59 lines
1.7 KiB
GDScript
59 lines
1.7 KiB
GDScript
class_name DayController
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extends Node
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# DayController Emits singals to spawn customers.
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var day_time_remaining: float = 0.0
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var customers_spawned: int = 0
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var customers_served: int = 0
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func _ready() -> void:
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GameManager.game_state = GameManager.GameState.BUILDING
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Signals.game_state_changed.connect(_on_game_state_changed)
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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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# 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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func _reset_values() -> void:
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day_time_remaining = GameManager.day_length_seconds
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customers_spawned = 0
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customers_served = 0
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func start_next_day() -> void:
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print("DayController: start_next_day")
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_reset_values()
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GameManager.customers_per_day += GameManager.customers_count_increase_per_day
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GameManager.day_number += 1
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func finish_current_day() -> void:
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print("DayController: finish_current_day")
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_reset_values()
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func _process(delta: float) -> void:
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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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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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print("DayController: spawning 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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print("DayController: Day complete")
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finish_current_day()
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