Broke everything but the multiplayer lobby

This commit is contained in:
2023-06-07 00:13:37 +10:00
parent 19000ef3c6
commit d9de0fc45c
53 changed files with 1262 additions and 623 deletions

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@ -0,0 +1,2 @@
class_name BotController
extends PlayerController

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@ -0,0 +1,48 @@
class_name DraftState
extends State
func confirm_draft():
if player.selected_for_draft.size() != player.draft_limit:
return
match(player.draft):
player.DraftType.HIRE_WORKER, player.DraftType.STARTING_HAND:
for card in player.selected_for_draft:
player.add_to_hand(card)
player.workers.append(card)
player.shown_for_draft.remove_at(player.shown_for_draft.find(card))
for card in player.shown_for_draft:
card.position = Vector2(9999, 9999)
player.board.discard_worker(card)
match(fsm.history[-1]):
fsm.FSMState.SETUP, fsm.FSMState.MANAGEMENT:
fsm.change_state(fsm.FSMState.MANAGEMENT)
player.draft_completed.emit()
func cancel_draft():
match(player.draft):
player.DraftType.HIRE_WORKER, player.DraftType.STARTING_HAND:
for card in player.shown_for_draft:
card.visible = false
card.set_process(false)
player.board.discard_worker(player.board.search_and_draw_worker(card))
match(fsm.history[-1]):
fsm.FSMState.SETUP, fsm.FSMState.MANAGEMENT:
fsm.change_state(fsm.FSMState.MANAGEMENT)
player.draft_completed.emit()
func enter():
self.visible = true
$Label.text = "Choose " + str(player.draft_limit) + " cards"
match(player.draft):
player.DraftType.HIRE_WORKER:
$CancelDraft.visible = true
player.DraftType.STARTING_HAND:
$CancelDraft.visible = false
func exit():
self.visible = false

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@ -0,0 +1,49 @@
class_name HoldingClientState
extends State
func _ready():
player = get_parent().get_parent().get_parent() as Player
fsm = get_parent().get_parent() as StateMachine
func assign_task_to_worker():
player.client_assignment = player.active_workers.find(player.selected_worker)
if player.active_clients[player.client_assignment] != null:
return
player.current_client.slide_to_position(player.selected_worker.position.x - 100, player.selected_worker.position.y - 100, 0.0, 0.3)
player.current_client.show_time_selector()
await player.current_client.time_slots_selected
player.payout = 0
player.payout += player.current_client.turns_left * 2
for service in player.current_client.services:
if player.selected_worker.services.has(service):
player.payout += Data.service_prices[service]
$Payout.text = "$" + str(player.payout)
$EndTurn.visible = true
func move_to_poor_discard(_button):
player.current_client.slide_to_position(player.pile_poor.position.x, player.pile_poor.position.y, 0.0, 0.2)
player.client_assignment = -1
$EndTurn.visible = true
player.payout = 0
$Payout.text = ""
func enter():
self.visible = true
$Payout.text = ""
player.current_client = player.shift_deck.pop_back()
player.current_client.position = Vector2(494, -414)
player.current_client.visible = true
player.current_client.z_index = 1
player.current_client.slide_to_position($PreviewTask.position.x, $PreviewTask.position.y, 0.0, 0.3)
player.task_drawn = true
player.pile_draw.disabled = true
player.pile_poor.disabled = false
player.clients_left = str(player.shift_deck.size())
func exit():
self.visible = false

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@ -0,0 +1,14 @@
class_name HoldingWorkerState
extends State
func _ready():
player = get_parent().get_parent().get_parent() as Player
fsm = get_parent().get_parent() as StateMachine
func enter():
self.visible = true
func exit():
self.visible = false

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class_name HumanController
extends PlayerController

