buckshotroulette-decomp/RoundManager.gd

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GDScript3
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class_name RoundManager extends Node
@export var sign : Signature
@export var brief : BriefcaseMachine
@export var defibCutter : DefibCutter
@export var segmentManager : SegmentManager
@export var handcuffs : HandcuffManager
@export var itemManager : ItemManager
@export var death : DeathManager
@export var playerData : PlayerData
@export var cursor : CursorManager
@export var perm : PermissionManager
@export var health_player : int
@export var health_opponent : int
@export var batchArray : Array[Node]
@export var roundArray : Array[RoundClass]
@export var shellSpawner : ShellSpawner
@export var shellLoader : ShellLoader
@export var currentRound : int
var mainBatchIndex : int
@export var healthCounter : HealthCounter
@export var dealerAI : DealerIntelligence
@export var typingManager : TypingManager
@export var camera : CameraManager
@export var roundIndicatorPositions : Array[Vector3]
@export var roundIndicatorParent : Node3D
@export var roundIndicator : Node3D
@export var animator_roundIndicator : AnimationPlayer
@export var speaker_roundHum : AudioStreamPlayer3D
@export var speaker_roundShutDown : AudioStreamPlayer3D
@export var speaker_winner : AudioStreamPlayer3D
@export var ui_winner : Node3D
@export var animator_dealer : AnimationPlayer
@export var ejectManagers : Array[ShellEjectManager]
@export var animator_dealerHands : AnimationPlayer
@export var gameover : GameOverManager
@export var musicManager : MusicManager
@export var deficutter : DefibCutter
@export var anim_doubleor : AnimationPlayer
@export var anim_yes : AnimationPlayer
@export var anim_no : AnimationPlayer
@export var intbranch_yes : InteractionBranch
@export var intbranch_no : InteractionBranch
@export var speaker_slot : AudioStreamPlayer2D
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var endless = false
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var shellLoadingSpedUp = false
var dealerItems : Array[String]
var currentShotgunDamage = 1
var dealerAtTable = false
var dealerHasGreeted = false
var dealerCuffed = false
var playerCuffed = false
var playerAboutToBreakFree = false
var waitingForDealerReturn = false
var barrelSawedOff = false
var defibCutterReady = false
var trueDeathActive = false
func _ready():
HideDealer()
#await get_tree().create_timer(.2, false).timeout
pass
func _process(delta):
LerpScore()
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func BeginMainGame():
MainBatchSetup(true)
func HideDealer():
animator_dealerHands.play("hide hands")
animator_dealer.play("hide dealer")
#MAIN BATCH SETUP
var lerping = false
var enteringFromWaiver = false
func MainBatchSetup(dealerEnterAtStart : bool):
if (!enteringFromWaiver):
if (lerping): camera.BeginLerp("enemy")
currentRound = 0
if (!dealerAtTable && dealerEnterAtStart):
await get_tree().create_timer(.5, false).timeout
if (!dealerCuffed): animator_dealerHands.play("dealer hands on table")
else: animator_dealerHands.play("dealer hands on table cuffed")
animator_dealer.play("dealer return to table")
await get_tree().create_timer(2, false).timeout
var greeting = true
if (!playerData.hasSignedWaiver):
shellLoader.dialogue.ShowText_Forever("PLEASE SIGN THE WAIVER.")
await get_tree().create_timer(2.3, false).timeout
shellLoader.dialogue.HideText()
camera.BeginLerp("home")
sign.AwaitPickup()
return
if (!dealerHasGreeted && greeting):
var tempstring
if (!playerData.enteringFromTrueDeath): tempstring = "WELCOME BACK."
else:
shellSpawner.dialogue.dealerLowPitched = true
tempstring = "..."
if (!playerData.playerEnteringFromDeath):
shellLoader.dialogue.ShowText_Forever("WELCOME TO\nBUCKSHOT ROULETTE.")
