HighNoonRoulette/scenes/game/game.gd
2025-09-06 23:19:31 +02:00

217 lines
5.9 KiB
GDScript

extends Node3D
@onready var characterScene = preload("res://scenes/character/character.tscn")
@onready var turnTimer: Timer = $TurnTimer
@onready var shootPhaseTimer: Timer = $ShootPhaseTimer
@onready var camera = $cameraRottion/Camera3D
@onready var charactersContainer = $CharactersContainer
var state: GLOBALS.GAMESTATE = GLOBALS.GAMESTATE.SETUP
var players: Array[Player]
var selectablePlayers: Array[Player] = players.duplicate()
var guns: Array[Gun]
var roundCount: int = 0
var playerCount: int = 2
var lastCharacterRotation: int = 0
var rotationInterval: float = 360 / playerCount
var currentPlayer: Player
var currentPlayerIndex: int = 0
var completedAnimations = 0
func _process(delta: float) -> void:
if not turnTimer.is_stopped():
camera.updatTurnTime(turnTimer.time_left, turnTimer.wait_time)
else:
camera.resetTimer()
func _ready() -> void:
setState(GLOBALS.GAMESTATE.SETUP)
func playerDied(_player: Player) -> void:
selectablePlayers.erase(_player)
camera.setSelectablePlayers(selectablePlayers)
print("Player " + _player.getGameName() + " is dead")
## Give every player a random Gun
func givePlayersRandomGun():
randomize()
var gunPool = guns.duplicate()
for i in selectablePlayers.size():
var newGun = gunPool.pick_random()
selectablePlayers[i].giveGun(newGun)
gunPool.erase(newGun)
## Gives the gun back to it's owner
func givePlayersGun():
for i in guns:
i.mainOwner.giveGun(i)
i.mainOwner.gun.resetMagazine()
## Sets the Game State
func setState(_state: GLOBALS.GAMESTATE):
state = _state
next()
camera.updateGameState(state)
## Calls the function thats fits the current game state
func next():
camera.updateUi()
match state:
GLOBALS.GAMESTATE.SETUP:
setupGame()
GLOBALS.GAMESTATE.ROUNDSTART:
nextRound()
GLOBALS.GAMESTATE.PLAYER:
nextPlayer()
GLOBALS.GAMESTATE.POOL:
gunIntoPool()
GLOBALS.GAMESTATE.AIM:
aimGuns()
GLOBALS.GAMESTATE.SHOOT:
shootPlayers()
GLOBALS.GAMESTATE.END:
endGame()
func setupGame() -> void:
playerCount = 2
print("-- SETUP --")
rotationInterval = 360 / playerCount
for i in range(0, playerCount):
addNewPlayer("Enemy") #addNewPlayer("Player " + str(i+1))
players[0].gameName = "You"
players[1].gameName = "Enemy"
camera.itemSelected.connect(selectItem.bind())
camera.nextTurn.connect(next.bind())
players[1].bot = true
players[1].setBotLogic(Bot.new(GLOBALS.BOTDIFFICULTY.EASY))
setState(GLOBALS.GAMESTATE.ROUNDSTART)
func nextRound() -> void:
print("-- ROUNDSTART --")
for i in players:
i.addItem(StandardBullet.new())
i.character.resetAim()
i.character.loadGun()
roundCount += 1
camera.setRound(roundCount)
currentPlayerIndex = 0
setState(GLOBALS.GAMESTATE.PLAYER)
func nextPlayer():
print("-- PLAYER --")
if currentPlayerIndex + 1 > selectablePlayers.size():
turnTimer.stop()
setState(GLOBALS.GAMESTATE.POOL)
else:
currentPlayer = selectablePlayers[currentPlayerIndex]
currentPlayerIndex += 1
if currentPlayer.isBot():
for i in currentPlayer.botLogic.chooseItems(currentPlayer.getItems(), currentPlayer.gun.magazineSize):
currentPlayer.useItem(i)
turnTimer.start(2)
else:
turnTimer.start(10)
camera.displayPlayerStats(currentPlayer)
func gunIntoPool():
print("-- POOL --")
for i in selectablePlayers:
i.character.addGunToPool()
i.character.setAim(i.selectedPlayer)
givePlayersRandomGun()
func aimGuns():
print("-- AIM --")
for i in selectablePlayers:
i.character.aimGun()
setState(GLOBALS.GAMESTATE.SHOOT)
func shootPlayers():
print("-- SHOOT --")
currentPlayerIndex = 0
await get_tree().create_timer(1.0).timeout
for i in selectablePlayers:
i.shootAtSelectedPlayer()
func endGame() -> void:
print("-- END --")
print(selectablePlayers[0].getGameName() + " hat gewonnen")
## Adds a new Player
func addNewPlayer(_name: String):
var newGun = Gun.new()
guns.append(newGun)
var newCharacter = addCharacter()
newCharacter.addGunToPoolFinished.connect(addGunToPoolFinished.bind())
newCharacter.aimGunFinished.connect(aimGunFinished.bind())
newCharacter.aimGunFinished.connect(shootGunFinished.bind())
var newPlayer: Player = Player.new(_name, newGun, newCharacter)
newPlayer.character.setGameName(newPlayer.getGameName())
players.append(newPlayer)
selectablePlayers.append(newPlayer)
camera.setSelectablePlayers(selectablePlayers)
newPlayer.dead.connect(playerDied.bind())
## Adds a new Character to represent the Player Visualy
func addCharacter() -> Character:
var newCharacter = characterScene.instantiate()
charactersContainer.add_child(newCharacter)
lastCharacterRotation += rotationInterval
newCharacter.rotation_degrees.y += lastCharacterRotation
return newCharacter
## Use Item. Called by Camera via Signal "itemSelected"
func selectItem(_itemType: GLOBALS.ITEMTYPES):
playerUseItemType(currentPlayer, _itemType)
print(_itemType)
## Use item from player
func playerUseItemType(_player: Player, _type: GLOBALS.ITEMTYPES) -> void:
for i in currentPlayer.getItems():
if i.type == _type:
currentPlayer.useItem(i)
break
camera.displayPlayerStats(currentPlayer)
func addGunToPoolFinished() -> void:
completedAnimations += 1
print(completedAnimations)
if completedAnimations >= selectablePlayers.size():
setState(GLOBALS.GAMESTATE.AIM)
completedAnimations = 0
func aimGunFinished() -> void:
completedAnimations += 1
print(completedAnimations)
if completedAnimations >= selectablePlayers.size():
setState(GLOBALS.GAMESTATE.SHOOT)
completedAnimations = 0
func shootGunFinished() -> void:
completedAnimations += 1
print(completedAnimations)
if completedAnimations >= selectablePlayers.size():
shootPhaseTimer.start()
#setState(GLOBALS.GAMESTATE.ROUNDSTART)
completedAnimations = 0
func _on_turn_timer_timeout() -> void:
currentPlayer.selectPlayer(camera.getPlayerSelection())
nextPlayer()
func _on_shoot_phase_timer_timeout() -> void:
givePlayersGun()
if selectablePlayers.size() <= 1:
setState(GLOBALS.GAMESTATE.END)
else:
setState(GLOBALS.GAMESTATE.ROUNDSTART)