_draw = $TaskDrawDeck/Area2D/CollisionShape2D
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@onready var pile_poor = $PoorDiscardPile/Area2D/CollisionShape2D
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@onready var clients_left = $TaskDrawDeck/Count
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@onready var camera = $Camera2D
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2023-06-06 13:35:20 +10:00
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func _ready() -> void:
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#Bug in Godot 4.0.3.stable makes it nessesary to add these manually
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roster_positions.append($RosterSection/Position1)
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roster_positions.append($RosterSection/Position2)
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roster_positions.append($RosterSection/Position3)
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roster_positions.append($RosterSection/Position4)
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roster_positions.append($RosterSection/Position5)
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roster_positions.append($RosterSection/Position6)
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roster_positions.append($RosterSection/Position7)
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roster_positions.append($RosterSection/Position8)
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roster_positions.append($RosterSection/Position9)
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roster_positions.append($RosterSection/Position10)
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roster_positions.append($RosterSection/Position11)
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roster_positions.append($RosterSection/Position12)
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roster_positions.append($RosterSection/Position13)
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roster_positions.append($RosterSection/Position14)
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roster_positions.append($RosterSection/Position15)
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slot_buttons.append($StateMachine/Worker/WorkerPlaySlots/Slot1)
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slot_buttons.append($StateMachine/Worker/WorkerPlaySlots/Slot2)
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slot_buttons.append($StateMachine/Worker/WorkerPlaySlots/Slot3)
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slot_buttons.append($StateMachine/Worker/WorkerPlaySlots/Slot4)
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slot_buttons.append($StateMachine/Worker/WorkerPlaySlots/Slot5)
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2023-06-06 13:35:20 +10:00
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for button in slot_buttons:
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button.button_pushed.connect(select_slot)
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$PoorDiscardPile/Label.text = "No / Poor service"
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$GoodDiscardPile/Label.text = "Good service"
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$GreatDiscardPile/Label.text = "Great service"
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$TaskDrawDeck/Label.text = "Click to draw task card"
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$Camera2D.make_current()
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await board_attached
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fsm.change_state(fsm.FSMState.SETUP)
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func _process(delta) -> void:
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if (hand_hiding):
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if hand_hiding_progress < hand_slide_anim_time:
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hand_hiding_progress += delta
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var percent = clampf(hand_hiding_progress / hand_slide_anim_time, 0.0, 1.0)
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for card in hand:
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card.hand_position.y = lerpf($Hand.position.y, $Hand.position.y + 300.0, percent)
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else:
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hand_hiding = false
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hand_hidden = true
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hand_hiding_progress = 0.0
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if (hand_showing):
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if hand_showing_progress < hand_slide_anim_time:
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hand_showing_progress += delta
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var percent = clampf(hand_showing_progress / hand_slide_anim_time, 0.0, 1.0)
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for card in hand:
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card.hand_position.y = lerpf($Hand.position.y + 300.0, $Hand.position.y, percent)
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else:
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hand_showing = false
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hand_showing_progress = 0.0
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func start_turn():
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pass
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func start_round():
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pass
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@rpc("call_local")
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func attach_board(board_path : NodePath):
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board = get_node(board_path) as Board
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board_attached.emit()
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func add_to_hand(card):
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hand.append(card)
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for x in hand.size():
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var hand_ratio = 0.5
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if hand.size() > 1:
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hand_ratio = float(x) / float(hand.size() - 1)
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hand[x].position = $Hand.position
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hand[x].hand_ratio = hand_ratio
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hand[x].in_hand = true
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hand[x].hand_position = $Hand.position
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hand[x].visible = true
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hand[x].set_process(true)
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func lift_hand():
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for card in hand:
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card.hovered = true
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func drop_hand():
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for card in hand:
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card.hovered = false
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func select_card(card):
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if fsm.state == fsm.FSMState.DRAFT:
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2023-06-06 13:35:20 +10:00
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if selected_for_draft.size() <= draft_limit:
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if selected_for_draft.has(card):
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selected_for_draft.remove_at(selected_for_draft.find(card))
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card.slide_to_position(card.position.x, card.position.y + 40, 0.0, 0.1)
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else:
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if selected_for_draft.size() < draft_limit:
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selected_for_draft.append(card)
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card.slide_to_position(card.position.x, card.position.y - 40, 0.0, 0.1)
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return
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selected_worker = card
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2023-06-07 00:13:37 +10:00
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if fsm.state == fsm.FSMState.H_CLIENT:
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fsm.state_nodes[fsm.FSMState.H_CLIENT].assign_task_to_worker()
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func select_slot(slot):
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if selected_worker == null:
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return
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if active_workers.has(selected_worker):
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active_workers[active_workers.find(selected_worker)] = null
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if hand.has(selected_worker):
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hand.remove_at(hand.find(selected_worker))
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active_workers[slot_buttons.find(slot)] = selected_worker
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selected_worker.slide_to_position(slot.position.x, slot.position.y, 0.0, 0.3)
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selected_worker = null
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#Shift Phase
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#1. Swap 1 time token on each worker over to the stress side
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#2. Pick up the next client card in the deck, and either assign it to
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# a worker or place it in the no service pile
