buckshotroulette-decomp/ItemManager.gd
Lyssa a86f69ecf1
reverse v1.2.1 changes
goddammit bob
2024-04-10 22:19:04 +04:00

590 lines
21 KiB
GDScript

class_name ItemManager extends Node
@export var grid : GridIndicator
@export var cursor : CursorManager
@export var controller : ControllerManager
@export var roundManager : RoundManager
@export var dialogue : Dialogue
@export var camera : CameraManager
@export var comp : CompartmentManager
@export var interaction_intake : InteractionBranch
@export var instanceArray : Array[ItemResource]
@export var instanceArray_dealer : Array[ItemResource]
@export var availableItemArray : Array[String]
@export var itemSpawnParent : Node3D
@export var lerpDuration : float
@export var gridParentArray : Array[Node3D]
@export var gridParentArray_enemy : Array[Node3D]
var gridParentArray_enemy_available : Array[Node3D]
@export var gridOccupiedArray : Array[bool]
@export var stringNumberArray : Array[String]
@export var gridParent_1 : Node3D
@export var gridParent_2 : Node3D
@export var gridParent_3 : Node3D
@export var gridParent_4 : Node3D
@export var soundArray_itemGrab : Array[AudioStream]
@export var speaker_itemgrab : AudioStreamPlayer2D
@export var speaker_placedown : AudioStreamPlayer2D
@export var anim_spook : AnimationPlayer
@export var speakercontroller_musicmain : SpeakerController
@export var speaker_god : AudioStreamPlayer2D
@export var amounts : Amounts
@export var interaction : ItemInteraction
@export var btnParent_stealing : Control
@export var btnparent_ff_stealing : Control
var itemGrabSoundIndex = 0
var itemArray_dealer : Array[String]
var itemArray_instances_dealer : Array[Node3D]
var itemArray_instances_dealer_previous : Array[Node3D]
var itemArray_dealer_previous : Array[String]
var itemArray_player : Array[String]
var hasBegun = false
var items_dynamicIndicatorArray : Array[PickupIndicator]
var items_dynamicInteractionArray : Array[InteractionBranch]
var numberOfCigs_player = 0
var numberOfCigs_dealer = 0
var playerItemStringArray
var availableItemsToGrabArray_player
var availableItemsToGrabArray_dealer
var numberOfItemsGrabbed_enemy = 0
var numberOfItemsGrabbed = 0
var numberOfOccupiedGrids = 0
var activeItem_offset_pos
var activeItem_offset_rot
var activeItem
var activeItem_enemy
var elapsed = 0
var moving = false
var pos_current
var pos_next
var rot_current
var rot_next
var temp_indicator
var temp_interaction
func _ready():
playerItemStringArray = []
#availableItemsToGrabArray_player = availableItemArray
#availableItemsToGrabArray_dealer = availableItemArray
ResetDealerGrid()
func _process(delta):
LerpItem()
CheckTimer()
ItemStealTimeout()
@export var btnParent_intake : Control
@export var btn_intake : Control
@export var btn_grids : Array[Control]
func SetIntakeFocus(state : bool):
btnParent_intake.visible = true
if (state):
for grid in btn_grids: grid.visible = false
btn_intake.visible = true
if (cursor.controller_active): btn_intake.grab_focus()
controller.previousFocus = btn_intake
else:
for grid in btn_grids: grid.visible = true
#btn_intake.visible = false
func ClearIntakeFocus():
btnParent_intake.visible = false
for grid in btn_grids: grid.visible = false
btn_intake.visible = false
func ItemClear_Remote():
var itemParentChildrenArray = itemSpawnParent.get_children()
for i in range(itemParentChildrenArray.size()):
if (itemParentChildrenArray[i].get_child(0) is PickupIndicator):
requestingItemClear = true
break