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class_name ManagementState
extends State
func _on_hire_button_pressed():
if player.money >= player.hire_costs[player.workers.size()]:
player.money -= player.hire_costs[player.workers.size()]
$Money.text = "$" + str(player.money)
player.draft = player.DraftType.HIRE_WORKER
player.draft_workers(3, 1)
await player.draft_completed
$HireWorkerButton.text = "Hire Worker: $" + str(player.hire_costs[player.workers.size()])
func _on_start_round_pressed() -> void:
player
fsm.change_state(fsm.FSMState.SHIFT)
func enter():
self.visible = true
for worker in player.active_workers:
if worker != null:
worker.decrease_stress(worker.stress)
$RoundCounter.text = "Round: " + str(player.board.round_num)
$RosterButton/CollisionShape2D.disabled = false
player.hand_showing = true
player.selected_worker = null
player.camera.position.y = 0
#TODO: Figure out what this loop is for
for x in player.hand.size():
player.hand[x].in_hand = true
player.process_discard_decks()
func exit():
self.visible = false
$RosterButton/CollisionShape2D.disabled = true

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@ -0,0 +1,2 @@
class_name PlayerController
extends Node

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@ -0,0 +1,12 @@
class_name SetupState
extends State
func enter():
self.visible = true
player.draft = player.DraftType.STARTING_HAND
player.draft_workers(4, 2)
func exit():
self.visible = false

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@ -0,0 +1,56 @@
class_name ShiftState
extends State
func enter():
player.pad_shift_deck()
self.visible = true
$TurnCounter.text = "Turn: " + str(player.board.turn_num)
player.camera.position.y = 0
for x in player.hand.size():
player.hand[x].in_hand = true
if player.hand_hidden == false:
player.hand_hiding = true
player.pile_draw.disabled = false
player.task_drawn = false
player.clients_left.text = str(player.shift_deck.size())
player.money += player.payout
player.payout = 0
if player.client_assignment != null and player.current_client != null:
player.active_clients[player.client_assignment] = player.current_client
if player.active_workers[player.client_assignment].increase_stress(player.current_client.initial_stress):
player.worker_exceeded_capacity(player.client_assignment)
player.client_assignment = -1
player.current_client = null
elif player.client_assignment == -1 and player.current_client != null:
player.poor_discard.append(player.current_client)
player.current_client = null
$Money.text = "$" + str(player.money)
player.pile_poor.disabled = true
#Pretty sure these are done in the right order even though it looks the wrong way around
for x in player.active_workers.size():
if player.active_workers[x] != null and player.active_clients[x] == null:
player.active_workers[x].decrease_stress(1)
if player.active_workers[x] != null and player.active_clients[x] != null:
if player.active_workers[x].increase_stress(1):
player.worker_exceeded_capacity(x)
player.active_clients[x].turns_left -= 1
player.active_clients[x].update_counter()
if player.active_clients[x].turns_left == 0:
player.evaluate_task_success(x)
var tasks_done = true
for client in player.active_clients:
if client != null:
tasks_done = false
if player.shift_deck.size() == 0:
if tasks_done:
player.round_completed = true
#enter_management_overview_state()
else:
$HoldingClient/EndTurn.visible = true
player.pile_draw.disabled = true
func exit():
self.visible = false

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@ -0,0 +1,17 @@
class_name State
extends Node2D
@export var player : Player
@export var fsm : StateMachine
func _ready() -> void:
player = get_parent().get_parent() as Player
fsm = get_parent() as StateMachine
func enter():
pass
func exit():
pass

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@ -0,0 +1,29 @@
class_name StateMachine
extends Node
enum FSMState {DRAFT, SETUP, MANAGEMENT, WORKER, H_WORKER, SHIFT, H_CLIENT}
@export var state_nodes : Array[State] = []
var state : FSMState
var history : Array[FSMState] = []
func _ready() -> void:
#TODO: Bug in 4.0.3.stable requires this
state_nodes.append($Draft)
state_nodes.append($Setup)
state_nodes.append($Management)
state_nodes.append($Worker)
state_nodes.append($Worker/HoldingWorker)
state_nodes.append($Shift)
state_nodes.append($Shift/HoldingClient)
func change_state(new_state : FSMState) -> void:
history.append(state)
state = new_state
state_nodes[history[-1]].exit()
state_nodes[state].enter()

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@ -0,0 +1,18 @@
class_name WorkerState
extends State
func enter():
self.visible = true
player.selected_worker = null
$ReturnButton/CollisionShape2D.disabled = false
player.camera.position.y = 640
for x in player.hand.size():
player.hand[x].in_hand = false
player.hand[x].slide_to_position(player.roster_positions[x].position.x, player.roster_positions[x].position.y, 0.0, 0.2)
func exit():
self.visible = false
$ReturnButton/CollisionShape2D.disabled = true

