SupaLidlGame/Utils/World.cs

327 lines
8.7 KiB
C#

using Godot;
using SupaLidlGame.Characters;
using SupaLidlGame.Extensions;
using SupaLidlGame.Scenes;
using SupaLidlGame.State.Global;
namespace SupaLidlGame.Utils;
public partial class World : Node
{
public static World Instance { get; private set; }
[Export]
public Map CurrentMap { get; protected set; }
[Export]
public Player CurrentPlayer { get; set; }
[Export]
public Boss CurrentBoss { get; set; }
[Export]
public UI.UIController UIController { get; set; }
[Export]
public AudioStreamPlayer MusicPlayer { get; set; }
[Export]
public Dialogue.Balloon DialogueBalloon
{
get
{
if (_dialogueBalloon is null || !IsInstanceValid(_dialogueBalloon))
{
var scene = GD.Load<PackedScene>("res://Dialogue/balloon.tscn");
_dialogueBalloon = scene.Instantiate<Dialogue.Balloon>();
//_uiViewport.AddChild(_dialogueBalloon);
_uiViewport.AddChild(_dialogueBalloon);
}
return _dialogueBalloon;
}
set
{
if (_dialogueBalloon != value && _dialogueBalloon is not null)
{
_dialogueBalloon.QueueFree();
}
_dialogueBalloon = value;
}
}
private Dialogue.Balloon _dialogueBalloon;
private SubViewport _uiViewport;
public State.Global.GlobalState GlobalState { get; set; }
public Events.EventBus EventBus { get; set; }
private CacheStore<string, Map> _maps = new();
private string _currentConnector;
private string _currentMapResourcePath;
//private Entities.Campfire _lastCampfire = null;
public Vector2 SaveLocation { get; set; }
public string SaveMapKey { get; set; }
private const string PLAYER_PATH = "res://Characters/Player.tscn";
private PackedScene _playerScene;
public World()
{
_playerScene = ResourceLoader.Load<PackedScene>(PLAYER_PATH);
if (Instance is null)
{
Instance = this;
}
else
{
throw new System.Exception("Another World instance is running.");
}
}
public override void _Ready()
{
// check if world already exists
GlobalState = this.GetGlobalState();
Godot.RenderingServer.SetDefaultClearColor(Godot.Colors.Black);
_uiViewport = GetNode<SubViewport>("CanvasLayer/SubViewportContainer/UIViewport");
// create a player (currently unparented)
CreatePlayer();
EventBus = this.GetEventBus();
EventBus.RequestMoveToArea += (Events.RequestAreaArgs args) =>
{
GD.Print("request move to area");
MoveToArea(args.Area, args.Connector);
};
base._Ready();
}
public void RegisterBoss(Boss boss)
{
CurrentBoss = boss;
UIController.BossBar.Boss = boss;
MusicPlayer.Stream = boss.Music;
MusicPlayer.Play();
}
public void DeregisterBoss(Boss boss)
{
CurrentBoss = null;
UIController.BossBar.Boss = null;
MusicPlayer.Stop();
}
private void LoadMap(Map map)
{
GD.Print("Loading map " + map.Name);
if (CurrentMap is not null)
{
CurrentMap.Entities.RemoveChild(CurrentPlayer);
GetTree().Root.RemoveChild(CurrentMap);
CurrentMap.Active = false;
}
GetTree().Root.AddChild(map);
InitTilemap(map);
CurrentMap = map;
CurrentMap.Active = true;
CurrentMap.Load();
if (CurrentPlayer is not null)
{
CurrentMap.Entities.AddChild(CurrentPlayer);
}
}
public void LoadScene(Map map)
{
_maps.Update(map.SceneFilePath, map);
LoadMap(map);
}
public void LoadScene(PackedScene scene)
{
if (CurrentMap is not null)
{
_maps.Update(CurrentMap.SceneFilePath);
}
Map map;
string path = scene.ResourcePath;
if (_maps.IsItemValid(path))
{
GD.Print($"{path} is cached");
map = _maps.Retrieve(path);
}
else
{
if (_maps.IsItemStale(path))
{
_maps[path].Value.QueueFree();
GD.Print("Freeing stale map " + path);
}
map = scene.Instantiate<Map>();
_maps.Update(path, map);
}
LoadMap(map);
}
public void LoadScene(string path)
{
Map map;
if (_maps.IsItemValid(path))
{
GD.Print($"{path} is cached");
map = _maps.Retrieve(path);
}
else
{
if (_maps.IsItemStale(path))
{
_maps[path].Value.QueueFree();
GD.Print("Freeing stale map " + path);
}
var scene = ResourceLoader.Load<PackedScene>(path);
map = scene.Instantiate<Map>();
_maps.Update(scene.ResourcePath, map);
}
LoadMap(map);
}
public Player CreatePlayer()
{
CurrentPlayer = _playerScene.Instantiate<Player>();
CurrentPlayer.Death += (Events.HealthChangedArgs args) =>
{
// TODO: respawn the player at the last campfire.
GetTree().CreateTimer(3).Timeout += () =>
{
SpawnPlayer();
};
};
CurrentPlayer.Hurt += (Events.HealthChangedArgs args) =>
{
// TODO: move this to UI controller and add a setup method
var bar = UIController.GetNode<UI.HealthBar>("Top/Margin/HealthBar");
bar.ProgressBar.Value = args.NewHealth;
};
return CurrentPlayer;
}
private void InitTilemap(Map map)
{
// this is being replaced with interaction triggers
}
private void MovePlayerToConnector(string name)
{
// find the first connector with the specified name
// TODO: replace this with event buses
//var connector = CurrentMap.Areas.GetChildren().First((child) =>
//{
// if (child is BoundingBoxes.ConnectorBox connector)
// {
// return connector.Identifier == name;
// }
// return false;
//}) as BoundingBoxes.ConnectorBox;
//CurrentPlayer.GlobalPosition = connector.GlobalPosition;
CurrentPlayer.GlobalPosition = Vector2.Zero;
}
public void MoveToArea(string path, string connector)
{
_currentConnector = connector;
if (path != _currentMapResourcePath)
{
var scene = ResourceLoader.Load<PackedScene>(path);
LoadScene(path);
_currentMapResourcePath = path;
}
// after finished loading, move our player to the connector
MovePlayerToConnector(connector);
}
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()
{
ResourceSaver.Save(GlobalState.Progression, "user://progression.save");
ResourceSaver.Save(GlobalState.MapState, "user://map-state.save");
throw new System.NotImplementedException();
}
public void LoadGame()
{
var prog = ResourceLoader.Load<Progression>("user://progression.save");
var mapState = ResourceLoader.Load<MapState>("user://map-state.save");
GlobalState.Progression = prog;
GlobalState.MapState = mapState;
// load the player scene
// TODO: implement
throw new System.NotImplementedException();
}
/// <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;
SaveLocation = position;
SaveMapKey = mapKey;
}
}
public void SpawnPlayer()
{
// TODO: add max health property
//CurrentPlayer.Health = 100;
//CurrentPlayer.Sprite.Visible = true;
if (CurrentMap.SceneFilePath != SaveMapKey)
{
LoadScene(SaveMapKey);
}
CurrentPlayer.GlobalPosition = SaveLocation;
CurrentPlayer.Spawn();
}
public Node FindEntity(string name) => CurrentMap.Entities.GetNode(name);
}