SupaLidlGame/Utils/World.cs

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using Godot;
using SupaLidlGame.Characters;
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using SupaLidlGame.Extensions;
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using SupaLidlGame.Scenes;
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using SupaLidlGame.State.Global;
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using SupaLidlGame.Events;
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namespace SupaLidlGame.Utils;
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public partial class World : Node
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{
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public static World Instance { get; private set; }
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[Export]
public Map CurrentMap { get; protected set; }
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[Export]
public Player CurrentPlayer { get; set; }
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[Export]
public Boss CurrentBoss { get; set; }
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public UI.UIController UIController { get; set; }
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[Export]
public AudioStreamPlayer MusicPlayer { get; set; }
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[Export]
public Dialogue.Balloon DialogueBalloon
{
get
{
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if (!IsDialogueOpen)
{
var scene = GD.Load<PackedScene>("res://Dialogue/balloon.tscn");
_dialogueBalloon = scene.Instantiate<Dialogue.Balloon>();
_uiViewport.AddChild(_dialogueBalloon);
}
return _dialogueBalloon;
}
set
{
if (_dialogueBalloon != value && _dialogueBalloon is not null)
{
_dialogueBalloon.QueueFree();
}
_dialogueBalloon = value;
}
}
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public bool IsDialogueOpen
{
get => _dialogueBalloon is not null && IsInstanceValid(_dialogueBalloon);
}
private Dialogue.Balloon _dialogueBalloon;
private SubViewport _uiViewport;
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public State.Global.GlobalState GlobalState { get; set; }
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public EventBus EventBus { get; set; }
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private CacheStore<string, Map> _maps = new();
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private string _currentConnector;
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private string _currentMapResourcePath;
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//private Entities.Campfire _lastCampfire = null;
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private const string PLAYER_PATH = "res://Characters/Player.tscn";
private PackedScene _playerScene;
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public World()
{
_playerScene = ResourceLoader.Load<PackedScene>(PLAYER_PATH);
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if (Instance is null)
{
Instance = this;
}
else
{
throw new System.Exception("Another World instance is running.");
}
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}
public override void _Ready()
{
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// check if world already exists
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GlobalState = this.GetGlobalState();
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Godot.RenderingServer.SetDefaultClearColor(Godot.Colors.Black);
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UIController = this.GetMainUI();
EventBus = this.GetEventBus();
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EventBus.RequestMoveToArea += (RequestAreaArgs args) =>
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{
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//CallDeferred(nameof(MoveToArea), args.Area, args.Connector);
MoveToArea(args.Area, args.Connector);
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};
EventBus.RegisteredBoss += RegisterBoss;
EventBus.DeregisteredBoss += DeregisterBoss;
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_uiViewport = GetNode<SubViewport>("CanvasLayer/SubViewportContainer/UIViewport");
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// create a player (currently unparented)
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CreatePlayer();
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// TODO: create start menu and load game from there
LoadGame();
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base._Ready();
}
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private void RegisterBoss(Boss boss)
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{
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CurrentBoss = boss;
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MusicPlayer.Stream = boss?.Music;
// TODO: use an audio manager
if (MusicPlayer.Stream is null)
{
MusicPlayer.Stop();
}
else
{
MusicPlayer.Play();
}
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}
private void DeregisterBoss(Boss boss)
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{
CurrentBoss = null;
MusicPlayer.Stop();
}
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private void LoadMap(Map map)
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{
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GD.Print("Loading map " + map.Name);
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var root = GetTree().Root;
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if (CurrentMap is not null)
{
_maps.Update(CurrentMap.SceneFilePath);
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CurrentMap.Entities.RemoveChild(CurrentPlayer);
root.RemoveChild(CurrentMap);
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CurrentMap.Active = false;
}
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root.AddChild(map);
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InitTilemap(map);
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CurrentMap = map;
CurrentMap.Active = true;
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CurrentMap.Load();
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EventBus.EmitSignal(EventBus.SignalName.AreaChanged, map);
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if (CurrentPlayer is not null)
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{
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CurrentMap.Entities.AddChild(CurrentPlayer);
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}
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}
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public void LoadScene(Map map)
{
_maps.Update(map.SceneFilePath, map);
LoadMap(map);
}
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public void LoadScene(PackedScene scene)
{
Map map;
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string path = scene.ResourcePath;
if (_maps.IsItemValid(path))
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{
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GD.Print($"{path} is cached");
map = _maps.Retrieve(path);
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}
else
{
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if (_maps.IsItemStale(path))
{
_maps[path].Value.QueueFree();
GD.Print("Freeing stale map " + path);
}
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map = scene.Instantiate<Map>();
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_maps.Update(path, map);
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}
LoadMap(map);
}
public void LoadScene(string path)
{
Map map;
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if (_maps.IsItemValid(path))
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{
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GD.Print($"{path} is cached");
map = _maps.Retrieve(path);
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}
else
{
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if (_maps.IsItemStale(path))
{
_maps[path].Value.QueueFree();
GD.Print("Freeing stale map " + path);
}
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var scene = ResourceLoader.Load<PackedScene>(path);
map = scene.Instantiate<Map>();
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_maps.Update(scene.ResourcePath, map);
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}
LoadMap(map);
}
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public Player CreatePlayer()
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{
CurrentPlayer = _playerScene.Instantiate<Player>();
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CurrentPlayer.Death += (HurtArgs args) =>
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{
// TODO: respawn the player at the last campfire.