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@ -1,22 +1,10 @@
class_name Board
extends Node2D
signal turn_started
signal round_started
const WORKER_DECK_SAVE_PATH = "user://worker_deck.json"
const CLIENT_DECK_SAVE_PATH = "user://client_deck.json"
var round_num : int = 0
var turn_num : int = 0
var _players : Array[Player] = []
var _readied_players
var _worker_deck : Array[Worker] = []
var _worker_discard_deck : Array[Worker] = []
var _client_deck : Array[Client] = []
var _client_discard_deck : Array[Client] = []
var _worker_scene = preload("res://Scenes/worker_card.tscn")
var _client_scene = preload("res://Scenes/client_card.tscn")
func add_player(player : Player) -> void:
@ -77,52 +65,6 @@ func discard_client(card : Client) -> void:
_client_discard_deck.append(card)
func _load_workers():
if !FileAccess.file_exists(WORKER_DECK_SAVE_PATH):
return
var save_game = FileAccess.open(WORKER_DECK_SAVE_PATH, FileAccess.READ)
var card_dict = JSON.parse_string(save_game.get_line())
for key in card_dict:
var value = card_dict[key]
var card_instance = _worker_scene.instantiate()
#JSON only returns floats so we have to get ints out of the dict
var bonuses = []
for x in value.slice(1, value.size()):
bonuses.append(int(x))
card_instance.setup(key, int(value[0]), bonuses)
card_instance.position = Vector2(9999, 9999)
#card_instance.scale = Vector2(1, 1)
#card_instance.visible = false
#card_instance.set_process(false)
#card_instance.card_clicked.connect(select_card)
_worker_deck.append(card_instance)
add_child(card_instance)
_worker_deck.shuffle()
func _load_clients():
if !FileAccess.file_exists(CLIENT_DECK_SAVE_PATH):
return
var save_game = FileAccess.open(CLIENT_DECK_SAVE_PATH, FileAccess.READ)
var card_dict = JSON.parse_string(save_game.get_line())
for key in card_dict:
var value = card_dict[key]
var card_instance = _client_scene.instantiate()
#JSON only returns floats so we have to get ints out of the dict
var bool_array = []
var int_array = []
for x in value.slice(1, 5):
bool_array.append(bool(x))
for x in value.slice(5, value.size()):
int_array.append(int(x))
card_instance.setup(key, int(value[0]), bool_array, int_array)
card_instance.position = Vector2(9999, 9999)
#card_instance.scale = Vector2(1, 1)
_client_deck.append(card_instance)
add_child(card_instance)
_client_deck.shuffle()
func _draw_card(amount : int, deck, discard):
var array = []
for x in amount:
@ -136,13 +78,4 @@ func _draw_card(amount : int, deck, discard):
array.append(deck.pop_back())
return array
#Ideas okay?
#Make the client cards have a little progress track thats like how much they like their service right,
#put the poor/good/great blocks along that track, and instead of the services having that each service
#contributes a different number of points along that other track, so the money you recieve for making
#the match can be the same across all clients, but it shows how some clients value one more over the other
#without actually requiring you to have any specific one as long as you have enough turns to get them along
#the track, so a short session with all the perks can be a great service but a less special or less
#stress inducing session needs to be longer so the same worker needs to remain occupied longer, and it gives
#you more to do on your turn because you get to decide what all your little workers do rather than them only
#being interacted with when you're placing down a client card

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@ -1,6 +1,6 @@
extends Node2D
var card_scene = preload("res://Scenes/card.tscn")
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] = []

5
Scripts/chat.gd Normal file
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extends RichTextLabel
@rpc("any_peer", "call_local")
func add_line(username, message):
text += "[" + username + "] " + message + "\n"

