193 lines
4.9 KiB
GDScript
193 lines
4.9 KiB
GDScript
extends Node
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const STAR_DAY_FREQUENCY: int = 3
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var money: int = 0:
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get:
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return money
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set(value):
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if not multiplayer.is_server():
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push_warning("Clients cannot modify money directly.")
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return
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money = max(0, value)
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_sync_money.rpc(money)
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@rpc("authority", "call_remote", "reliable") # Server updates clients
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func _sync_money(new_amount: int) -> void:
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money = new_amount
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var day_number: int = 1:
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get:
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return day_number
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set(value):
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if not multiplayer.is_server():
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push_warning("Clients cannot modify day_number directly.")
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return
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day_number = value
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_sync_day_number.rpc(day_number)
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@rpc("authority", "call_remote", "reliable")
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func _sync_day_number(new_value: int) -> void:
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day_number = new_value
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var meals_in_play: Array[String] = []:
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get:
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return meals_in_play
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set(value):
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if not multiplayer.is_server():
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push_warning("Clients cannot modify meals_in_play directly.")
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return
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meals_in_play = value
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_sync_meals_in_play.rpc(meals_in_play)
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@rpc("authority", "call_remote", "reliable")
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func _sync_meals_in_play(new_value: Array[String]) -> void:
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meals_in_play = new_value
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var sides_in_play: Array[String] = []:
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get:
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return sides_in_play
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set(value):
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if not multiplayer.is_server():
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push_warning("Clients cannot modify sides_in_play directly.")
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return
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sides_in_play = value
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_sync_sides_in_play.rpc(sides_in_play)
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@rpc("authority", "call_remote", "reliable")
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func _sync_sides_in_play(new_value: Array[String]) -> void:
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sides_in_play = new_value
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# GameConfig - difficulty settings
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var day_length_seconds: float = 60.0:
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get:
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return day_length_seconds
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set(value):
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if not multiplayer.is_server():
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push_warning("Clients cannot modify day_length_seconds directly.")
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return
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day_length_seconds = value
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_sync_day_length_seconds.rpc(day_length_seconds)
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@rpc("authority", "call_remote", "reliable")
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func _sync_day_length_seconds(new_value: float) -> void:
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day_length_seconds = new_value
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var customers_per_day: float = 5.0:
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get:
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return customers_per_day
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set(value):
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if not multiplayer.is_server():
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push_warning("Clients cannot modify customers_per_day directly.")
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return
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customers_per_day = value
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_sync_customers_per_day.rpc(customers_per_day)
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@rpc("authority", "call_remote", "reliable")
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func _sync_customers_per_day(new_value: float) -> void:
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customers_per_day = new_value
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var customers_count_increase_per_day: float = 1.0:
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get:
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return customers_count_increase_per_day
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set(value):
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if not multiplayer.is_server():
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push_warning("Clients cannot modify customers_count_increase_per_day directly.")
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return
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customers_count_increase_per_day = value
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_sync_customers_count_increase_per_day.rpc(customers_count_increase_per_day)
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@rpc("authority", "call_remote", "reliable")
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func _sync_customers_count_increase_per_day(new_value: float) -> void:
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customers_count_increase_per_day = new_value
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var group_min_size: int = 1:
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get:
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return group_min_size
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set(value):
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if not multiplayer.is_server():
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push_warning("Clients cannot modify group_min_size directly.")
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return
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group_min_size = value
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_sync_group_min_size.rpc(group_min_size)
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@rpc("authority", "call_remote", "reliable")
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func _sync_group_min_size(new_value: int) -> void:
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group_min_size = new_value
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var group_max_size: int = 2:
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get:
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return group_max_size
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set(value):
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if not multiplayer.is_server():
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push_warning("Clients cannot modify group_max_size directly.")
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return
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group_max_size = value
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_sync_group_max_size.rpc(group_max_size)
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@rpc("authority", "call_remote", "reliable")
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func _sync_group_max_size(new_value: int) -> void:
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group_max_size = new_value
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enum GameState {
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RUNNING,
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GAME_OVER,
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BUILDING
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}
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var game_state: GameState = GameState.BUILDING:
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get:
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return game_state
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set(value):
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if not multiplayer.is_server():
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push_warning("Clients cannot modify game_state directly.")
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return
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game_state = value
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_sync_game_state.rpc(game_state)
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Signals.game_state_changed.emit(game_state)
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@rpc("authority", "call_remote", "reliable")
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func _sync_game_state(new_value: GameState) -> void:
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game_state = new_value
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Signals.game_state_changed.emit(game_state)
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func get_random_meal() -> String:
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if meals_in_play.size() == 0:
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push_error("GameManager: get_random_meal() called but meals_in_play is empty")
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return ""
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var rand_index = randi() % meals_in_play.size()
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print("GameManager: get_random_meal() returning ", meals_in_play[rand_index])
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return meals_in_play[rand_index]
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func get_random_side() -> String:
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print("GameManager: get_random_side() ")
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if sides_in_play.size() == 0:
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push_error("GameManager: get_random_side() called but sides_in_play is empty")
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return ""
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var rand_index = randi() % sides_in_play.size()
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print("GameManager: get_random_side() list=%s returning %s" % [sides_in_play, sides_in_play[rand_index]])
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return sides_in_play[rand_index]
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func _restart():
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print("restart Game")
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game_state = GameState.RUNNING
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func game_over():
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print("Game Over")
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game_state = GameState.GAME_OVER
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Signals.game_over.emit()
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