if (requestingItemClear):
camera.BeginLerp("home")
await get_tree().create_timer(.8, false).timeout
SetupItemClear()
comp.animator_compartment.play("clear items")
await get_tree().create_timer(1.6).timeout
comp.animator_compartment.play("hide items")
await get_tree().create_timer(.8, false).timeout
else:
camera.BeginLerp("home")
await get_tree().create_timer(.8, false).timeout
comp.animator_compartment.play("hide items")
await get_tree().create_timer(.8, false).timeout
var newBatchHasBegun = false
var requestingItemClear = false
func BeginItemGrabbing():
roundManager.ignoring = false
numberOfItemsGrabbed = 0
if (roundManager.playerData.hasReadItemSwapIntroduction): camera.BeginLerp("home")
else: camera.BeginLerp("enemy")
var itemParentChildrenArray = itemSpawnParent.get_children()
#CLEAR ITEMS FROM TABLE
if (newBatchHasBegun):
for i in range(itemParentChildrenArray.size()):
if (itemParentChildrenArray[i].get_child(0) is PickupIndicator):
requestingItemClear = true
break
if (requestingItemClear):
await get_tree().create_timer(.8, false).timeout
SetupItemClear()
comp.animator_compartment.play("clear items")
await get_tree().create_timer(1.4).timeout
newBatchHasBegun = false
await get_tree().create_timer(.8, false).timeout
if (!roundManager.playerData.hasReadItemSwapIntroduction):
dialogue.ShowText_ForDuration(tr("MORE INTERESTING"), 3)
await get_tree().create_timer(3, false).timeout
camera.BeginLerp("home")
await get_tree().create_timer(.8, false).timeout
roundManager.playerData.hasReadItemSwapIntroduction = true
comp.CycleCompartment("show briefcase")
await get_tree().create_timer(.8, false).timeout
if (comp.isHiding_items): comp.CycleCompartment("show items")
await get_tree().create_timer(.8, false).timeout
camera.BeginLerp("briefcase")
await get_tree().create_timer(.8, false).timeout
if (!roundManager.playerData.hasReadItemDistributionIntro):
var stringIndex = roundManager.roundArray[roundManager.currentRound].numberOfItemsToGrab
var string = stringNumberArray[stringIndex]
string = str(stringIndex)
dialogue.ShowText_Forever(tr("ITEMS EACH") % string)
await get_tree().create_timer(2.5, false).timeout
dialogue.ShowText_Forever(tr("MORE ITEMS"))
await get_tree().create_timer(2.5, false).timeout
dialogue.HideText()
roundManager.playerData.hasReadItemDistributionIntro = true
if (!roundManager.playerData.hasReadItemDistributionIntro2 && roundManager.roundArray[roundManager.currentRound].hasIntro2):
var stringIndex = roundManager.roundArray[roundManager.currentRound].numberOfItemsToGrab
var string = stringNumberArray[stringIndex]
string = str(stringIndex)
dialogue.ShowText_Forever(tr("ITEMS EACH") % string)
await get_tree().create_timer(2.5, false).timeout
dialogue.HideText()
roundManager.playerData.hasReadItemDistributionIntro2 = true
#ALLOW ITEM GRAB
cursor.SetCursor(true, true)
SetIntakeFocus(true)
interaction_intake.interactionAllowed = true
pass
func EndItemGrabbing():
GrabItems_Enemy()
GridParents(false)
interaction_intake.interactionAllowed = false
cursor.SetCursor(false, false)
ClearIntakeFocus()
await get_tree().create_timer(.45, false).timeout
comp.CycleCompartment("hide briefcase")
await get_tree().create_timer(1, false).timeout
camera.BeginLerp("home")
await get_tree().create_timer(.9, false).timeout
moving = false
roundManager.ReturnFromItemGrabbing()
pass
func GrabSpook():
interaction_intake.interactionAllowed = false
cursor.SetCursor(false, false)
ClearIntakeFocus()