53
Scripts/deck.gd Normal file
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@ -0,0 +1,53 @@
class_name Deck
extends Node2D
signal clicked
signal mouse_entered
signal mouse_exited
enum Type {WORKER, CLIENT}
@export var type: Type
var cards: Array[Card] = []
@onready var _w_pos = $Worker.global_position
@onready var _c_pos = $Client.global_position
func _ready() -> void:
match type:
Type.WORKER:
$Area2D/WorkerShape.disabled = false
$Area2D/ClientSprite.visible = false
Type.CLIENT:
$Area2D/ClientShape.disabled = false
$Area2D/WorkerSprite.visible = false
func _on_area_2d_input_event(_viewport, event, _shape_idx) -> void:
if event is InputEventMouseButton and event.pressed:
clicked.emit()
func _on_area_2d_mouse_entered() -> void:
mouse_entered.emit()
func _on_area_2d_mouse_exited() -> void:
mouse_exited.emit()
func draw() -> Card:
return cards.pop_back()
func place(card: Card) -> void:
cards.append(card)
match type:
Type.WORKER:
card.slide_to_position(_w_pos.x, _w_pos.y, 0.0, 0.2)
Type.CLIENT:
card.slide_to_position(_c_pos.x, _c_pos.y, 0.0, 0.2)
func shuffle() -> void:
cards.shuffle()

103
Scripts/game.gd Normal file
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@ -0,0 +1,103 @@
class_name Game
extends Node2D
signal game_paused
signal game_resumed
signal turn_started
signal round_started
enum PlayerType {HUMAN, BOT}
const WORKER_DECK_SAVE_PATH = "user://worker_deck.json"
const CLIENT_DECK_SAVE_PATH = "user://client_deck.json"
@export var worker_deck: Deck
@export var client_deck: Deck
@export var worker_discard: Deck
@export var client_discard: Deck
@export var seat1: Node2D
@export var seat2: Node2D
@export var seat3: Node2D
@export var seat4: Node2D
var players = 0
var _worker_scene = preload("res://Scenes/worker_card.tscn")
var _client_scene = preload("res://Scenes/client_card.tscn")
var _player_scene = preload("res://Scenes/player_board.tscn")
var _human_scene = preload("res://Scenes/human_player.tscn")
var _bot_scene = preload("res://Scenes/bot_player.tscn")
func _ready() -> void:
_load_workers()
_load_clients()
func _load_workers():
if !FileAccess.file_exists(WORKER_DECK_SAVE_PATH):
return
var save_game = FileAccess.open(WORKER_DECK_SAVE_PATH, FileAccess.READ)
var card_dict = JSON.parse_string(save_game.get_line())
for key in card_dict:
var value = card_dict[key]
var card_instance = _worker_scene.instantiate()
#JSON only returns floats so we have to get ints out of the dict
var bonuses = []
for x in value.slice(1, value.size()):
bonuses.append(int(x))
card_instance.setup(key, int(value[0]), bonuses)
add_child(card_instance)
worker_deck.place(card_instance)
worker_deck.shuffle()
func _load_clients():
if !FileAccess.file_exists(CLIENT_DECK_SAVE_PATH):
return
var save_game = FileAccess.open(CLIENT_DECK_SAVE_PATH, FileAccess.READ)
var card_dict = JSON.parse_string(save_game.get_line())
for key in card_dict:
var value = card_dict[key]
var card_instance = _client_scene.instantiate()
#JSON only returns floats so we have to get ints out of the dict
var bool_array = []
var int_array = []
for x in value.slice(1, 5):
bool_array.append(bool(x))
for x in value.slice(5, value.size()):
int_array.append(int(x))
card_instance.setup(key, int(value[0]), bool_array, int_array)
add_child(card_instance)
client_deck.place(card_instance)
client_deck.shuffle()
@rpc
func add_player(id: int, username: String, type: PlayerType) -> void:
if players >= 4:
return
if type == null:
type = PlayerType.HUMAN
var board = _player_scene.instantiate()
match players:
0:
board.position = seat1.position
1:
board.position = seat2.position
2:
board.position = seat3.position
3:
board.position = seat4.position
$Players.add_child(board)
var controller
match type:
PlayerType.HUMAN:
controller = _human_scene.instantiate()
PlayerType.BOT:
controller = _bot_scene.instantiate()
controller.name = str(id)
controller.set_multiplayer_authority(id)
controller.get_node("UI/Label").text = str(username)
board.add_child(controller)
players += 1

