seeding-planets/gui/game/tutorial/scripts/tutorial.gd

212 lines
8.0 KiB
GDScript

extends Control
class_name Tutorial
const INDICATOR_SCENE = preload("res://gui/game/tutorial/in_game_indicator/in_game_indicator.tscn")
var indicators : Array[InGameIndicator]
@export var player : Player
@export var planet : Planet
@onready var steps : Array[Step] = [
TakeShovelStep.new(),
DigSeedStep.new(),
TakeSeedStep.new(),
PlantSeedStep.new(),
RechargeStep.new(),
# WaitMaturePlant.new(),
# HarvestMaturePlant.new(),
]
var actual_step : Step = null : set = pass_to_step
func _process(_d):
if not GameInfo.game_data.tutorial_done:
if not actual_step and planet.data.tutorial_step < len(steps):
destroy_indicators()
pass_to_step(steps[planet.data.tutorial_step])
if player and actual_step and actual_step.is_step_over(player, planet):
destroy_indicators()
planet.data.tutorial_step += 1
if planet.data.tutorial_step < len(steps):
pass_to_step(steps[planet.data.tutorial_step])
else :
GameInfo.game_data.tutorial_done = true
func destroy_indicators():
for i in indicators:
i.queue_free()
indicators = []
func pass_to_step(new_step : Step):
actual_step = new_step
indicators = new_step.generate_indicators(player, planet)
for i in indicators:
add_child(i)
class Step:
func generate_indicator(text : String) -> InGameIndicator:
var new_indicator : InGameIndicator = INDICATOR_SCENE.instantiate()
new_indicator.setup(
text
)
return new_indicator
func generate_indicators(_player : Player, _planet : Planet) -> Array[InGameIndicator]:
return []
func is_step_over(_p : Player, _planet : Planet) -> bool:
return true
class TakeShovelStep extends Step:
func generate_indicators(_p: Player, planet : Planet) -> Array[InGameIndicator]:
for entity in planet.entity_container.get_children():
if entity is ItemObject and entity.item is Shovel:
var indicator = generate_indicator(tr("TAKE_THE_SHOVEL"))
indicator.follow_entity(entity)
return [
indicator
]
printerr("No Shovel found...")
return []
func is_step_over(p : Player, _planet : Planet) -> bool:
for item in p.data.inventory.items:
if item is Shovel:
return true
return false
class DigSeedStep extends Step:
func generate_indicators(p: Player, planet : Planet) -> Array[InGameIndicator]:
var closest_seed = null
var limit_distance = 1000
var actual_distance = 100
var player_tile = Math.get_tile_from_pos(p.global_position)
while closest_seed == null and actual_distance < limit_distance:
print(player_tile)
for x in range(actual_distance):
for y in range(actual_distance):
var coord = Vector2i(x,y) - Vector2i.ONE * floori(actual_distance/2.) + player_tile
if planet.rock_layer.get_tile_type(coord) == RockLayer.TileType.CRISTAL:
if closest_seed == null or player_tile.distance_to(coord) < player_tile.distance_to(closest_seed):
closest_seed = coord
actual_distance += 100
if closest_seed:
var indicator = generate_indicator(tr("DIG_UNDERGROUND_LOOT"))
indicator.follow_game_position(closest_seed * Planet.TILE_SIZE + Vector2i.ONE * floori(Planet.TILE_SIZE/2.))
return [indicator]
return []
func is_step_over(_p : Player, planet : Planet) -> bool:
for entity in planet.entity_container.get_children():
if entity is ItemObject and entity.item is Seed:
return true
return false
class TakeSeedStep extends Step:
func generate_indicators(_p: Player, planet : Planet) -> Array[InGameIndicator]:
var indicators : Array[InGameIndicator] = []
for entity in planet.entity_container.get_children():
if entity is ItemObject and entity.item is Seed:
var indicator = generate_indicator(tr("TAKE_A_SEED"))
indicator.follow_entity(entity)
indicators.append(
indicator
)
return indicators
func is_step_over(p : Player, _planet : Planet) -> bool:
for item in p.data.inventory.items:
if item is Seed:
return true
return false
class PlantSeedStep extends Step:
func generate_indicators(p: Player, planet : Planet) -> Array[InGameIndicator]:
var closest_decontamination = null
var limit_distance = 1000
var actual_distance = 100
var player_tile = Math.get_tile_from_pos(p.global_position)
while closest_decontamination == null and actual_distance < limit_distance:
print(player_tile)
for x in range(actual_distance):
for y in range(actual_distance):
var coord = Vector2i(x,y) - Vector2i.ONE * floori(actual_distance/2.) + player_tile
if planet.decontamination_layer.is_decontamined(coord):
if closest_decontamination == null or player_tile.distance_to(coord) < player_tile.distance_to(closest_decontamination):
closest_decontamination = coord
actual_distance += 100
if closest_decontamination:
var indicator = generate_indicator(tr("PLANT_THE_SEED_IN_DECONTAMINED_ZONE"))
indicator.follow_game_position(closest_decontamination * Planet.TILE_SIZE + Vector2i.ONE * floori(Planet.TILE_SIZE/2.))
return [indicator]
return []
func is_step_over(_p : Player, planet : Planet) -> bool:
for entity in planet.entity_container.get_children():
if entity is Plant:
return true
return false
class RechargeStep extends Step:
func generate_indicators(_p: Player, planet : Planet) -> Array[InGameIndicator]:
for entity in planet.entity_container.get_children():
var indicator = generate_indicator(tr("RECHARGE_TO_PASS_DAYS"))
indicator.follow_entity(entity)
if entity is TruckRecharge:
return [
indicator
]
printerr("No Recharge Station found...")
return []
func is_step_over(_p : Player, planet : Planet) -> bool:
if planet == null :
return false
return planet.data.day > 1
class WaitMaturePlant extends Step:
func generate_indicators(_p: Player, _planet : Planet) -> Array[InGameIndicator]:
return []
func is_step_over(_p : Player, planet : Planet) -> bool:
if planet == null :
return false
for entity in planet.entity_container.get_children():
if entity is Plant and entity.state == Plant.State.MATURE:
return true
return false
class HarvestMaturePlant extends Step:
var mature_plant_number : int = 0
func generate_indicators(_p: Player, planet : Planet) -> Array[InGameIndicator]:
var indicators : Array[InGameIndicator] = []
for entity in planet.entity_container.get_children():
if entity is Plant and entity.state == Plant.State.MATURE:
var indicator = generate_indicator(tr("HARVEST_MATURE_PLANTS_WITH_SHOVEL"))
indicator.follow_entity(entity)
indicators.append(
indicator
)
mature_plant_number += 1
return indicators
func is_step_over(_p : Player, planet : Planet) -> bool:
if planet == null :
return false
var actual_mature_plant_number = 0
for entity in planet.entity_container.get_children():
if entity is Plant and entity.state == Plant.State.MATURE:
actual_mature_plant_number += 1
return mature_plant_number != actual_mature_plant_number