grounders-slowjam-2024/level/level.gd

176 lines
5.4 KiB
GDScript

extends Node3D
class_name Level
enum GameState {
WAITING, # Stop state to be used by default, nothing should react to this
TAGGER_GROUNDED, # Tagger is on the ground
TAGGER_UNGROUNDED, # Tagger is off the ground
TAGGER_CHANGE, # Tagger has caught someone, and new person must go to ground
}
var game_state: GameState = GameState.WAITING
var safe_player: Player
var game_tagger: Player
signal state_change(old: GameState, new: GameState)
signal state_enter_tagger_grounded
signal state_leave_tagger_grounded
signal state_enter_tagger_ungrounded
signal state_leave_tagger_ungrounded
signal state_enter_tagger_change(new_tagger: Player)
signal state_leave_tagger_change
const MIN_PLAYERS := 3
const global_msg_1 := "Waiting for at least {min_players} players to join"
const global_msg_2 := "Game is starting soon, {tagger_username} is it!"
const global_msg_3 := "{tagger_username} is it! Run!"
const global_msg_4 := "{old_tagger_username} caught {tagger_username}!"
const global_msg_5 := "{old_tagger_username} left. {tagger_username} is now it!"
@rpc("any_peer", "reliable", "call_local")
func push_global_message(msg: String):
%GlobalMessage.text = msg
print(msg)
func set_tagger_grounded(v: bool):
if v and game_state == GameState.TAGGER_CHANGE:
_change_state(GameState.TAGGER_GROUNDED)
return
if not (game_state == GameState.TAGGER_GROUNDED or game_state == GameState.TAGGER_UNGROUNDED):
return
if (not v) and game_state == GameState.TAGGER_GROUNDED:
_change_state(GameState.TAGGER_UNGROUNDED)
if v and game_state == GameState.TAGGER_UNGROUNDED:
_change_state(GameState.TAGGER_GROUNDED)
func not_enough_players() -> bool:
if %Players.get_children().size() < MIN_PLAYERS:
game_tagger = null
_change_state(GameState.WAITING)
push_global_message.rpc(global_msg_1.format({"min_players": MIN_PLAYERS}))
return true
return false
func change_to_random_tagger():
safe_player = null
game_tagger = %Players.get_children().pick_random()
_change_state(GameState.TAGGER_CHANGE)
func tagger_left_game():
if not_enough_players():
return
var old_tagger_username := game_tagger.username
change_to_random_tagger()
var tagger_username := game_tagger.username
push_global_message.rpc(global_msg_5.format({
"old_tagger_username": old_tagger_username,
"tagger_username": tagger_username}))
func set_tagger(who: Player):
safe_player = game_tagger
game_tagger = who
_change_state(GameState.TAGGER_CHANGE)
func _change_state(new_state: GameState):
var id := -1
if game_tagger != null:
id = game_tagger.get_multiplayer_authority()
var safe_player_id := -1
if safe_player != null:
safe_player_id = safe_player.get_multiplayer_authority()
_change_state_full.rpc(new_state, id, safe_player_id)
@rpc("any_peer", "reliable", "call_local")
func _change_state_full(new_state: GameState, new_tagger_id: int, new_safe_player_id: int):
game_tagger = null
safe_player = null
if new_tagger_id != -1:
game_tagger = find_player_by_id(new_tagger_id)
if new_safe_player_id != -1:
safe_player = find_player_by_id(new_safe_player_id)
if game_state == new_state:
return
if new_state == GameState.WAITING:
game_tagger = null
state_change.emit(game_state, new_state)
if new_state == GameState.TAGGER_GROUNDED:
state_enter_tagger_grounded.emit()
if new_state == GameState.TAGGER_UNGROUNDED:
state_enter_tagger_ungrounded.emit()
if new_state == GameState.TAGGER_CHANGE:
state_enter_tagger_change.emit(game_tagger)
var old_state = game_state
game_state = new_state
if old_state == GameState.TAGGER_GROUNDED:
state_leave_tagger_grounded.emit()
if old_state == GameState.TAGGER_UNGROUNDED:
state_leave_tagger_ungrounded.emit()
if old_state == GameState.TAGGER_CHANGE:
state_leave_tagger_change.emit()
func tagging_possible(_tagger: Player, tagee: Player) -> bool:
if game_state != GameState.TAGGER_GROUNDED and game_state != GameState.TAGGER_UNGROUNDED:
return false
return safe_player != tagee
func _ready():
# Hacky way to start level without going though multiplayer screens
if get_parent() == get_tree().root:
%PlayerSpawner.spawn(multiplayer.get_unique_id())
func player_ground(v: bool, player: Player):
if game_tagger == player:
set_tagger_grounded(v)
func player_tag(who: Player, player: Player):
if not tagging_possible(player, who) or game_tagger != player:
return
var old_tagger_username := game_tagger.username
var tagger_username := player.username
push_global_message.rpc(global_msg_4.format({
"old_tagger_username": old_tagger_username,
"tagger_username": tagger_username}))
set_tagger(who)
func start_game():
change_to_random_tagger()
push_global_message.rpc(global_msg_3.format({"tagger_username" : game_tagger.username}))
# Called from the server
func server_add_player(id: int):
%PlayerSpawner.spawn(id)
if not not_enough_players() and game_state == GameState.WAITING:
start_game()
func server_remove_player(id: int):
var player := find_player_by_id(id)
var tagger_left := (game_tagger == player)
await %PlayerSpawner.despawn_player(id)
if not_enough_players():
return
if tagger_left:
tagger_left_game()
func client_add_player(player: Player):
if not player.is_multiplayer_authority():
return
player.ground.connect(player_ground.bind(player))
player.tag.connect(player_tag.bind(player))
func client_remove_player(_node):
pass
static func find_level(node: Node) -> Level:
while not (node is Level):
node = node.get_parent()
return node
func find_player_by_id(id: int) -> Player:
return %Players.get_node(str(id))