await get_tree().create_timer(2.3, false).timeout
shellLoader.dialogue.HideText()
dealerHasGreeted = true
else:
shellLoader.dialogue.ShowText_Forever(tempstring)
await get_tree().create_timer(2.3, false).timeout
shellLoader.dialogue.HideText()
dealerHasGreeted = true
dealerAtTable = true
enteringFromWaiver = false
playerData.enteringFromTrueDeath = false
mainBatchIndex = playerData.currentBatchIndex
healthCounter.DisableCounter()
SetupRoundArray()
if (playerData.hasReadIntroduction): roundArray[0].hasIntroductoryText = false
else: roundArray[0].hasIntroductoryText = true
if (roundArray[0].showingIndicator): await(RoundIndicator())
healthCounter.SetupHealth()
lerping = true
#await get_tree().create_timer(1.5, false).timeout
StartRound(false)
func GenerateRandomBatches():
for b in batchArray:
for i in range(b.roundArray.size()):
b.roundArray[i].startingHealth = randi_range(2, 4)
var total_shells = randi_range(2, 8)
var amount_live = max(1, total_shells / 2)
var amount_blank = total_shells - amount_live
b.roundArray[i].amountBlank = amount_blank
b.roundArray[i].amountLive = amount_live
b.roundArray[i].numberOfItemsToGrab = randi_range(1, 4)
b.roundArray[i].usingItems = true
var flip = randi_range(0, 1)
if flip == 1: b.roundArray[i].shufflingArray = true
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#APPEND ROUNDS FROM BATCH
func SetupRoundArray():
if (endless): GenerateRandomBatches()
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roundArray = []
for i in range(batchArray.size()):
if (batchArray[i].batchIndex == mainBatchIndex):
var matched = batchArray[i]
for z in range(matched.roundArray.size()):
roundArray.append(matched.roundArray[z])
pass
pass
#SHOW ROUND INDICATOR
func RoundIndicator():
roundIndicator.visible = false
#await get_tree().create_timer(1.5, false).timeout
animator_roundIndicator.play("RESET")
camera.BeginLerp("health counter")
await get_tree().create_timer(.8, false).timeout
var activePos = roundIndicatorPositions[roundArray[0].indicatorNumber]
roundIndicator.transform.origin = activePos
roundIndicatorParent.visible = true
speaker_roundHum.play()
await get_tree().create_timer(.8, false).timeout
roundIndicator.visible = true
brief.ending.endless_roundsbeat += 1
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animator_roundIndicator.play("round blinking")
await get_tree().create_timer(2, false).timeout
roundIndicatorParent.visible = false
speaker_roundHum.stop()
speaker_roundShutDown.play()
animator_roundIndicator.play("RESET")
pass
#MAIN ROUND SETUP
func StartRound(gettingNext : bool):
if (gettingNext && (currentRound + 1) != roundArray.size()): currentRound += 1
#USINGITEMS: SETUP ITEM GRIDS IF ROUND CLASS HAS SETUP ITEM GRIDS ENABLED
#UNCUFF BOTH PARTIES BEFORE ITEM DISTRIBUTION
await (handcuffs.RemoveAllCuffsRoutine())
#FINAL SHOWDOWN DIALOGUE
if (playerData.currentBatchIndex == 2 && !defibCutterReady && !endless):
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shellLoader.dialogue.dealerLowPitched = true
camera.BeginLerp("enemy")
await get_tree().create_timer(.6, false).timeout
#var origdelay = shellLoader.dialogue.incrementDelay
#shellLoader.dialogue.incrementDelay = .1
if (!playerData.cutterDialogueRead):
shellLoader.dialogue.ShowText_Forever("LONG LAST, WE ARRIVE\nAT THE FINAL SHOWDOWN.")
await get_tree().create_timer(4, false).timeout
shellLoader.dialogue.ShowText_Forever("NO MORE DEFIBRILLATORS.\nNO MORE BLOOD TRANSFUSIONS.")
await get_tree().create_timer(4, false).timeout
shellLoader.dialogue.ShowText_Forever("NOW, ME AND YOU, WE ARE DANCING\nON THE EDGE OF LIFE AND DEATH.")
await get_tree().create_timer(4.8, false).timeout
shellLoader.dialogue.HideText()
playerData.cutterDialogueRead = true
else:
shellLoader.dialogue.ShowText_Forever("I BETTER NOT\nSEE YOU AGAIN.")