72
Scripts/network_lobby.gd Normal file
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@ -0,0 +1,72 @@
extends Node2D
const SERVER_PORT := 58008
const MAX_PLAYERS := 4
var game_scene = preload("res://Scenes/Table.tscn")
var connected_players = {}
var player_info = {}
@export var seats : Array[Node2D] = [null, null, null, null]
var enet_peer = ENetMultiplayerPeer.new()
var game : Game
var players_connected = 0
func _ready() -> void:
game = game_scene.instantiate() as Game
func host_server() -> void:
if $UI/Username.text == "":
return
$UI.visible = false
enet_peer.create_server(SERVER_PORT, MAX_PLAYERS)
multiplayer.multiplayer_peer = enet_peer
add_child(game)
player_info[1] = $UI/Username.text
add_player(1, player_info[1])
game.get_node("LobbyCamera/LineEdit").text_submitted.connect(text_message)
multiplayer.peer_connected.connect(
func(new_peer_id):
rpc_id(new_peer_id, "add_previous_players", connected_players)
#rpc("add_new_player", new_peer_id)
)
func connect_to_server() -> void:
if $UI/Username.text == "":
return
$UI.visible = false
var ip = $UI/IPField.text if $UI/IPField.text != "" else $UI/IPField.placeholder_text
var port = $UI/PortField.text if $UI/PortField.text != "" else $UI/PortField.placeholder_text
enet_peer.create_client(ip, int(port))
multiplayer.multiplayer_peer = enet_peer
add_child(game)
player_info[multiplayer.get_unique_id()] = $UI/Username.text
func add_player(peer_id, username):
connected_players[peer_id] = username
game.add_player(peer_id, username, game.PlayerType.HUMAN)
@rpc("any_peer")
func add_new_player(peer_id, username):
add_player(peer_id, username)
func text_message(new_text):
game.get_node("LobbyCamera/RichTextLabel").rpc("add_line", player_info[multiplayer.get_unique_id()], new_text)
game.get_node("LobbyCamera/LineEdit").text = ""
@rpc
func add_previous_players(players):
for key in players:
add_player(key, players[key])
rpc_id(key, "add_new_player", multiplayer.get_unique_id(), player_info[multiplayer.get_unique_id()])
add_player(multiplayer.get_unique_id(), player_info[multiplayer.get_unique_id()])
game.get_node("LobbyCamera/LineEdit").text_submitted.connect(text_message)

