removed workarounds for a bug no longer present since Godot 4.1.Stable

This commit is contained in:
2023-07-07 18:04:42 +10:00
parent 01eb4e494f
commit 9de8504b54
8 changed files with 23 additions and 97 deletions

71
Scripts/PlayerBoard.gd Normal file
View File

@ -0,0 +1,71 @@
class_name PlayerBoard
extends Node2D
var player_info = {}
var workers = []
var roster = []
signal clients_discarded(cards: Array[NodePath])
@export var poor_deck: Deck
@export var good_deck: Deck
@export var great_deck: Deck
@export var shift_deck: Deck
@export var slots: Array[Workspace] = []
func add_to_roster(node_paths):
var cards = []
for path in node_paths:
cards.append(get_node(path))
roster.append_array(cards)
for x in 4:
if x < roster.size():
slots[x].add_worker(roster[x])
func draw_client():
var card = shift_deck.draw_card()
card.slide_to_position(position.x, position.y, 0.0, 0.3)
card.turn_front()
func process_decks() -> int:
var discards = []
var points = 0
for card in poor_deck.cards:
card.turn_back()
points -= 1
for card in good_deck.cards:
card.turn_back()
points += 2
for card in great_deck.cards:
card.turn_back()
points += 5
poor_deck.shuffle()
good_deck.shuffle()
great_deck.shuffle()
for card in poor_deck.draw_cards(poor_deck.cards.size() - 1):
discards.append(card.get_path())
for card in good_deck.draw_cards(ceil(good_deck.cards.size() / 2.0)):
discards.append(card.get_path())
for card in great_deck.draw_cards(min(great_deck.cards.size(), 1)):
discards.append(card.get_path())
for card in poor_deck.draw_cards(poor_deck.cards.size()):
shift_deck.place(card)
for card in good_deck.draw_cards(good_deck.cards.size()):
shift_deck.place(card)
for card in great_deck.draw_cards(great_deck.cards.size()):
shift_deck.place(card)
clients_discarded.emit(discards)
return points
func time_step(skip_ahead: bool):
for x in 4:
var result : Client = slots[x].time_step(skip_ahead)
if result != null:
if result.satisfaction < result.medium_threshold:
poor_deck.place(result)
elif result.satisfaction < result.good_threshold:
good_deck.place(result)
elif result.satisfaction >= result.good_threshold:
great_deck.place(result)

View File

@ -2,8 +2,9 @@ extends Node2D
var card_scene = preload("res://Scenes/worker_card.tscn")
var icon_order = [0, 1, 3, 5, 7, 8, 6, 4, 2]
var symbol_buttons : Array[TextureButton] = []
var symbol_count_labels : Array[LineEdit] = []
@export var symbol_buttons : Array[TextureButton] = []
@export var symbol_count_labels : Array[LineEdit] = []
var card_array = []
var selected_card = 0
@ -16,26 +17,6 @@ var WORKER_DECK_SAVE_PATH = "user://worker_deck.json"
#"worker 2": [10, 1, 3, 4, 8]
func _ready():
#workaround for node array export bug present in Godot 4.0.3.Stable
symbol_buttons.append($"crossbutton")
symbol_buttons.append($"squarebutton")
symbol_buttons.append($"trianglebutton")
symbol_buttons.append($"crescentbutton")
symbol_buttons.append($"puppybutton")
symbol_buttons.append($"riverbutton")
symbol_buttons.append($"starbutton")
symbol_buttons.append($"chainbutton")
symbol_buttons.append($"gustbutton")
symbol_count_labels.append($"crosscount")
symbol_count_labels.append($"squarecount")
symbol_count_labels.append($"trianglecount")
symbol_count_labels.append($"crescentcount")
symbol_count_labels.append($"puppycount")
symbol_count_labels.append($"rivercount")
symbol_count_labels.append($"starcount")
symbol_count_labels.append($"chaincount")
symbol_count_labels.append($"gustcount")
load_deck()
func new_deck():

View File

@ -11,40 +11,18 @@ var title = "New Task"
var initial_stress = 0
var turns_left = 4
var time_slots = [true, true, false, true]
var icon_list = []
var medium_threshold := 5
var good_threshold := 8
var satisfaction := 1
var watch_on := false
@export var pip_sprites: Array[TextureRect] = []
@export var icon_list: Array[Node2D] = []
@export var time_button_sprites: Array[TextureRect] = []
@export var time_hovered_sprites: Array[TextureRect] = []
@export var watch: TextureRect
func _ready():
pip_sprites.append($front/pip2)
pip_sprites.append($front/pip3)
pip_sprites.append($front/pip4)
pip_sprites.append($front/pip5)
pip_sprites.append($front/pip6)
pip_sprites.append($front/pip7)
pip_sprites.append($front/pip8)
pip_sprites.append($front/pip9)
icon_list.append($front/Bonus1)
icon_list.append($front/Bonus2)
icon_list.append($front/Bonus3)
icon_list.append($front/Bonus4)
time_button_sprites.append($watch/time1)
time_button_sprites.append($watch/time2)
time_button_sprites.append($watch/time3)
time_button_sprites.append($watch/time4)
time_hovered_sprites.append($watch/time_hovered1)
time_hovered_sprites.append($watch/time_hovered2)
time_hovered_sprites.append($watch/time_hovered3)
time_hovered_sprites.append($watch/time_hovered4)
func _process(delta):
if sliding:
slide(delta)

View File

@ -2,8 +2,9 @@ extends Node2D
var card_scene = preload("res://Scenes/client_card.tscn")
var icon_order = [0, 1, 3, 5, 7, 8, 6, 4, 2]
var symbol_buttons : Array[TextureButton] = []
var symbol_count_labels : Array[LineEdit] = []
@export var symbol_buttons : Array[TextureButton] = []
@export var symbol_count_labels : Array[LineEdit] = []
var card_array = []
var selected_card = 0
@ -12,27 +13,7 @@ var card_count = 1
var CLIENT_DECK_SAVE_PATH = "user://client_deck.json"
func _ready():
#workaround for node array export bug present in Godot 4.0.3.Stable
symbol_buttons.append($"crossbutton")
symbol_buttons.append($"squarebutton")
symbol_buttons.append($"trianglebutton")
symbol_buttons.append($"crescentbutton")
symbol_buttons.append($"puppybutton")
symbol_buttons.append($"riverbutton")
symbol_buttons.append($"starbutton")
symbol_buttons.append($"chainbutton")
symbol_buttons.append($"gustbutton")
symbol_count_labels.append($"crosscount")
symbol_count_labels.append($"squarecount")
symbol_count_labels.append($"trianglecount")
symbol_count_labels.append($"crescentcount")
symbol_count_labels.append($"puppycount")
symbol_count_labels.append($"rivercount")
symbol_count_labels.append($"starcount")
symbol_count_labels.append($"chaincount")
symbol_count_labels.append($"gustcount")
$Control/Card.turn_front()
load_deck()
func new_deck():