pollen-not-included/scenes/scripts/drone_manager.gd

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6.1 KiB
GDScript

extends Node2D
class_name DroneManager
var spawning_drone : bool = false
var spawning_type : String = ""
var director_drones : Array = [] # List of all director drones in the world
@onready var rules = get_parent().get_node("RulesComponent")
@onready var beehive = get_parent().get_node("Beehive")
@onready var flowers = get_parent().get_node("Flowers")
@onready var dog = null
@onready var drone_controls = %DroneControls
@onready var ui_controls = get_parent().get_node("UiComponent")
@onready var spawned_drones_container = get_node("SpawnedDrones")
@onready var place_cursor = preload("res://resources/cursors/target_round_b.png")
# Drones!
@onready var director_drone = preload("res://entities/DirectorDrone.tscn")
@onready var dancer_drone = preload("res://entities/DancerDrone.tscn")
@onready var distractor_drone = preload("res://entities/DistractorDrone.tscn")
@onready var collector_drone = preload("res://entities/CollectorDrone.tscn")
func _ready():
if !rules.game_rules.collector_enabled:
%SpawnCollector.visible = false
if !rules.game_rules.dancer_enabled:
%SpawnDancer.visible = false
if !rules.game_rules.director_enabled:
%SpawnDirector.visible = false
if !rules.game_rules.distractor_enabled:
%SpawnDistractor.visible = false
# dog = get_parent().get_node("Dog")
if get_parent().has_node("Dog"):
dog = get_parent().get_node("Dog")
## Function to detect right click event
func _input(event) -> void:
if spawning_drone:
if (event is InputEventMouseButton && event.button_index == MOUSE_BUTTON_RIGHT && event.pressed):
Log.pr("Cancelling placement of drone")
cancel_spawning()
if (event is InputEventMouseButton && event.button_index == MOUSE_BUTTON_LEFT && event.pressed):
spawn_drone(spawning_type)
cancel_spawning()
func spawn_drone(drone_type : String) -> void:
Log.pr("This function will put a " + drone_type + " drone in the world")
var new_drone = null
# Create a new instance of the drone
if drone_type == "director":
new_drone = director_drone.instantiate()
# new_drone.visit_order = spawned_drones_container.get_child_count()
elif drone_type == "dancer":
new_drone = dancer_drone.instantiate()
# Hide the dancer button
%SpawnDancer.visible = false
GameState.game_start() # Start the game when the first dancer is placed
elif drone_type == "distractor":
new_drone = distractor_drone.instantiate()
elif drone_type == "collector":
new_drone = collector_drone.instantiate()
# Hide the collector button
%SpawnCollector.visible = false
else:
Log.pr("Unknown drone type: " + drone_type)
spawned_drones_container.add_child(new_drone)
new_drone.position = get_viewport().get_mouse_position()
if drone_type == "director":
# Set this drones visit order to the next in line
new_drone.visit_order = director_drones.size() + 1
# Update the director drone list
update_director_drone_list()
reset_node_highlights()
GameState.add_drone() ## Increase drone count on the game state
func place_drone(drone_type : String) -> void:
if !spawning_drone:
Input.set_custom_mouse_cursor(place_cursor, Input.CURSOR_ARROW, Vector2(32, 32))
drone_controls.disable_buttons()
Log.pr("Placing " + drone_type + "...")
spawning_drone = true
GameState.placing_drone = true # This should probably be rolled into the above line
spawning_type = drone_type
func cancel_spawning() -> void:
#Input.set_custom_mouse_cursor(null)
GameState.reset_cursor()
drone_controls.reset_button_focus()
drone_controls.enable_buttons()
spawning_drone = false
GameState.placing_drone = false
spawning_type = ""
reset_node_highlights()
func _on_spawn_director_pressed() -> void:
ui_controls.show_help_text("Help_Drone_Placement_Director")
place_drone("director")
func _on_spawn_collector_pressed() -> void:
flowers.show_outline()
ui_controls.show_help_text("Help_Drone_Placement_Collector")
place_drone("collector")
func _on_spawn_distractor_pressed() -> void:
if dog:
dog.show_outline()
place_drone("distractor")
func _on_spawn_dancer_pressed() -> void:
beehive.show_outline()
ui_controls.show_help_text("Help_Drone_Placement_Dancer")
place_drone("dancer")
func _on_spawn_director_mouse_entered():
reset_node_highlights()
ui_controls.show_help_text("Help_Drone_Placement_Director")
func _on_spawn_collector_mouse_entered():
reset_node_highlights()
flowers.show_outline()
ui_controls.show_help_text("Help_Drone_Placement_Collector")
func _on_spawn_distractor_mouse_entered():
reset_node_highlights()
if dog:
dog.show_outline()
ui_controls.show_help_text("Help_Drone_Placement_Distractor")
func _on_spawn_dancer_mouse_entered():
reset_node_highlights()
beehive.show_outline()
ui_controls.show_help_text("Help_Drone_Placement_Dancer")
## Function to clear highlights when a button is mouse exited, if we arent spawning a drone
func _on_button_mouse_exited() -> void:
## Update this to trigger something that hides help messages and resets highlights after a second or so
#if !spawning_drone:
# reset_node_highlights.call_deferred()
pass
func update_director_drone_list():
director_drones.clear()
var x = 1
for drone in spawned_drones_container.get_children():
if drone is DirectorDrone:
drone.visit_order = x
director_drones.append(drone)
x += 1
Log.pr(director_drones.size())
func get_director(drone_number : int) -> DirectorDrone:
for drone in director_drones:
if drone.visit_order == drone_number:
return drone
return null
func get_next_director(current_director_number : int) -> DirectorDrone:
for drone in director_drones:
if drone.visit_order == current_director_number + 1:
return drone
return null
func get_previous_director(current_director_number : int) -> DirectorDrone:
for drone in director_drones:
if drone.visit_order == current_director_number - 1:
return drone
return null
## For now this just returns the first collector drone it finds
## This will need to be updated to return the closest collector drone potentially?
func get_collector():
for drone in spawned_drones_container.get_children():
if drone is CollectorDrone:
return drone
return null
func reset_node_highlights():
ui_controls.hide_help_text()
beehive.hide_outline()
flowers.hide_outline()
if dog:
dog.hide_outline()