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@ -4,13 +4,12 @@ extends Node2D
signal draft_completed
signal board_attached
enum FSMState {DRAFT, SETUP, MANAGEMENT, WORKER, H_WORKER, SHIFT, H_CLIENT}
enum DraftType {HIRE_WORKER}
enum DraftType {STARTING_HAND, HIRE_WORKER}
@export var fsm : StateMachine
@export var roster_positions : Array[Node2D] = []
@export var slot_buttons : Array[Node2D] = []
@export var seconds_to_hide_hand := 2.0
@export var seconds_to_show_hand := 2.0
@export var hand_slide_anim_time := 0.3
var money := 0
var payout := 0
var cost := 0
@ -23,8 +22,6 @@ 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 last_fsm_state := FSMState.SETUP
var current_fsm_state := FSMState.SETUP
var draft := DraftType.HIRE_WORKER
var hand_hiding := false
var hand_hidden := false
@ -42,6 +39,13 @@ 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 = $Camera2D
func _ready() -> void:
#Bug in Godot 4.0.3.stable makes it nessesary to add these manually
@ -60,11 +64,11 @@ func _ready() -> void:
roster_positions.append($RosterSection/Position13)
roster_positions.append($RosterSection/Position14)
roster_positions.append($RosterSection/Position15)
slot_buttons.append($WorkerPlaySlots/Slot1)
slot_buttons.append($WorkerPlaySlots/Slot2)
slot_buttons.append($WorkerPlaySlots/Slot3)
slot_buttons.append($WorkerPlaySlots/Slot4)
slot_buttons.append($WorkerPlaySlots/Slot5)
slot_buttons.append($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)
for button in slot_buttons:
button.button_pushed.connect(select_slot)
$PoorDiscardPile/Label.text = "No / Poor service"
@ -73,14 +77,14 @@ func _ready() -> void:
$TaskDrawDeck/Label.text = "Click to draw task card"
$Camera2D.make_current()
await board_attached
enter_setup_state()
fsm.change_state(fsm.FSMState.SETUP)
func _process(delta) -> void:
if (hand_hiding):
if hand_hiding_progress < seconds_to_hide_hand:
if hand_hiding_progress < hand_slide_anim_time:
hand_hiding_progress += delta
var percent = clampf(hand_hiding_progress / seconds_to_hide_hand, 0.0, 1.0)
var percent = clampf(hand_hiding_progress / hand_slide_anim_time, 0.0, 1.0)
for card in hand:
card.hand_position.y = lerpf($Hand.position.y, $Hand.position.y + 300.0, percent)
else:
@ -88,9 +92,9 @@ func _process(delta) -> void:
hand_hidden = true
hand_hiding_progress = 0.0
if (hand_showing):
if hand_showing_progress < seconds_to_show_hand:
if hand_showing_progress < hand_slide_anim_time:
hand_showing_progress += delta
var percent = clampf(hand_showing_progress / seconds_to_show_hand, 0.0, 1.0)
var percent = clampf(hand_showing_progress / hand_slide_anim_time, 0.0, 1.0)
for card in hand:
card.hand_position.y = lerpf($Hand.position.y + 300.0, $Hand.position.y, percent)
else:
@ -137,41 +141,8 @@ func drop_hand():
card.hovered = false
func _on_hire_button_pressed():
if money >= hire_costs[workers.size()]:
money -= hire_costs[workers.size()]
$Camera2D/Money.text = "$" + str(money)
draft_workers(3, 1, true)
await draft_completed
$Button.text = "Hire Worker: $" + str(hire_costs[workers.size()])
func assign_task_to_worker():
client_assignment = active_workers.find(selected_worker)
if active_clients[client_assignment] != null:
return
current_client.slide_to_position(selected_worker.position.x - 100, selected_worker.position.y - 100, 0.0, 0.3)
current_client.show_time_selector()
await current_client.time_slots_selected
payout = 0
payout += current_client.turns_left * 2
for service in current_client.services:
if selected_worker.services.has(service):
payout += Data.service_prices[service]
$Camera2D/Payout.text = "$" + str(payout)
$"Camera2D/EndTurn".visible = true
func move_to_poor_discard(_button):
current_client.slide_to_position($PoorDiscardPile.position.x, $PoorDiscardPile.position.y, 0.0, 0.2)
client_assignment = -1
$Camera2D/EndTurn.visible = true
payout = 0
$Camera2D/Payout.text = ""
func select_card(card):
if current_fsm_state == FSMState.DRAFT:
if fsm.state == fsm.FSMState.DRAFT:
if selected_for_draft.size() <= draft_limit:
if selected_for_draft.has(card):
selected_for_draft.remove_at(selected_for_draft.find(card))