PlayItemGrabSound()
speakercontroller_musicmain.SnapVolume(false)
speaker_god.play()
anim_spook.play("grab form")
await get_tree().create_timer(2 + .8, false).timeout
anim_spook.play("put back")
PlayItemGrabSound()
camera.BeginLerp("briefcase")
speaker_god.stop()
speakercontroller_musicmain.FadeIn()
await get_tree().create_timer(.8, false).timeout
cursor.SetCursor(true, true)
SetIntakeFocus(true)
interaction_intake.interactionAllowed = true
var randindex = 4
var spook_counter = 0
var spook_fired = false
func GrabItem():
if (roundManager.playerData.currentBatchIndex == 1 && roundManager.currentRound == 1):
if (spook_counter == 1 && !spook_fired && !roundManager.playerData.seenGod):
GrabSpook()
roundManager.playerData.seenGod = true
spook_fired = true
return
spook_counter += 1
#GET RANDOM ITEM
PlayItemGrabSound()
interaction_intake.interactionAllowed = false
var selectedResource : ItemResource
#SET PLAYER AVAILABLE ITEMS ACCORDING TO MAX COUNTS
var amountArray : Array[AmountResource] = amounts.array_amounts
availableItemsToGrabArray_player = []
for res in amountArray:
if (res.amount_active == 0): continue
if (res.amount_player != res.amount_active):
availableItemsToGrabArray_player.append(res.itemName)
#for res in amountArray: availableItemsToGrabArray_player.append(res.itemName)
if (roundManager.currentRound == 0 && roundManager.roundArray[roundManager.currentRound].startingHealth == 2):
if ("handsaw" in availableItemsToGrabArray_player): availableItemsToGrabArray_player.erase("handsaw")
randindex = randi_range(0, availableItemsToGrabArray_player.size() - 1)
numberOfItemsGrabbed += 1
#SPAWN ITEM
for i in range(instanceArray.size()):
if (availableItemsToGrabArray_player[randindex] == instanceArray[i].itemName):
selectedResource = instanceArray[i]
var itemInstance = selectedResource.instance.instantiate()
for res in amountArray:
if (selectedResource.itemName == res.itemName):
res.amount_player += 1
break
activeItem = itemInstance
itemSpawnParent.add_child(itemInstance)
itemInstance.transform.origin = selectedResource.pos_inBriefcase
itemInstance.rotation_degrees = selectedResource.rot_inBriefcase
activeItem_offset_pos = selectedResource.pos_offset
activeItem_offset_rot = selectedResource.rot_offset
#ADD ITEM TO PICKUP INDICATOR & INTERACTION BRANCH ARRAY
if (numberOfOccupiedGrids != 8):
temp_indicator = activeItem.get_child(0)
temp_interaction = activeItem.get_child(1)
items_dynamicIndicatorArray.append(temp_indicator)
items_dynamicInteractionArray.append(temp_interaction)
var ind = items_dynamicIndicatorArray.size() - 1
temp_indicator.locationInDynamicArray = ind
#DISABLE ITEM COLLIDER
var childArray = activeItem.get_children()
for i in childArray.size():
if (childArray[i] is StaticBody3D): childArray[i].get_child(0).disabled = true
#LERP TO HAND
pos_current = itemInstance.transform.origin
rot_current = itemInstance.rotation_degrees
pos_next = selectedResource.pos_inHand
rot_next = selectedResource.rot_inHand
elapsed = 0
moving = true
await get_tree().create_timer(lerpDuration - .2, false).timeout
if (!roundManager.playerData.indicatorShown): grid.ShowGridIndicator()
if (numberOfOccupiedGrids != 8):
GridParents(true)
SetIntakeFocus(false)
else:
#NOT ENOUGH SPACE. PUT ITEM BACK AND END ITEM GRABBING
for res in amountArray:
if (selectedResource.itemName == res.itemName):
res.amount_player -= 1
break
dialogue.ShowText_Forever(tr("NO SPACE"))
await get_tree().create_timer(1.8, false).timeout