await get_tree().create_timer(3, false).timeout
shellLoader.dialogue.HideText()
await(deficutter.InitialSetup())
defibCutterReady = true
trueDeathActive = true
#await get_tree().create_timer(100, false).timeout
#USINGITEMS: SHARE ITEMS TO PLAYERS HERE
if (roundArray[currentRound].usingItems):
itemManager.BeginItemGrabbing()
return
shellSpawner.MainShellRoutine()
pass
#MAIN ROUND SETUP AFTER ITEMS HAVE BEEN DISTRIBUTED. RETURN TO HERE FROM ITEM GRABBING INTERACTION
func ReturnFromItemGrabbing():
shellSpawner.MainShellRoutine()
pass
func LoadShells():
shellLoader.LoadShells()
pass
func CheckIfOutOfHealth():
#CHECK IF OUT OF HEALTH
var outOfHealth_player = health_player == 0
var outOfHealth_enemy = health_opponent == 0
var outOfHealth = outOfHealth_player or outOfHealth_enemy
if (outOfHealth):
if (outOfHealth_player): OutOfHealth("player")
if (outOfHealth_enemy): OutOfHealth("dealer")
return outOfHealth
var waitingForReturn = false
var waitingForHealthCheck = false
var waitingForHealthCheck2 = false
var requestedWireCut = false
var wireToCut = ""
var wireIsCut_dealer = false
var wireIsCut_player = false
var ignoring = false
func EndTurn(playerCanGoAgain : bool):
#USINGITEMS: ASSIGN PLAYER CAN GO AGAIN FROM ITEMS HERE
#USINGITEMS: MAKE SHOTGUN GROW NEW BARREL
#var isOutOfHealth = CheckIfOutOfHealth()
#if (isOutOfHealth): return
if (barrelSawedOff):
await get_tree().create_timer(.6, false).timeout
if (waitingForHealthCheck2): await get_tree().create_timer(2, false).timeout
waitingForHealthCheck2 = false
await(segmentManager.GrowBarrel())
if (shellSpawner.sequenceArray.size() != 0):
#PLAYER TURN
if (playerCanGoAgain):
BeginPlayerTurn()
else:
#DEALER TURN
if (!dealerCuffed):
dealerAI.BeginDealerTurn()
else:
if (waitingForReturn):
await get_tree().create_timer(1.4, false).timeout
waitingForReturn = false
if (waitingForHealthCheck):
await get_tree().create_timer(1.8, false).timeout
waitingForHealthCheck = false
dealerAI.DealerCheckHandCuffs()
else:
#SHOTGUN IS EMPTY. NEXT ROUND
if (requestedWireCut):
await(defibCutter.CutWire(wireToCut))
if (!ignoring):
StartRound(true)
func ReturnFromCuffCheck(brokeFree : bool):
if (brokeFree):
await get_tree().create_timer(.8, false).timeout
camera.BeginLerp("enemy")
dealerAI.BeginDealerTurn()
pass
else:
camera.BeginLerp("home")
BeginPlayerTurn()
pass
func BeginPlayerTurn():
if (playerCuffed):
var returning = false
if (playerAboutToBreakFree == false):
handcuffs.CheckPlayerHandCuffs(false)
await get_tree().create_timer(1.4, false).timeout
camera.BeginLerp("enemy")
dealerAI.BeginDealerTurn()
returning = true
playerAboutToBreakFree = true
else:
handcuffs.BreakPlayerHandCuffs(false)
await get_tree().create_timer(1.4, false).timeout
camera.BeginLerp("home")
playerCuffed = false
playerAboutToBreakFree = false
returning = false
if (returning): return
if (requestedWireCut):
await(defibCutter.CutWire(wireToCut))
await get_tree().create_timer(.6, false).timeout
perm.SetStackInvalidIndicators()
cursor.SetCursor(true, true)
perm.SetIndicators(true)
perm.SetInteractionPermissions(true)
func OutOfHealth(who : String):
if (who == "player"):
death.MainDeathRoutine()
else:
await get_tree().create_timer(1, false).timeout
EndMainBatch()
var doubling = false
var prevscore = 0
var mainscore = 0
var elapsed = 0
var dur = 3
var lerpingscore = false
var startscore
var endscore
@export var ui_score : Label3D
@export var ui_doubleornothing : Label3D
@export var speaker_key : AudioStreamPlayer2D
@export var speaker_show : AudioStreamPlayer2D
@export var speaker_hide : AudioStreamPlayer2D
func BeginScoreLerp():
startscore = prevscore
if (!doubling):
endscore = randi_range(50000, 70000)
prevscore = endscore
else:
endscore = prevscore * 2
prevscore = endscore