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#3. If a worker both has no client, and at least one stress token, remove
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# a stress token
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#Management Phase
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#Market Research
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#Look at the 10 clients, and place them back in the same order
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#Targeted Advertising
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#Search through the client discard deck, and add all clients
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#with one extra type to your shift deck
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#Roster Worker
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#Add 1 worker from your hand into the next open slot on your board
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func _on_area_2d_input_event(_viewport, event, _shape_idx):
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if event is InputEventMouseButton and event.pressed:
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fsm.change_state(fsm.FSMState.WORKER)
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2023-06-06 13:35:20 +10:00
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func _on_area_2d_2_input_event(_viewport, event, _shape_idx):
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if event is InputEventMouseButton and event.pressed:
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2023-06-07 00:13:37 +10:00
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fsm.change_state(fsm.FSMState.MANAGEMENT)
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2023-06-06 13:35:20 +10:00
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func _on_task_draw_deck_button_pushed(_button):
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fsm.change_state(fsm.FSMState.H_CLIENT)
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2023-06-06 13:35:20 +10:00
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func evaluate_task_success(num):
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var successfulness = 0
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var worker = active_workers[num]
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var client = active_clients[num]
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match client.services.size():
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2, 3:
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successfulness = 2
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4:
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successfulness = 1
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if worker.services.has(client.services[3]):
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successfulness = 2
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5:
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successfulness = 1
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if worker.services.has(client.services[4]):
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successfulness = 2
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6:
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successfulness = 0
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if worker.services.has(client.services[3]) or worker.services.has(client.services[4]):
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successfulness = 1
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if worker.services.has(client.services[5]):
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successfulness = 2
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7:
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successfulness = 0
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if worker.services.has(client.services[3]) or worker.services.has(client.services[4]):
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successfulness = 1
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if worker.services.has(client.services[5]) or worker.services.has(client.services[6]):
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successfulness = 2
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var slide_destination : Vector2
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match successfulness:
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0:
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poor_discard.append(client)
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slide_destination = $PoorDiscardPile.position
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1:
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good_discard.append(client)
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slide_destination = $GoodDiscardPile.position
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2:
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great_discard.append(client)
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slide_destination = $GreatDiscardPile.position
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client.slide_to_position(slide_destination.x, slide_destination.y, 0.0, 0.2)
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client.z_index = 0
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active_clients[num] = null
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func worker_exceeded_capacity(num):
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active_workers[num].stress = 0
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active_workers[num].set_process(false)
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active_workers[num].visible = false
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workers.remove_at(workers.find(active_workers[num]))
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active_workers[num] = null
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2023-06-07 00:13:37 +10:00
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func draft_workers(_draw, pick):
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draft_limit = pick
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shown_for_draft = []
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selected_for_draft = []
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var y = 0
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var x = (250.0 * _draw) / 2.0
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shown_for_draft.append_array(board.draw_worker(_draw))
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for i in shown_for_draft.size():
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var card = shown_for_draft[i]
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card.visible = true
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card.set_process(true)
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card.card_clicked.connect(select_card)
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var ratio = float(i) / float(_draw - 1)
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var xx = lerpf(-1 * x, x, ratio)
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card.slide_to_position(xx, y, 0.0, 0.3)
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fsm.change_state(fsm.FSMState.DRAFT)
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2023-06-06 13:35:20 +10:00
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func pad_shift_deck():
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var padding = (2 + (2 * board.round_num)) - shift_deck.size()
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shift_deck.append_array(board.draw_client(padding))
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func process_discard_decks():
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poor_discard.shuffle()
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good_discard.shuffle()
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great_discard.shuffle()
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for x in range(poor_discard.size() - 1, -1, -1):
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if x == 0:
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shift_deck.append(poor_discard[x])
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else:
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board.discard_client(poor_discard[x])
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poor_discard[x].position = Vector2(9999, 9999)
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poor_discard[x].visible = false
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poor_discard.remove_at(x)
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for x in range(good_discard.size() - 1, -1, -1):
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if x <= int(good_discard.size() / 2.0):
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shift_deck.append(good_discard[x])
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else:
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board.discard_client(good_discard[x])
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good_discard[x].position = Vector2(9999, 9999)
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good_discard[x].visible = false
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good_discard.remove_at(x)
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for x in range(great_discard.size() - 1, -1, -1):
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if x < great_discard.size() - 1:
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shift_deck.append(great_discard[x])
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else:
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board.discard_client(great_discard[x])
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great_discard[x].position = Vector2(9999, 9999)
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great_discard[x].visible = false
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great_discard.remove_at(x)
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