dialogue.ShowText_Forever(tr("UNFORTUNATE"))
await get_tree().create_timer(2.2, false).timeout
dialogue.HideText()
pos_current = activeItem.transform.origin
rot_current = activeItem.rotation_degrees
pos_next = selectedResource.pos_inBriefcase
rot_next = selectedResource.rot_inBriefcase
elapsed = 0
moving = true
cursor.SetCursor(false, false)
ClearIntakeFocus()
PlayItemGrabSound()
await get_tree().create_timer(lerpDuration, false).timeout
moving = false
activeItem.queue_free()
EndItemGrabbing()
pass
func PlaceDownItem(gridIndex : int):
numberOfOccupiedGrids += 1
gridOccupiedArray[gridIndex] = true
moving = false
var temp_indicator = activeItem.get_child(0)
if (temp_interaction.itemName == "cigarettes"): numberOfCigs_player += 1
pos_current = activeItem.transform.origin
rot_current = activeItem.rotation_degrees
pos_next = gridParentArray[gridIndex].transform.origin + activeItem_offset_pos
rot_next = gridParentArray[gridIndex].rotation_degrees + activeItem_offset_rot
temp_interaction.isPlayerSide = true
temp_indicator.dealerGridIndex = gridIndex + 8
elapsed = 0
moving = true
temp_interaction.itemGridIndex = gridIndex
if (temp_indicator.sound_placeDown != null):
speaker_placedown.stream = temp_indicator.sound_placeDown
speaker_placedown.play()
var childArray = activeItem.get_children()
for i in childArray.size():
if (childArray[i] is StaticBody3D): childArray[i].get_child(0).disabled = false
if (numberOfItemsGrabbed == roundManager.roundArray[roundManager.currentRound].numberOfItemsToGrab):
#END ITEM GRABBING
EndItemGrabbing()
else:
#GRAB NEXT ITEM
GridParents(false)
ClearIntakeFocus()
await get_tree().create_timer(lerpDuration, false).timeout
interaction_intake.interactionAllowed = true
SetIntakeFocus(true)
pass
var firstItem = true
func GrabItems_Enemy():
var selectedResource
for i in range(roundManager.roundArray[roundManager.currentRound].numberOfItemsToGrab):
if (numberOfItemsGrabbed_enemy != 8):
var amountArray : Array[AmountResource] = amounts.array_amounts
availableItemsToGrabArray_dealer = []
for res in amountArray:
if (res.amount_active == 0):
continue
if (res.amount_dealer != res.amount_active):
availableItemsToGrabArray_dealer.append(res.itemName)
if (roundManager.currentRound == 0 && roundManager.roundArray[roundManager.currentRound].startingHealth == 2):
if ("handsaw" in availableItemsToGrabArray_dealer): availableItemsToGrabArray_dealer.erase("handsaw")
var randindex = randi_range(0, availableItemsToGrabArray_dealer.size() - 1)
var selectedItem = availableItemsToGrabArray_dealer[randindex]
#SPAWN ITEM
for c in range(instanceArray_dealer.size()):
if (selectedItem == instanceArray_dealer[c].itemName):
selectedResource = instanceArray_dealer[c]
#ADD STRING TO DEALER ITEM ARRAY
itemArray_dealer.append(instanceArray_dealer[c].itemName.to_lower())
break
var itemInstance = selectedResource.instance.instantiate()
var temp_itemIndicator = itemInstance.get_child(0)
temp_itemIndicator.isDealerItem = true
for res in amountArray:
if (selectedResource.itemName == res.itemName):
res.amount_dealer += 1
break
#ADD INSTANCE TO DEALER ITEM ARRAY (mida vittu this code is getting out of hand)
itemArray_instances_dealer.append(itemInstance)
activeItem_enemy = itemInstance
itemSpawnParent.add_child(activeItem_enemy)
#PLACE ITEM ON RANDOM GRID
var randgrid = randi_range(0, gridParentArray_enemy_available.size() - 1)
var gridname = gridParentArray_enemy_available[randgrid]