doubling = true
speaker_slot.play()
camera.BeginLerp("yes no")
await get_tree().create_timer(1.1, false).timeout
ui_score.visible = true
ui_score.text = str(startscore)
await get_tree().create_timer(.5, false).timeout
elapsed = 0
lerpingscore = true
await get_tree().create_timer(3.08, false).timeout
await get_tree().create_timer(.46, false).timeout
ui_score.visible = false
ui_doubleornothing.visible = true
anim_doubleor.play("show")
speaker_show.play()
await get_tree().create_timer(.5, false).timeout
await get_tree().create_timer(1, false).timeout
cursor.SetCursor(true, true)
intbranch_no.interactionAllowed = true
intbranch_yes.interactionAllowed = true
pass
func Response(rep : bool):
intbranch_no.interactionAllowed = false
intbranch_yes.interactionAllowed = false
cursor.SetCursor(false, false)
ui_doubleornothing.visible = false
if (rep): anim_yes.play("press")
else: anim_no.play("press")
speaker_key.play()
await get_tree().create_timer(.4, false).timeout
anim_doubleor.play("hide")
speaker_hide.play()
await get_tree().create_timer(.4, false).timeout
if (!rep):
speaker_slot.stop()
await get_tree().create_timer(.7, false).timeout
brief.ending.endless_score = endscore
brief.ending.endless_overwriting = true
camera.BeginLerp("enemy")
brief.MainRoutine()
else:
speaker_slot.stop()
await get_tree().create_timer(.7, false).timeout
#camera.BeginLerp("enemy")
RestartBatch()
pass
func LerpScore():
if (lerpingscore):
elapsed += get_process_delta_time()
var c = clampf(elapsed / dur, 0.0, 1.0)
print("c: ", c)
var score = lerp(startscore, endscore, c)
ui_score.text = str(int(score))
func RestartBatch():
playerData.currentBatchIndex = 0
if (barrelSawedOff):
await get_tree().create_timer(.6, false).timeout
await(segmentManager.GrowBarrel())
MainBatchSetup(false)
if (!dealerAtTable):
if (!dealerCuffed): animator_dealerHands.play("dealer hands on table")
else: animator_dealerHands.play("dealer hands on table cuffed")
animator_dealer.play("dealer return to table")
for i in range(ejectManagers.size()):
ejectManagers[i].FadeOutShell()
#TRACK MANAGER
await get_tree().create_timer(2, false).timeout
musicManager.LoadTrack_FadeIn()
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func EndMainBatch():
#ADD TO BATCH INDEX
ignoring = true
playerData.currentBatchIndex += 1
#PLAY WINNING SHIT
await get_tree().create_timer(.8, false).timeout
if (playerData.currentBatchIndex == 3):
healthCounter.speaker_truedeath.stop()
healthCounter.DisableCounter()
defibCutter.BlipError_Both()
if (endless): musicManager.EndTrack()
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await get_tree().create_timer(.4, false).timeout
if (endless):
BeginScoreLerp()
return
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#gameover.PlayerWon()
camera.BeginLerp("enemy")
await get_tree().create_timer(.7, false).timeout
brief.MainRoutine()
return
healthCounter.DisableCounter()
speaker_roundShutDown.play()
await get_tree().create_timer(1, false).timeout
speaker_winner.play()
ui_winner.visible = true
itemManager.newBatchHasBegun = true
await get_tree().create_timer(2.33, false).timeout
speaker_roundShutDown.play()
speaker_winner.stop()
musicManager.EndTrack()
ui_winner.visible = false
#REGROW BARREL IF MISSING
if (barrelSawedOff):
await get_tree().create_timer(.6, false).timeout
await(segmentManager.GrowBarrel())
#MAIN BATCH LOOP
MainBatchSetup(false)
if (!dealerAtTable):
if (!dealerCuffed): animator_dealerHands.play("dealer hands on table")
else: animator_dealerHands.play("dealer hands on table cuffed")
animator_dealer.play("dealer return to table")
for i in range(ejectManagers.size()):
ejectManagers[i].FadeOutShell()
#TRACK MANAGER
await get_tree().create_timer(2, false).timeout
musicManager.LoadTrack_FadeIn()