Added serving of the customers, npc exits, main menu, settings, saving and loading.

This commit is contained in:
Patrick 2024-12-20 19:51:46 +01:00
parent 3d1e6caa29
commit 2b6d1faadb
19 changed files with 360 additions and 39 deletions

View file

@ -1,7 +1,10 @@
## SPDX-License-Identifier: GPL-3.0-or-later
## Copyright (c) 2024 interstellardevelopment.org
class_name Bullet
extends CharacterBody3D
const SPEED: int = 20
const SPEED: int = 40
func _ready() -> void:
if ($Timer as Timer).timeout.connect(_on_timeout):

View file

@ -15,6 +15,7 @@ var carrying: bool = false
# 1 - wait
# 2 - get carryable object
# 3 - chase a player
# 4 - leave the building
var phase: int = 0
@onready var timer: Timer = $Timer
@ -24,23 +25,29 @@ var skip: bool = false
@onready var navigation_agent: NavigationAgent3D = $NavigationAgent3D
func _ready() -> void:
if ($Area3D as Area3D).body_entered.connect(_on_body_entered):
pass
if Networking.isManager:
if timer.timeout.connect(_timer_done):
pass
find_objective()
func _on_body_entered(body: Node) -> void:
if body is Player and target is Objective:
(body as Player).serve_chance(target as Objective, self)
func _timer_done() -> void:
if angry_meter > 0:
if angry_meter > 0 and target is Objective:
angry_meter -= 1
if target is Objective:
Networking.npc_text_sync_call("%s %ds left" % [(target as Objective).displayed, angry_meter], self)
Networking.npc_text_sync_call("I want a %s! (%ds left)" % [(target as Objective).subtype, angry_meter], target as Objective, self)
else:
Networking.npc_text_sync_call("", self)
(target as Objective).occupied = false
Networking.npc_text_sync_call("", target as Objective, self)
timer.stop()
phase = 2
func set_text(text: String) -> void:
func set_text_and_target(text: String, new_target: Objective) -> void:
target = new_target
($Label3D as Label3D).text = text
# determines the closest resting place and navigates to it.
@ -93,14 +100,22 @@ func set_down(node: Carryable) -> void:
find_player(99999999999)
phase = 0
func served() -> void:
set_text_and_target("", null)
phase = 4
func _physics_process(_delta: float) -> void:
if Networking.isManager and phase != 1:
if phase == 3:
find_player(position.distance_to(target.position))
elif phase == 2 and target is Objective:
elif phase == 2 and target == null:
find_carryable()
elif phase == 0 and target is Player:
find_objective()
elif phase == 4 and target == null:
target = get_tree().root.get_node("/root/"+Game.mapname+"/NPCExit")
navigation_agent.set_target_position(target.position)
timer.stop()
if navigation_agent.is_navigation_finished():
if phase == 0:
@ -112,6 +127,8 @@ func _physics_process(_delta: float) -> void:
angry_meter = (target as Objective).time + 1
_timer_done()
timer.start()
if phase == 4:
Networking.npc_free_sync_call(self)
return
var current_agent_position: Vector3 = global_position

View file

@ -4,7 +4,6 @@
class_name Player
extends CharacterBody3D
const SPEED: float = 5.0
const JUMP_VELOCITY: float = 4.5
@ -12,7 +11,7 @@ var activated: bool = false
var freecam: bool = false
var incapacitated: bool = false
var interaction: String
var revival_target: Player
var target: Node3D
var carrying_gun: bool = false
@onready var camera: Camera3D = $Camera3D
@ -56,10 +55,10 @@ func _physics_process(delta: float) -> void:
($CollisionShape3D as CollisionShape3D).disabled = !($CollisionShape3D as CollisionShape3D).disabled
if Input.is_action_just_pressed("interact") and interaction != null:
if interaction == "revive" and revival_target != null:
Networking.revive_sync_call(revival_target)
if interaction == "revive" and target != null:
Networking.revive_sync_call(target as Player)
($InteractDialog as Label).text = ""
revival_target = null
target = null
if interaction == "gun":
var guncase: Guncase = get_node("/root/%s/Guncase" % Game.mapname)
if !guncase.held:
@ -70,7 +69,11 @@ func _physics_process(delta: float) -> void:
carrying_gun = false
($InteractDialog as Label).text = ""
Networking.guncase_sync_call(false, self)
if interaction == "serve":
Networking.npc_served_sync_call(target as NPC)
($InteractDialog as Label).text = ""
target = null
if Input.is_action_just_pressed("shoot") and carrying_gun:
Networking.bullet_sync_call(position + (transform.basis * Vector3(0, 0, -1)).normalized(), rotation)
@ -78,15 +81,10 @@ func _physics_process(delta: float) -> void:
var direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
#TODO: Hacky solution -> Also can be exploited to revive everyone in the game constantly.
if revival_target != null and position.distance_to(revival_target.position) > 3:
if target != null and position.distance_to(target.position) > 3:
($InteractDialog as Label).text = ""
interaction = ""
revival_target = null
if interaction == "gun":
if position.distance_to((get_node("/root/%s/Guncase" % Game.mapname) as Guncase).position) > 3:
($InteractDialog as Label).text = ""
interaction = ""
target = null
if direction:
velocity.x = direction.x * SPEED
@ -126,9 +124,9 @@ func incapacitate() -> void:
func revive_chance(body: Player) -> void:
if activated:
revival_target = body
target = body
interaction = "revive"
($InteractDialog as Label).text = "Press E to revive %s." % revival_target.name
($InteractDialog as Label).text = "Press E to revive %s." % target.name
func revive() -> void:
rotation.x = 0
@ -137,6 +135,7 @@ func revive() -> void:
func gun_chance() -> void:
if activated:
interaction = "gun"
target = get_node("/root/%s/Guncase" % Game.mapname) as Guncase
if carrying_gun:
($InteractDialog as Label).text = "Press E to set down gun."
else:
@ -147,3 +146,9 @@ func show_gun() -> void:
func hide_gun() -> void:
($Gun as MeshInstance3D).hide()
func serve_chance(objective: Objective, npc: NPC) -> void:
if activated:
interaction = "serve"
target = npc
($InteractDialog as Label).text = "Press E to serve the guest a %s." % objective.subtype