Files
VRyHungry1/global/GameManager.gd
T
2026-08-10 10:23:38 +02:00

259 lines
8.8 KiB
GDScript

extends Node
const STAR_DAY_FREQUENCY: int = 3
var money: int = 1000:
get: return money
func set_money(value):
if multiplayer.is_server():
money = max(0,value)
client_sync_money.rpc(money)
print("GameManager: set_money money set to ", money)
else:
print("GameManager: set_money client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set money directly, sending request to server")
server_set_money.rpc_id(1, value)
@rpc("any_peer", "call_remote", "reliable") # CLIENT -> SERVER: Request a change
func server_set_money(value: int) -> void: set_money(value)
@rpc("authority", "call_remote", "reliable") # SERVER -> CLIENTS: Replicate new change
func client_sync_money(value: int) -> void: money = value
var day_number: int = 1:
get:
return day_number
func set_day_number(value: int) -> void:
if multiplayer.is_server():
day_number = value
client_sync_day_number.rpc(day_number)
print("GameManager: set_day_number day_number set to ", day_number)
else:
print("GameManager: set_day_number client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set day_number directly, sending request to server")
server_set_day_number.rpc_id(1, value)
@rpc("any_peer", "call_remote", "reliable")
func server_set_day_number(value: int) -> void:
set_day_number(value)
@rpc("authority", "call_remote", "reliable")
func client_sync_day_number(value: int) -> void:
day_number = value
var meals_in_play: Array[String] = []:
get:
return meals_in_play
func set_meals_in_play(value: Array[String]) -> void:
if multiplayer.is_server():
meals_in_play = value
client_sync_meals_in_play.rpc(meals_in_play)
print("GameManager: set_meals_in_play meals_in_play set to ", meals_in_play)
else:
print("GameManager: set_meals_in_play client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set meals_in_play directly, sending request to server")
server_set_meals_in_play.rpc_id(1, value)
@rpc("any_peer", "call_remote", "reliable")
func server_set_meals_in_play(value: Array[String]) -> void:
set_meals_in_play(value)
@rpc("authority", "call_remote", "reliable")
func client_sync_meals_in_play(value: Array[String]) -> void:
meals_in_play = value
var sides_in_play: Array[String] = []:
get:
return sides_in_play
func set_sides_in_play(value: Array[String]) -> void:
if multiplayer.is_server():
sides_in_play = value
client_sync_sides_in_play.rpc(sides_in_play)
print("GameManager: set_sides_in_play sides_in_play set to ", sides_in_play)
else:
print("GameManager: set_sides_in_play client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set sides_in_play directly, sending request to server")
server_set_sides_in_play.rpc_id(1, value)
@rpc("any_peer", "call_remote", "reliable")
func server_set_sides_in_play(value: Array[String]) -> void:
set_sides_in_play(value)
@rpc("authority", "call_remote", "reliable")
func client_sync_sides_in_play(value: Array[String]) -> void:
sides_in_play = value
# GameConfig - difficulty settings
var day_length_seconds: float = 60.0:
get:
return day_length_seconds
func set_day_length_seconds(value: float) -> void:
if multiplayer.is_server():
day_length_seconds = value
client_sync_day_length_seconds.rpc(day_length_seconds)
print("GameManager: set_day_length_seconds day_length_seconds set to ", day_length_seconds)
else:
print("GameManager: set_day_length_seconds client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set day_length_seconds directly, sending request to server")
server_set_day_length_seconds.rpc_id(1, value)
@rpc("any_peer", "call_remote", "reliable")
func server_set_day_length_seconds(value: float) -> void:
set_day_length_seconds(value)
@rpc("authority", "call_remote", "reliable")
func client_sync_day_length_seconds(value: float) -> void:
day_length_seconds = value
var customers_per_day: float = 5.0:
get:
return customers_per_day
func set_customers_per_day(value: float) -> void:
if multiplayer.is_server():
customers_per_day = value
client_sync_customers_per_day.rpc(customers_per_day)
print("GameManager: set_customers_per_day customers_per_day set to ", customers_per_day)
else:
print("GameManager: set_customers_per_day client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set customers_per_day directly, sending request to server")
server_set_customers_per_day.rpc_id(1, value)
@rpc("any_peer", "call_remote", "reliable")
