generated from krampus/template-godot4
adds demolitions building
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linting & formatting / build (push) Successful in 26s
All checks were successful
linting & formatting / build (push) Successful in 26s
This commit is contained in:
parent
545bf25f07
commit
627c2b38e6
@ -15,6 +15,7 @@ var tiles: Dictionary[Vector2i, Tile] = {}
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var buildings: Dictionary[Vector2i, Building] = {}
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var buildings: Dictionary[Vector2i, Building] = {}
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var active_building: Building
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var active_building: Building
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var active_tile: Tile
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var active_tile: Tile
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var is_destroying_building: bool = false
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var current_map_coord: Vector2i
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var current_map_coord: Vector2i
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var prev_map_coord: Vector2i
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var prev_map_coord: Vector2i
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var is_controlling_camera: bool = false
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var is_controlling_camera: bool = false
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@ -39,12 +40,19 @@ func _input(event: InputEvent) -> void:
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active_tile.position = tile_map.map_to_local(current_map_coord)
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active_tile.position = tile_map.map_to_local(current_map_coord)
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if active_building != null:
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if active_building != null:
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active_building.position = tile_map.map_to_local(current_map_coord)
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active_building.position = tile_map.map_to_local(current_map_coord)
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if is_destroying_building:
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if buildings.has(current_map_coord):
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buildings[current_map_coord].show_bomb()
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if prev_map_coord != current_map_coord and buildings.has(prev_map_coord):
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buildings[prev_map_coord].hide_bomb()
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prev_map_coord = current_map_coord
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prev_map_coord = current_map_coord
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if event.is_action_pressed("select"):
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if event.is_action_pressed("select"):
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if active_tile != null:
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if active_tile != null:
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place_active_tile()
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place_active_tile()
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elif active_building != null:
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elif active_building != null:
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place_active_building()
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place_active_building()
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if is_destroying_building:
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destroy_current_building()
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_handle_building_rotation(event)
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_handle_building_rotation(event)
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_handle_spawn_rotation(event)
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_handle_spawn_rotation(event)
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@ -63,6 +71,8 @@ func set_active_building(building: Building) -> void:
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active_building.player = Globals.board_game.current_board_state.current_player
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active_building.player = Globals.board_game.current_board_state.current_player
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active_building.modulate = Color(1, 1, 1, 0.5)
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active_building.modulate = Color(1, 1, 1, 0.5)
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active_building.is_placing = true
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active_building.is_placing = true
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if active_building is PostOffice:
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active_building.place()
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func place_active_tile() -> void:
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func place_active_tile() -> void:
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@ -128,28 +138,37 @@ func place_active_building() -> void:
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active_building = null
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active_building = null
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func destroy_current_building() -> void:
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if buildings.has(current_map_coord):
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var building = buildings[current_map_coord]
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if building is not Home and building is not HQ:
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remove_building(building)
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Globals.board_game.current_board_state.buildings_to_destroy -= 1
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func remove_home(player: Player) -> void:
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func remove_home(player: Player) -> void:
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for coord in buildings.keys():
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for coord in buildings.keys():
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var building = buildings[coord]
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var building = buildings[coord]
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if building is Home and building.player.id == player.id:
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if building is Home and building.player.id == player.id:
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remove_building(coord, building)
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remove_building(building)
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func remove_hq(player: Player) -> void:
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func remove_hq(player: Player) -> void:
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for coord in buildings.keys():
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for coord in buildings.keys():
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var building = buildings[coord]
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var building = buildings[coord]
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if building is HQ and building.player.id == player.id:
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if building is HQ and building.player.id == player.id:
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remove_building(coord, building)
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remove_building(building)
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func remove_building(coord: Vector2i, building: Building) -> void:
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func remove_building(building: Building) -> void:
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buildings.erase(coord)
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for coord in building.get_tile_coords():
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buildings.erase(coord)
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var ground: Ground = GROUND.instantiate()
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board_state.add_child(ground)
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ground.position = tile_map.map_to_local(coord)
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ground.coords = coord
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tiles[coord] = ground
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building.free()
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building.free()
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var ground: Ground = GROUND.instantiate()
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board_state.add_child(ground)
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ground.position = tile_map.map_to_local(coord)
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ground.coords = coord
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tiles[coord] = ground
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func _handle_building_rotation(event: InputEvent) -> void:
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func _handle_building_rotation(event: InputEvent) -> void:
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@ -1,10 +1,11 @@
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class_name Citizen extends CharacterBody2D
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class_name Citizen extends CharacterBody2D
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enum Status { NONE, DRUNK, ARMED, CAFFEINATED }
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enum Status { NONE, DRUNK, ARMED, CAFFEINATED, PACKAGED }
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const DRUNK_ICON = preload("uid://28x2e52skdt1")
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const DRUNK_ICON = preload("uid://28x2e52skdt1")
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const COFFEE_ICON = preload("uid://0644a3psplk8")
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const COFFEE_ICON = preload("uid://0644a3psplk8")
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const ARMED_ICON = preload("uid://cn8biugbtcns5")
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const ARMED_ICON = preload("uid://cn8biugbtcns5")
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const PACKAGE_ICON = preload("uid://drhv16h2tgoju")
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var direction: Board.Direction:
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var direction: Board.Direction:
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set(new_direction):
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set(new_direction):
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@ -29,6 +30,7 @@ var money: int = 0
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var money_label_tween: Tween
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var money_label_tween: Tween
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var tiles_visited: Dictionary[Tile, int] = {}
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var tiles_visited: Dictionary[Tile, int] = {}
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var buildings_visited: Dictionary[Building, int] = {}
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var buildings_visited: Dictionary[Building, int] = {}
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var package_distance: int = 0
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var _statuses: Array[Status] = []
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var _statuses: Array[Status] = []
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@ -61,6 +63,8 @@ func add_status(status: Status) -> void:
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status_container.add_child(COFFEE_ICON.instantiate())
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status_container.add_child(COFFEE_ICON.instantiate())
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Status.ARMED:
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Status.ARMED:
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status_container.add_child(ARMED_ICON.instantiate())
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status_container.add_child(ARMED_ICON.instantiate())
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Status.PACKAGED:
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status_container.add_child(PACKAGE_ICON.instantiate())
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func remove_status(status: Status) -> void:
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func remove_status(status: Status) -> void:
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@ -186,6 +190,8 @@ func handle_tile_area_exited(_area: Area2D):
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if direction != Board.Direction.NONE:
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if direction != Board.Direction.NONE:
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direction = Board.Direction.NONE
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direction = Board.Direction.NONE
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return
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return
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if get_status_count(Citizen.Status.PACKAGED) > 0:
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package_distance += 1
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if !direction_queue.is_empty():
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if !direction_queue.is_empty():
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direction = direction_queue.pop_front()
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direction = direction_queue.pop_front()
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elif Globals.board_game.board.buildings.has(current_tile_coords):
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elif Globals.board_game.board.buildings.has(current_tile_coords):
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@ -18,6 +18,21 @@ var tile_rotation: Board.Direction = Board.Direction.UP
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@onready var bomb_sprite: Sprite2D = %BombSprite
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@onready var bomb_sprite: Sprite2D = %BombSprite
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func can_citizen_enter(_coord: Vector2i, _direction: Board.Direction) -> bool:
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print("The extending class has to implement this!")
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return false
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func get_tile_coords() -> Array[Vector2i]:
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print("The extending class has to implement this!")
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return []
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func get_direction_queue(_citizen: Citizen) -> Array[Board.Direction]:
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print("The extending class has to implement this!")
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return []
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func building_entered(body: Node2D) -> void:
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func building_entered(body: Node2D) -> void:
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if body is Citizen:
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if body is Citizen:
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print("Activate building effect!")
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print("Activate building effect!")