GetTree().CreateTimer(3).Timeout += () =>
{
SpawnPlayer();
};
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GlobalState.Stats.DeathCount++;
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};
return CurrentPlayer;
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}
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private void InitTilemap(Map map)
{
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// this is being replaced with interaction triggers
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}
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private void MovePlayerToConnector(string name)
{
var marker = CurrentMap.Markers.GetNode<Marker2D>(name);
CurrentPlayer.GlobalPosition = marker?.GlobalPosition ?? Vector2.Zero;
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}
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public async void MoveToArea(string path, string connector)
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{
_currentConnector = connector;
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GD.Print($"Moving to area {path} - {connector}");
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EventBus.EmitSignal(EventBus.SignalName.EnterTransition);
GetTree().Paused = true;
await ToSignal(EventBus, EventBus.SignalName.TransitionFinished);
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if (path != CurrentMap.SceneFilePath)
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{
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LoadScene(path);
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}
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GetTree().Paused = false;
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EventBus.EmitSignal(EventBus.SignalName.ExitTransition);
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// after finished loading, move our player to the connector
MovePlayerToConnector(connector);
}
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public void _on_area_2d_requested_enter(
BoundingBoxes.ConnectorBox box,
Player player)
{
GD.Print("Requesting to enter " + box.ToConnector);
MoveToArea(box.ToArea, box.ToConnector);
}
public void SaveGame()
{
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SetSpawn(CurrentPlayer.GlobalPosition);
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var save = GetSave();
GlobalState.ExportToSave(save);
ResourceSaver.Save(save, "user://save.tres");
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}
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private Save GetSave()
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{
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if (ResourceLoader.Exists("user://save.tres"))
{
return ResourceLoader.Load<Save>("user://save.tres");
}
else
{
return ResourceLoader.Load("res://Assets/default-save.tres")
.Duplicate(true) as Save;
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}
}
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public void LoadGame()
{
GlobalState.ImportFromSave(GetSave());
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// load the player scene
// TODO: implement
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}
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/// <summary>
/// Sets the player's saved spawn position.
/// </summary>
/// <param name="position">The position to save and spawn the player in</param>
/// <param name="mapKey">
/// The map to spawn the player in. If <see langword="null" />, use the
/// <c>World</c>'s <c>CurrentMap</c>
/// </param>
public void SetSpawn(Vector2 position, string mapKey = null)
{
GD.Print("Set spawn");
if (mapKey is null)
{
mapKey = CurrentMap.SceneFilePath;
}
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GlobalState.Stats.SaveLocation = position;
GlobalState.Stats.SaveMapKey = mapKey;
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}
public void SpawnPlayer()
{
// TODO: add max health property
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if (CurrentMap.SceneFilePath != GlobalState.Stats.SaveMapKey)
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{
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LoadScene(GlobalState.Stats.SaveMapKey);
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}
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CurrentPlayer.GlobalPosition = GlobalState.Stats.SaveLocation;
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CurrentPlayer.Spawn();
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}
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public void StaleCache()
{
foreach (var kv in _maps)
{
var map = kv.Value?.Value;
if (map is not null && IsInstanceValid(map))
{
GD.Print($"Staling {kv.Key}");
kv.Value.Stale();
}
}
}
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public Node FindEntity(string name) => CurrentMap.Entities.GetNode(name);
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}