Fix queue in multiplayer
This commit is contained in:
@@ -11,16 +11,21 @@ var customers_served: int = 0
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func _ready() -> void:
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GameManager.set_game_state(GameManager.GameState.BUILDING)
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Signals.game_state_changed.connect(_on_game_state_changed)
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Signals.table_satisfied.connect(_on_table_statisfied)
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func _on_game_state_changed(new_state: GameManager.GameState) -> void:
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if new_state == GameManager.GameState.RUNNING:
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start_next_day()
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func _on_table_statisfied(_table: Table) -> void:
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customers_served += 1
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SweetLogger.info("Spawned: {0} served: {1}, per_day: {2} time_remaining: {3}, progress: {4}", [customers_spawned, customers_served, GameManager.customers_per_day, snappedf(day_time_remaining, 0.1), snappedf(get_day_progression(), 0.1)])
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# Returns 0-1 progress of the day time
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func get_day_progression() -> float:
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return 1 - (day_time_remaining / GameManager.day_length_seconds)
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return clampf(1 - (day_time_remaining / GameManager.day_length_seconds), 0.0, 1.0)
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func _reset_values() -> void:
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@@ -39,18 +44,23 @@ func start_next_day() -> void:
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func finish_current_day() -> void:
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SweetLogger.info("Finishing current day")
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_reset_values()
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GameManager.set_game_state(GameManager.GameState.BUILDING)
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func _process(delta: float) -> void:
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if not NetworkManager.owns_world():
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return
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if GameManager.game_state != GameManager.GameState.RUNNING:
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return
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day_time_remaining -= delta
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if day_time_remaining > 0:
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day_time_remaining -= delta
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day_time_remaining = max(0, day_time_remaining)
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var customers_at_this_time = GameManager.customers_per_day * get_day_progression()
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#print("DayController: customers_at_this_time: ", customers_at_this_time)
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if customers_spawned < customers_at_this_time:
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customers_spawned += 1
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SweetLogger.info("Spawning customer")
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SweetLogger.info("Requesting to spawn customer")
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Signals.request_customer_spawn.emit()
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# If day complete
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if GameManager.customers_per_day == customers_served and customers_spawned == GameManager.customers_per_day:
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+19
-11
@@ -6,10 +6,10 @@ extends Node3D
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@export var progress_bar_3d: ProgressBar3D
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@export var label_3d: Label3D
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var _customers: Array[float] = [] # Temp. Array of their patience
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var _tables: Array[Node3D] = []
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func _ready() -> void:
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progress_bar_3d.override_fill_color(Color.YELLOW)
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progress_bar_3d.exponential = true
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@@ -21,6 +21,7 @@ func _on_game_state_changed(new_state: GameManager.GameState) -> void:
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if new_state == GameManager.GameState.RUNNING:
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_rebuild_table_list()
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func _on_request_customer_spawn() -> void:
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spawn_customer()
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@@ -44,20 +45,27 @@ func _try_to_assign_customers() -> void:
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break
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func _update_clients_display() -> void:
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if not _customers.is_empty():
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everyone_set_queue_info.rpc("Customers in queue: " + str(_customers.size()), _customers.front() / queue_patience)
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else:
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everyone_set_queue_info.rpc("No Customers", 0)
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@rpc("authority", "call_local", "unreliable")
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func everyone_set_queue_info(label_text: String, progress: float) -> void:
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label_3d.text = label_text
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progress_bar_3d.set_progress(progress)
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func _process(delta: float) -> void:
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if not NetworkManager.owns_world():
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return
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# Process customers patience
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for i in range(0, _customers.size()):
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_customers[i] -= delta
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if _customers[i] <= 0:
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SweetLogger.info("Customer patience ran out, game over")
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GameManager.game_over()
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_try_to_assign_customers()
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# Update visuals
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if not _customers.is_empty():
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label_3d.text = "Customers in queue: " + str(_customers.size())
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progress_bar_3d.set_progress(_customers.front() / queue_patience)
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else:
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progress_bar_3d.set_progress(0)
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label_3d.text = "No Customers"
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_update_clients_display()
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+2
-4
@@ -200,10 +200,6 @@ func _on_object_dropped(_item) -> void:
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_unsatisfied_orders.append(food_item.id)
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# original : burger cube, cube
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# unsatisfied : burger cube
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# table :
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# There is no on_stay signal, we have to track player with bool
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func _on_player_enter(_body):
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_players_count += 1
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@@ -358,6 +354,8 @@ func _state_end(oldState: TableState):
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clearAllFood()
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_set_snap_zones_enabled(true)
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_set_state(TableState.EMPTY)
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SweetLogger.info("Table satisfied, emitting signal")
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Signals.table_satisfied.emit(self)
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TableState.ORDERING, TableState.WAITING_PRIMARY, TableState.WAITING_FRIEND:
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SweetLogger.info("{0}: order timed out in state {1}, game over", [name, TableState.keys()[oldState]])
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@@ -1,6 +1,6 @@
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extends Node
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const enable_debug = true
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const enable_debug = false
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var frame_count = 0
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# Inside SweetLogger or a static helper class:
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static func get_current_function_name() -> String:
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@@ -98,7 +98,7 @@ const TIMESTAMP_BG_COLOR = "#1e3a5f"
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#===================================================================================#
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## Column widths for alignment (in characters)
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const PEER_ID_COLUMN_WIDTH = 6
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const LOG_TYPE_COLUMN_WIDTH = 12
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const LOG_TYPE_COLUMN_WIDTH = 13
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## Default mm:ss:ms; with SHOW_TIMESTAMP_HOURS, hh:mm:ss:ms
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const TIMESTAMP_COLUMN_WIDTH_MMSSMS = 9
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const TIMESTAMP_COLUMN_WIDTH_HHMMSSMS = 12
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@@ -19,6 +19,10 @@
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- Freshness
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- Fullbody tracking (Height calibration)
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### Bugs
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- Plate not locked on clinets by table
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- Rare times, plate not cleared / has buger on it after table eaten. New customer didn't accept it, so must have been empty, but server and client visuals had burger on plate.
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- Table does not accept clinet that was already in player detect zone
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### Station inheritence suggestion
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Station
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@@ -21,7 +21,7 @@ func server_set_money(value: int) -> void: set_money(value)
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func client_sync_money(value: int) -> void: money = value
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var day_number: int = 1:
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var day_number: int = 0:
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get:
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return day_number
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@@ -110,7 +110,7 @@ func client_sync_day_length_seconds(value: float) -> void:
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day_length_seconds = value
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var customers_per_day: float = 5.0:
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var customers_per_day: float = 3.0:
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get:
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return customers_per_day
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+6
-11
@@ -1,12 +1,7 @@
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extends Node
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@warning_ignore("unused_signal")
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signal game_over
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@warning_ignore("unused_signal")
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signal restart_game
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@warning_ignore("unused_signal")
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signal game_state_changed(new_state: GameManager.GameState)
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@warning_ignore("unused_signal")
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signal station_bought(instance: Node3D)
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@warning_ignore("unused_signal")
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signal request_customer_spawn()
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@warning_ignore("unused_signal") signal game_over
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@warning_ignore("unused_signal") signal restart_game
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@warning_ignore("unused_signal") signal game_state_changed(new_state: GameManager.GameState)
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@warning_ignore("unused_signal") signal station_bought(instance: Node3D)
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@warning_ignore("unused_signal") signal request_customer_spawn()
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@warning_ignore("unused_signal") signal table_satisfied(table: Table)
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