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@ -22,7 +22,7 @@ region = Rect2(16, 16, 16, 16)
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atlas = ExtResource("2_gnrqc")
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atlas = ExtResource("2_gnrqc")
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region = Rect2(0, 16, 16, 16)
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region = Rect2(0, 16, 16, 16)
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[node name="Demolitions" type="Node2D" unique_id=746270571]
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[node name="Demolitions" type="Node2D" unique_id=746270571 groups=["PostTurnActions"]]
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process_mode = 3
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process_mode = 3
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script = ExtResource("1_veblj")
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script = ExtResource("1_veblj")
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@ -1,15 +0,0 @@
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[gd_scene format=3 uid="uid://cn8biugbtcns5"]
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[ext_resource type="Texture2D" uid="uid://cfo7jpjxnw5m8" path="res://assets/shotgun/shotgun_1.png" id="1_2kv2h"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_af8ve"]
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atlas = ExtResource("1_2kv2h")
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region = Rect2(1, 12, 28, 9)
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[node name="ArmedIcon" type="TextureRect" unique_id=585475146]
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texture_filter = 1
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custom_minimum_size = Vector2(10, 10)
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texture = SubResource("AtlasTexture_af8ve")
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expand_mode = 5
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stretch_mode = 5
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flip_h = true
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@ -1,13 +0,0 @@
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[gd_scene format=3 uid="uid://0644a3psplk8"]
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[ext_resource type="Texture2D" uid="uid://nne5hv8t0sks" path="res://assets/coffee/AssetPack_V01_FREE.png" id="1_ikgws"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_af8ve"]
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atlas = ExtResource("1_ikgws")
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region = Rect2(32, 16, 16, 16)
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[node name="CoffeeIcon" type="TextureRect" unique_id=585475146]
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texture_filter = 1
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custom_minimum_size = Vector2(10, 10)
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texture = SubResource("AtlasTexture_af8ve")
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expand_mode = 3
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@ -1,11 +0,0 @@
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[gd_scene format=3 uid="uid://28x2e52skdt1"]
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[ext_resource type="Texture2D" uid="uid://cm0k0h7fakj7m" path="res://assets/beer/beer.png" id="1_1d2oi"]
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[node name="DrunkIcon" type="TextureRect" unique_id=967704941]
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z_index = 1
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texture_filter = 1
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custom_minimum_size = Vector2(10, 10)
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texture = ExtResource("1_1d2oi")
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expand_mode = 1
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stretch_mode = 4
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@ -12,7 +12,7 @@ var buildings: Array[Building] = []
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var players_passed: int = 0
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var players_passed: int = 0
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var real_estate_market: Array[Building] = []
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var real_estate_market: Array[Building] = []
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var spawn_placements: int = 0
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var spawn_placements: int = 0
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var buildings_destroyed: int = 0
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var buildings_to_destroy: int = 0
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var citizens_starting_money: int = 0
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var citizens_starting_money: int = 0
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@ -35,7 +35,7 @@ func serialize() -> Dictionary:
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result["state"] = state
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result["state"] = state
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result["players_passed"] = players_passed
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result["players_passed"] = players_passed
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result["spawn_placements"] = spawn_placements
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result["spawn_placements"] = spawn_placements
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result["buildings_destroyed"] = buildings_destroyed
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result["buildings_to_destroy"] = buildings_to_destroy
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result["citizens_starting_money"] = citizens_starting_money
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result["citizens_starting_money"] = citizens_starting_money
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result["current_player"] = current_player.serialize()
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result["current_player"] = current_player.serialize()
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result["players"] = []
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result["players"] = []
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@ -61,7 +61,7 @@ static func deserialize(data: Dictionary) -> BoardState:
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result.state = data["state"]
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result.state = data["state"]
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result.players_passed = data["players_passed"]
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result.players_passed = data["players_passed"]
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result.spawn_placements = data["spawn_placements"]
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result.spawn_placements = data["spawn_placements"]
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result.buildings_destroyed = data["buildings_destroyed"]
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result.buildings_to_destroy = data["buildings_to_destroy"]
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result.citizens_starting_money = data["citizens_starting_money"]
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result.citizens_starting_money = data["citizens_starting_money"]
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result.current_player = Player.deserialize(data["current_player"])
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result.current_player = Player.deserialize(data["current_player"])
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for p in data["players"]:
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for p in data["players"]:
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@ -17,6 +17,7 @@ const SHOP_SCENE = preload("uid://dbn63mv0peqf")
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const CHURCH_SCENE = preload("uid://brn0nbkela0m4")
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const CHURCH_SCENE = preload("uid://brn0nbkela0m4")
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const CITY_HALL_SCENE = preload("uid://dtnejoimqiu0o")
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const CITY_HALL_SCENE = preload("uid://dtnejoimqiu0o")
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const DEMOLITIONS_SCENE = preload("uid://dvmglvbersupv")
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const DEMOLITIONS_SCENE = preload("uid://dvmglvbersupv")