@ -182,8 +153,8 @@ func select_card(card):
card.slide_to_position(card.position.x, card.position.y - 40, 0.0, 0.1)
return
selected_worker = card
if current_client != null:
assign_task_to_worker()
if fsm.state == fsm.FSMState.H_CLIENT:
fsm.state_nodes[fsm.FSMState.H_CLIENT].assign_task_to_worker()
func select_slot(slot):
@ -216,16 +187,16 @@ func select_slot(slot):
func _on_area_2d_input_event(_viewport, event, _shape_idx):
if event is InputEventMouseButton and event.pressed:
enter_workers_view_state()
fsm.change_state(fsm.FSMState.WORKER)
func _on_area_2d_2_input_event(_viewport, event, _shape_idx):
if event is InputEventMouseButton and event.pressed:
enter_management_overview_state()
fsm.change_state(fsm.FSMState.MANAGEMENT)
func _on_task_draw_deck_button_pushed(_button):
enter_holding_task_state()
fsm.change_state(fsm.FSMState.H_CLIENT)
func evaluate_task_success(num):
@ -279,8 +250,7 @@ func worker_exceeded_capacity(num):
active_workers[num] = null
func draft_workers(_draw, pick, cancelable):
draft = DraftType.HIRE_WORKER
func draft_workers(_draw, pick):
draft_limit = pick
shown_for_draft = []
selected_for_draft = []
@ -295,7 +265,7 @@ func draft_workers(_draw, pick, cancelable):
var ratio = float(i) / float(_draw - 1)
var xx = lerpf(-1 * x, x, ratio)
card.slide_to_position(xx, y, 0.0, 0.3)
enter_draft_state(cancelable)
fsm.change_state(fsm.FSMState.DRAFT)
func pad_shift_deck():
@ -332,189 +302,3 @@ func process_discard_decks():
great_discard[x].visible = false
great_discard.remove_at(x)
func confirm_draft():
if selected_for_draft.size() != draft_limit:
return
$Camera2D/EndDraft.visible = false
$Camera2D/CancelDraft.visible = false
match(draft):
DraftType.HIRE_WORKER:
for card in selected_for_draft:
add_to_hand(card)
workers.append(card)
shown_for_draft.remove_at(shown_for_draft.find(card))
for card in shown_for_draft:
card.position = Vector2(9999, 9999)
board.discard_worker(card)
match(last_fsm_state):
FSMState.SETUP, FSMState.MANAGEMENT:
enter_management_overview_state()
draft_completed.emit()
func cancel_draft():
$Camera2D/EndDraft.visible = false
$Camera2D/CancelDraft.visible = false
match(draft):
DraftType.HIRE_WORKER:
for card in shown_for_draft:
card.visible = false
card.set_process(false)
board.discard_worker(board.search_and_draw_worker(card))
match(last_fsm_state):
FSMState.SETUP, FSMState.MANAGEMENT:
enter_management_overview_state()
draft_completed.emit()
func enter_draft_state(cancelable):
last_fsm_state = current_fsm_state
current_fsm_state = FSMState.DRAFT
$Camera2D/PhaseLabel.text = "Choose " + str(draft_limit) + " cards"
$Camera2D/EndManagement.visible = false
$RosterButton/CollisionShape2D.disabled = true
$ReturnButton.visible = false
$ReturnButton/CollisionShape2D.disabled = true
$Camera2D/EndDraft.visible = true
if cancelable:
$Camera2D/CancelDraft.visible = true
func enter_setup_state():
last_fsm_state = current_fsm_state
current_fsm_state = FSMState.SETUP
#money = 100
$Camera2D/Money.text = "$" + str(money)
draft_workers(4, 2, false)
func enter_management_overview_state():
last_fsm_state = current_fsm_state
current_fsm_state = FSMState.MANAGEMENT
for worker in active_workers:
if worker != null:
worker.decrease_stress(worker.stress)
$Camera2D/RoundCounter.text = "Round: " + str(board.round_num)
$Camera2D/PhaseLabel.text = "Management Phase"
$Camera2D/EndManagement.visible = true
$Camera2D/Cost.visible = true
$Camera2D/EndShift.visible = false
$Camera2D/EndTurn.visible = false
$RosterButton/CollisionShape2D.disabled = false
$WorkerPlaySlots/Slot1.visible = true
$WorkerPlaySlots/Slot2.visible = true
$WorkerPlaySlots/Slot3.visible = true
$WorkerPlaySlots/Slot4.visible = true
$WorkerPlaySlots/Slot5.visible = true
$HireWorkerButton.visible = true
$Camera2D/TurnCounter.visible = false
hand_showing = true
selected_worker = null
$RosterButton/CollisionShape2D.disabled = false
$ReturnButton.visible = false
$ReturnButton/CollisionShape2D.disabled = true
$Camera2D.position.y = 0
for x in hand.size():
hand[x].in_hand = true
$TaskDrawDeck/Area2D/CollisionShape2D.disabled = true
$PoorDiscardPile/Area2D/CollisionShape2D.disabled = true