func server_set_customers_per_day(value: float) -> void:
set_customers_per_day(value)
@rpc("authority", "call_remote", "reliable")
func client_sync_customers_per_day(value: float) -> void:
customers_per_day = value
var customers_count_increase_per_day: float = 1.0:
get:
return customers_count_increase_per_day
func set_customers_count_increase_per_day(value: float) -> void:
if multiplayer.is_server():
customers_count_increase_per_day = value
client_sync_customers_count_increase_per_day.rpc(customers_count_increase_per_day)
print("GameManager: set_customers_count_increase_per_day customers_count_increase_per_day set to ", customers_count_increase_per_day)
else:
print("GameManager: set_customers_count_increase_per_day client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set customers_count_increase_per_day directly, sending request to server")
server_set_customers_count_increase_per_day.rpc_id(1, value)
@rpc("any_peer", "call_remote", "reliable")
func server_set_customers_count_increase_per_day(value: float) -> void:
set_customers_count_increase_per_day(value)
@rpc("authority", "call_remote", "reliable")
func client_sync_customers_count_increase_per_day(value: float) -> void:
customers_count_increase_per_day = value
var group_min_size: int = 1:
get:
return group_min_size
func set_group_min_size(value: int) -> void:
if multiplayer.is_server():
group_min_size = value
client_sync_group_min_size.rpc(group_min_size)
print("GameManager: set_group_min_size group_min_size set to ", group_min_size)
else:
print("GameManager: set_group_min_size client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set group_min_size directly, sending request to server")
server_set_group_min_size.rpc_id(1, value)
@rpc("any_peer", "call_remote", "reliable")
func server_set_group_min_size(value: int) -> void:
set_group_min_size(value)
@rpc("authority", "call_remote", "reliable")
func client_sync_group_min_size(value: int) -> void:
group_min_size = value
var group_max_size: int = 2:
get:
return group_max_size
func set_group_max_size(value: int) -> void:
if multiplayer.is_server():
group_max_size = value
client_sync_group_max_size.rpc(group_max_size)
print("GameManager: set_group_max_size group_max_size set to ", group_max_size)
else:
print("GameManager: set_group_max_size client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set group_max_size directly, sending request to server")
server_set_group_max_size.rpc_id(1, value)
@rpc("any_peer", "call_remote", "reliable")
func server_set_group_max_size(value: int) -> void:
set_group_max_size(value)
@rpc("authority", "call_remote", "reliable")
func client_sync_group_max_size(value: int) -> void:
group_max_size = value
enum GameState {
RUNNING,
GAME_OVER,
BUILDING
}
var game_state: GameState = GameState.BUILDING:
get:
return game_state
func set_game_state(value: GameState) -> void:
if multiplayer.is_server():
game_state = value
client_sync_game_state.rpc(game_state)
Signals.game_state_changed.emit(game_state)
print("GameManager: set_game_state game_state set to ", game_state)
else:
print("GameManager: set_game_state client/(peer_id=", multiplayer.get_unique_id(), ") attempted to set game_state directly, sending request to server")
server_set_game_state.rpc_id(1, value)
@rpc("any_peer", "call_remote", "reliable")
func server_set_game_state(value: GameState) -> void:
set_game_state(value)
@rpc("authority", "call_remote", "reliable")
func client_sync_game_state(value: GameState) -> void:
game_state = value
Signals.game_state_changed.emit(game_state)
func get_random_meal() -> String:
if meals_in_play.size() == 0:
push_error("GameManager: get_random_meal() called but meals_in_play is empty")
return ""
var rand_index = randi() % meals_in_play.size()
print("GameManager: get_random_meal() returning ", meals_in_play[rand_index])
return meals_in_play[rand_index]
func get_random_side() -> String:
print("GameManager: get_random_side() ")
if sides_in_play.size() == 0:
push_error("GameManager: get_random_side() called but sides_in_play is empty")
return ""
var rand_index = randi() % sides_in_play.size()
print("GameManager: get_random_side() list=%s returning %s" % [sides_in_play, sides_in_play[rand_index]])
return sides_in_play[rand_index]
func _restart():
print("restart Game")
game_state = GameState.RUNNING
func game_over():
print("Game Over")
game_state = GameState.GAME_OVER
Signals.game_over.emit()