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const POST_OFFICE_SCENE = preload("uid://bpi8owv5lxyjy")
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const BASE_DECK = [
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const BASE_DECK = [
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BANK_SCENE,
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BANK_SCENE,
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@ -28,9 +29,12 @@ const BASE_DECK = [
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OFFICE_SCENE,
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OFFICE_SCENE,
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SHOP_SCENE,
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SHOP_SCENE,
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CHURCH_SCENE,
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CHURCH_SCENE,
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CITY_HALL_SCENE
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CITY_HALL_SCENE,
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DEMOLITIONS_SCENE
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]
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]
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const WINNING_MONEY_AMOUNT: int = 200
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var citizen_count: int = 0:
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var citizen_count: int = 0:
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set(value):
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set(value):
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#print(value)
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#print(value)
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@ -177,9 +181,11 @@ func start_day() -> void:
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await all_players_ready_for_day_start
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await all_players_ready_for_day_start
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if current_board_state.state == BoardState.State.DESTROYING_BUILDINGS:
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if current_board_state.state == BoardState.State.DESTROYING_BUILDINGS:
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if current_board_state.buildings_destroyed > 0:
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if current_board_state.buildings_to_destroy > 0:
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if current_board_state.current_player.id == Globals.game.this_player.id:
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if current_board_state.current_player.id == Globals.game.this_player.id:
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print("here")
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board.is_destroying_building = true
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return
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current_board_state.state = BoardState.State.DRAFT
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if current_board_state.state == BoardState.State.PLACING_SPAWNS:
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if current_board_state.state == BoardState.State.PLACING_SPAWNS:
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if current_board_state.spawn_placements > 0:
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if current_board_state.spawn_placements > 0:
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@ -199,7 +205,7 @@ func start_day() -> void:
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seed(Globals.game.sum_player_ids())
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seed(Globals.game.sum_player_ids())
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deck.shuffle()
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deck.shuffle()
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# deck.push_front(DEMOLITIONS_SCENE.instantiate())
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#deck.push_front(POST_OFFICE_SCENE.instantiate())
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var turn_index := current_board_state.get_this_player_index()
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var turn_index := current_board_state.get_this_player_index()
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controls.give_hand(deck.slice(0 + (3 * turn_index), 3 + (3 * turn_index)))
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controls.give_hand(deck.slice(0 + (3 * turn_index), 3 + (3 * turn_index)))
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controls.set_info()
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controls.set_info()
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@ -231,7 +237,7 @@ func handle_board_state_changed() -> void:
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pending_board_state = BoardState.new()
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pending_board_state = BoardState.new()
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pending_board_state.day = current_board_state.day
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pending_board_state.day = current_board_state.day
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pending_board_state.spawn_placements = current_board_state.spawn_placements
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pending_board_state.spawn_placements = current_board_state.spawn_placements
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pending_board_state.buildings_destroyed = current_board_state.buildings_destroyed
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pending_board_state.buildings_to_destroy = current_board_state.buildings_to_destroy
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if (
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if (
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current_board_state.state != BoardState.State.DRAFT
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current_board_state.state != BoardState.State.DRAFT
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and current_board_state.state != BoardState.State.PLACING_SPAWNS
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and current_board_state.state != BoardState.State.PLACING_SPAWNS
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@ -270,19 +276,14 @@ func handle_pass() -> void:
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advance_board_state.rpc(current_board_state.serialize())
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advance_board_state.rpc(current_board_state.serialize())
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func _reset_turn() -> void:
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pending_board_state = null
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update_board_state.rpc(original_board_state.serialize())
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|
||||||
func handle_citizens_finished() -> void:
|
func handle_citizens_finished() -> void:
|
||||||
for child in board.board_state.get_children():
|
for child in board.board_state.get_children():
|
||||||
if child.get_groups().has("PostTurnActions"):
|
if child.get_groups().has("PostTurnActions"):
|
||||||
child.handle_post_turn_actions()
|
child.handle_post_turn_actions()
|
||||||
is_playing_day = false
|
is_playing_day = false
|
||||||
controls._reset_turn()
|
controls.reset_turn()
|
||||||
var winning_player_idx = current_board_state.players.find_custom(
|
var winning_player_idx = current_board_state.players.find_custom(
|
||||||
func(p: Player) -> bool: return p.money >= 100
|
func(p: Player) -> bool: return p.money >= WINNING_MONEY_AMOUNT
|
||||||
)
|
)
|
||||||
if winning_player_idx != -1:
|
if winning_player_idx != -1:
|
||||||
game_over.set_winning_player(current_board_state.players[winning_player_idx])
|
game_over.set_winning_player(current_board_state.players[winning_player_idx])
|
||||||
@ -309,9 +310,9 @@ func queue_spawn_placement(num_placements: int) -> void:
|
|||||||
current_board_state.state = BoardState.State.PLACING_SPAWNS
|
current_board_state.state = BoardState.State.PLACING_SPAWNS
|
||||||
|
|
||||||
|
|
||||||
func queue_building_destruction(num_placements: int) -> void:
|
func queue_building_destruction(num: int) -> void:
|
||||||
current_board_state.spawn_placements += num_placements * current_board_state.players.size()
|
current_board_state.buildings_to_destroy += num * current_board_state.players.size()
|
||||||
current_board_state.state = BoardState.State.PLACING_SPAWNS
|
current_board_state.state = BoardState.State.DESTROYING_BUILDINGS
|
||||||
|
|
||||||
|
|
||||||
func sell_building_permit() -> void:
|
func sell_building_permit() -> void:
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user