process_discard_decks()
pad_shift_deck()
$TaskDrawDeck/Count.text = str(shift_deck.size())
func enter_workers_view_state():
last_fsm_state = current_fsm_state
current_fsm_state = FSMState.WORKER
selected_worker = null
$RosterButton/CollisionShape2D.disabled = true
$ReturnButton.visible = true
$ReturnButton/CollisionShape2D.disabled = false
$Camera2D.position.y = 640
for x in hand.size():
hand[x].in_hand = false
hand[x].slide_to_position(roster_positions[x].position.x, roster_positions[x].position.y, 0.0, 0.2)
func enter_holding_worker_state():
last_fsm_state = current_fsm_state
current_fsm_state = FSMState.H_WORKER
func enter_shift_overview_state():
last_fsm_state = current_fsm_state
current_fsm_state = FSMState.SHIFT
$Camera2D/TurnCounter.visible = true
$Camera2D/TurnCounter.text = "Turn: " + str(board.turn_num)
$Camera2D/PhaseLabel.text = "Shift Phase"
$Camera2D/EndManagement.visible = false
$RosterButton/CollisionShape2D.disabled = true
$WorkerPlaySlots/Slot1.visible = false
$WorkerPlaySlots/Slot2.visible = false
$WorkerPlaySlots/Slot3.visible = false
$WorkerPlaySlots/Slot4.visible = false
$WorkerPlaySlots/Slot5.visible = false
$ReturnButton.visible = false
$ReturnButton/CollisionShape2D.disabled = true
$Camera2D.position.y = 0
$Camera2D/Cost.visible = false
$HireWorkerButton.visible = false
for x in hand.size():
hand[x].in_hand = true
if hand_hidden == false:
hand_hiding = true
$TaskDrawDeck/Area2D/CollisionShape2D.disabled = false
task_drawn = false
money += payout
payout = 0
if client_assignment != null and current_client != null:
active_clients[client_assignment] = current_client
if active_workers[client_assignment].increase_stress(current_client.initial_stress):
worker_exceeded_capacity(client_assignment)
client_assignment = -1
current_client = null
elif client_assignment == -1 and current_client != null:
poor_discard.append(current_client)
current_client = null
$Camera2D/Payout.text = ""
$Camera2D/Money.text = "$" + str(money)
$Camera2D/EndTurn.visible = false
$PoorDiscardPile/Area2D/CollisionShape2D.disabled = true
#Pretty sure these are done in the right order even though it looks the wrong way around
for x in active_workers.size():
if active_workers[x] != null and active_clients[x] == null:
active_workers[x].decrease_stress(1)
if active_workers[x] != null and active_clients[x] != null:
if active_workers[x].increase_stress(1):
worker_exceeded_capacity(x)
active_clients[x].turns_left -= 1
active_clients[x].update_counter()
if active_clients[x].turns_left == 0:
evaluate_task_success(x)
var tasks_done = true
for client in active_clients:
if client != null:
tasks_done = false
if shift_deck.size() == 0:
if tasks_done:
round_completed = true
#enter_management_overview_state()
else:
$Camera2D/EndTurn.visible = true
$TaskDrawDeck/Area2D/CollisionShape2D.disabled = true
func enter_holding_task_state():
last_fsm_state = current_fsm_state
current_fsm_state = FSMState.H_CLIENT
current_client = shift_deck.pop_back()
current_client.position = Vector2(494, -414)
current_client.visible = true
current_client.z_index = 1
current_client.slide_to_position($PreviewTask.position.x, $PreviewTask.position.y, 0.0, 0.3)
task_drawn = true
$TaskDrawDeck/Area2D/CollisionShape2D.disabled = true
$PoorDiscardPile/Area2D/CollisionShape2D.disabled = false
$TaskDrawDeck/Count.text = str(shift_deck.size())

View File

@ -1,7 +0,0 @@
extends Node2D
signal button_pushed(button)
func _on_area_2d_input_event(_viewport, event, _shape_idx):
if event is InputEventMouseButton and event.pressed:
emit_signal("button_pushed", self)

22
Scripts/worker_slot.gd Normal file
View File

@ -0,0 +1,22 @@
extends Node2D
var worker: Worker
var client: Client
@onready var _w_pos = $Worker.global_position
@onready var _c_pos = $Client.global_position
func add_worker(card: Worker) -> bool:
if worker != null:
return false
worker = card
worker.slide_to_position(_w_pos.x, _w_pos.y, 0, 0.2)
return true
func add_client(card: Client) -> bool:
if client != null:
return false
client = card
client.slide_to_position(_c_pos.x, _c_pos.y, 0, 0.2)
return true