activeItem_enemy.transform.origin = gridParentArray_enemy_available[randgrid].transform.origin + selectedResource.pos_offset
activeItem_enemy.rotation_degrees = gridParentArray_enemy_available[randgrid].rotation_degrees + selectedResource.rot_offset
if (activeItem_enemy.transform.origin.z > 0): temp_itemIndicator.whichSide = "right"
else: temp_itemIndicator.whichSide = "left"
temp_itemIndicator.dealerGridIndex = gridParentArray_enemy_available[randgrid].get_child(0).activeIndex
temp_itemIndicator.dealerGridName = gridname
if (activeItem_enemy.get_child(1).itemName == "cigarettes"): numberOfCigs_dealer += 1
gridParentArray_enemy_available.erase(gridname)
numberOfItemsGrabbed_enemy += 1
var PREVIOUS_items_dyanmicIndicatorArray : Array[PickupIndicator]
var PREVIOUS_items_dynamicInteractionArray : Array[InteractionBranch]
func SetupItemSteal():
PREVIOUS_items_dyanmicIndicatorArray = []
PREVIOUS_items_dynamicInteractionArray = []
PREVIOUS_items_dyanmicIndicatorArray = items_dynamicIndicatorArray
PREVIOUS_items_dynamicInteractionArray = items_dynamicInteractionArray
items_dynamicIndicatorArray = []
items_dynamicInteractionArray = []
interaction.pos_hand = interaction.pos_hand_stealing
interaction.rot_hand = interaction.rot_hand_stealing
interaction.stealing = true
var ch = itemSpawnParent.get_children()
for c in ch.size():
if(ch[c].get_child(0) is PickupIndicator):
var temp_indicator : PickupIndicator = ch[c].get_child(0)
var temp_interaction : InteractionBranch = ch[c].get_child(1)
items_dynamicIndicatorArray.append(temp_indicator)
items_dynamicInteractionArray.append(temp_interaction)
camera.BeginLerp("enemy items")
await get_tree().create_timer(.7, false).timeout
interaction.stealing_fs = true
interaction.EnablePermissions()
interaction.DisableShotgun()
roundManager.ClearDeskUI(true)
btnParent_stealing.visible = true
if (cursor.controller_active): btnparent_ff_stealing.grab_focus()
controller.previousFocus = btnparent_ff_stealing
for c in ch.size():
if(ch[c].get_child(0) is PickupIndicator):
var temp_indicator : PickupIndicator = ch[c].get_child(0)
var temp_interaction : InteractionBranch = ch[c].get_child(1)
Counter(true)
func RevertItemSteal():
btnParent_stealing.visible = false
items_dynamicIndicatorArray = PREVIOUS_items_dyanmicIndicatorArray
items_dynamicInteractionArray = PREVIOUS_items_dynamicInteractionArray
func RevertItemSteal_Timeout():
btnParent_stealing.visible = false
interaction.stealing = false
interaction.DisablePermissions()
items_dynamicIndicatorArray = PREVIOUS_items_dyanmicIndicatorArray
items_dynamicInteractionArray = PREVIOUS_items_dynamicInteractionArray
var ch = itemSpawnParent.get_children()
for c in ch.size():
if(ch[c].get_child(0) is PickupIndicator):
var temp_indicator : PickupIndicator = ch[c].get_child(0)
temp_indicator.Revert()
camera.BeginLerp("home")
await get_tree().create_timer(.4, false).timeout
interaction.stealing_fs = false
interaction.pos_hand = interaction.pos_hand_main
interaction.rot_hand = interaction.rot_hand_main
interaction.EnablePermissions()
func Counter(starting : bool):
if (starting):
timer_steal_current = 0
counting = true
checking = true
fs = false
else:
timer_steal_current = 0
counting = false
checking = false
fs = true
var timer_steal_current = 0.0
var timer_steal_max = 7.0
var counting = false
var checking = false
func ItemStealTimeout():
if (counting): timer_steal_current += get_process_delta_time()
