Files
VRyHungry1/Scenes/day_controller.gd
T
2026-08-20 12:57:45 +02:00

70 lines
2.2 KiB
GDScript

class_name DayController
extends Node
# DayController Emits singals to spawn customers.
var day_time_remaining: float = 0.0
var customers_spawned: int = 0
var customers_served: int = 0
func _ready() -> void:
if NetworkManager.owns_world():
GameManager.set_game_state(GameManager.GameState.BUILDING)
Signals.game_state_changed.connect(_on_game_state_changed)
Signals.table_satisfied.connect(_on_table_statisfied)
func _on_game_state_changed(new_state: GameManager.GameState) -> void:
if new_state == GameManager.GameState.RUNNING:
start_next_day()
func _on_table_statisfied(_table: Table) -> void:
customers_served += 1
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)])
# Returns 0-1 progress of the day time
func get_day_progression() -> float:
return clampf(1 - (day_time_remaining / GameManager.day_length_seconds), 0.0, 1.0)
func _reset_values() -> void:
day_time_remaining = GameManager.day_length_seconds
customers_spawned = 0
customers_served = 0
func start_next_day() -> void:
SweetLogger.info("Starting next day")
_reset_values()
GameManager.set_customers_per_day(GameManager.customers_per_day + GameManager.customers_count_increase_per_day)
GameManager.set_day_number(GameManager.day_number + 1)
func finish_current_day() -> void:
SweetLogger.info("Finishing current day")
_reset_values()
GameManager.set_game_state(GameManager.GameState.BUILDING)
func _process(delta: float) -> void:
if not NetworkManager.owns_world():
return
if GameManager.game_state != GameManager.GameState.RUNNING:
return
if day_time_remaining > 0:
day_time_remaining -= delta
day_time_remaining = max(0, day_time_remaining)
var customers_at_this_time = GameManager.customers_per_day * get_day_progression()
if customers_spawned < customers_at_this_time:
customers_spawned += 1
SweetLogger.info("Requesting to spawn customer")
Signals.request_customer_spawn.emit()
# If day complete
if GameManager.customers_per_day == customers_served and customers_spawned == GameManager.customers_per_day:
SweetLogger.info("Day complete")
finish_current_day()