var fs = false
func CheckTimer():
if ((timer_steal_current > timer_steal_max) && checking && !fs):
RevertItemSteal_Timeout()
fs = true
pass
func ResetDealerGrid():
#CLEAR DEALER GRID
numberOfItemsGrabbed_enemy = 0
gridParentArray_enemy_available = []
for i in range(gridParentArray_enemy.size()):
gridParentArray_enemy_available.append(gridParentArray_enemy[i])
func SetupItemClear():
instancesToDelete = []
#DEALER
numberOfCigs_dealer = 0
numberOfItemsGrabbed_enemy = 0
gridParentArray_enemy_available = []
for i in range(gridParentArray_enemy.size()):
gridParentArray_enemy_available.append(gridParentArray_enemy[i])
itemArray_dealer = []
#PLAYER
numberOfCigs_player = 0
items_dynamicIndicatorArray = []
items_dynamicInteractionArray = []
for i in range(gridOccupiedArray.size()):
gridOccupiedArray[i] = false
numberOfOccupiedGrids = 0
var childarray = itemSpawnParent.get_children()
for i in range(childarray.size()):
if (childarray[i].get_child(0) is PickupIndicator):
instancesToDelete.append(childarray[i])
var spawnChildren = itemSpawnParent.get_children()
#PARENT INSTANCES TO APPROPRIATE GRID COMPARTMENT PARENT
for i in range(spawnChildren.size()):
if (spawnChildren[i].get_child(0) is PickupIndicator):
var objPos_x = spawnChildren[i].transform.origin.x
var objPos_z = spawnChildren[i].transform.origin.z
if (objPos_x < 0 && objPos_z > 0):
var orig = spawnChildren[i].global_transform
spawnChildren[i].get_parent().remove_child(spawnChildren[i])
gridParent_1.add_child(spawnChildren[i])
spawnChildren[i].global_transform = orig
if (objPos_x < 0 && objPos_z < 0):
var orig = spawnChildren[i].global_transform
spawnChildren[i].get_parent().remove_child(spawnChildren[i])
gridParent_2.add_child(spawnChildren[i])
spawnChildren[i].global_transform = orig
if (objPos_x > 0 && objPos_z > 0):
var orig = spawnChildren[i].global_transform
spawnChildren[i].get_parent().remove_child(spawnChildren[i])
gridParent_3.add_child(spawnChildren[i])
spawnChildren[i].global_transform = orig
if (objPos_x > 0 && objPos_z < 0):
var orig = spawnChildren[i].global_transform
spawnChildren[i].get_parent().remove_child(spawnChildren[i])
gridParent_4.add_child(spawnChildren[i])
spawnChildren[i].global_transform = orig
var instancesToDelete = []
func ClearAllItems():
#DELETE INSTANCES
for i in range (instancesToDelete.size()):
instancesToDelete[i].queue_free()
itemArray_instances_dealer = []
var amountArray : Array[AmountResource] = amounts.array_amounts
for res in amountArray:
res.amount_dealer = 0
res.amount_player = 0
func GridParents(setState : bool):
if (setState):
for i in range(gridParentArray.size()):
gridParentArray[i].get_child(1).get_child(0).disabled = false
if(gridOccupiedArray[i] == false): gridParentArray[i].get_child(0).interactionAllowed = true
else:
for i in range(gridParentArray.size()):
gridParentArray[i].get_child(1).get_child(0).disabled = true
gridParentArray[i].get_child(0).interactionAllowed = false
func PlayItemGrabSound():
speaker_itemgrab.stream = soundArray_itemGrab[itemGrabSoundIndex]
speaker_itemgrab.play()
if (itemGrabSoundIndex != soundArray_itemGrab.size() - 1): itemGrabSoundIndex += 1
else: itemGrabSoundIndex = 0
func LerpItem():
if (moving):
elapsed += get_process_delta_time()
var c = clampf(elapsed / lerpDuration, 0.0, 1.0)
c = ease(c, 0.4)
var pos = lerp(pos_current, pos_next, c)
var rot = lerp(rot_current, rot_next, c)
activeItem.transform.origin = pos
activeItem.rotation_degrees = rot