tojam20-elevator/scenes/elevator_panel.gd

281 lines
7.7 KiB
GDScript

extends PanelContainer
@onready var _screen = $PanelMargin/PanelColumn/Screen
var current_floor: int = EventBus.STARTING_FLOOR
var saved_count := 0
var doors_closing_flag := false
var _onboarded := false
const BASE_SURVIVORS := 2
const SURVIVORS_PER_FLOOR_INCREASE := 1
var survivors_remaining := 0
const THRESHOLD := 2
var score := 0
const POINTS_PER_PERSON := 100
const MOVING_ZONE_SPEED_MIN := 20.0
const MOVING_ZONE_SPEED_MAX := 130.0
const DIFFICULTY_EXPONENT := 1.4
const ROBOT_SPEED_TOP := 2.0
const ROBOT_SPEED_PER_FLOOR := 0.15
const ROBOT_DELAY_TOP := 3.0
const ROBOT_DELAY_PER_FLOOR := 0.6
const ROBOT_DELAY_MIN := 1.0
var people_in_elevator := 0
const PERFECT_STUN_DURATION := 1.5
const DING_TO_DOORS_DELAY := 2.0
const HACK_DELAY_MIN := 1.25
const HACK_DELAY_MAX := 1.75
const FIRST_FLOOR_INTRO_DELAY := 2.0
const STATIC_DURATION := 0.2
const DEBUG_SCREEN_STATE := false
enum ScreenState { IDLE, STATIC, HACKED }
var state: ScreenState = ScreenState.IDLE
var floor_token: int = 0
func _ready():
_screen.pulse_started.connect(_on_pulse_started)
_screen.pulse_blocked.connect(_on_pulse_blocked)
_screen.pulse_blocked_perfect.connect(_on_pulse_blocked_perfect)
_screen.doors_closing.connect(func():
$SfxHacked.play()
_on_doors_closing(true))
EventBus.game_started.connect(_on_game_started)
EventBus.game_lost.connect(func(_reason): $SfxRobotIUnderstand.play())
EventBus.survivor_squeaked_in.connect(_on_survivor_squeaked_in)
EventBus.robot_close_warning.connect(_on_robot_close_warning)
EventBus.survivor_entered_elevator.connect(_on_survivor_entered_elevator)
func _unhandled_input(event):
if event is InputEventKey and event.pressed and not event.echo:
if event.keycode == KEY_SPACE:
match state:
ScreenState.HACKED: _on_open_pressed()
ScreenState.IDLE: _on_close_pressed()
ScreenState.STATIC: pass
elif event.keycode == KEY_R:
get_tree().reload_current_scene()
elif event.keycode >= KEY_1 and event.keycode <= KEY_9:
EventBus.debug_starting_floor = event.keycode - KEY_0
get_tree().reload_current_scene()
elif event.keycode == KEY_0:
EventBus.debug_starting_floor = EventBus.STARTING_FLOOR
get_tree().reload_current_scene()
func _on_game_started():
await EventBus.intro_finished
_start_floor()
func _reset_floor_state():
doors_closing_flag = false
people_in_elevator = 0
var floors_remaining = current_floor - 1
survivors_remaining = BASE_SURVIVORS + (floors_remaining * SURVIVORS_PER_FLOOR_INCREASE)
func _dbg(msg: String) -> void:
if DEBUG_SCREEN_STATE:
print("[screen] floor=%d token=%d %s" % [current_floor, floor_token, msg])
func _start_floor():
if EventBus.debug_starting_floor > 0:
current_floor = EventBus.debug_starting_floor
_onboarded = true
EventBus.debug_starting_floor = 0
floor_token += 1
var token = floor_token
_dbg("start_floor IDLE")
$SfxBell.play()
if _onboarded and randf() < 0.4:
$SfxRobotDeepBreath.play()
_reset_floor_state()
get_tree().create_timer(DING_TO_DOORS_DELAY, false).timeout.connect(
func():
if not is_instance_valid(self) or doors_closing_flag:
return
$SfxOpen.play()
EventBus.doors_opened.emit(),
CONNECT_ONE_SHOT
)
EventBus.people_changed.emit(people_in_elevator, THRESHOLD)
EventBus.floor_changed.emit(current_floor)
EventBus.floor_started.emit(survivors_remaining)
var floors_descended = EventBus.STARTING_FLOOR - current_floor
var robot_speed = ROBOT_SPEED_TOP + floors_descended * ROBOT_SPEED_PER_FLOOR
var robot_delay = max(ROBOT_DELAY_MIN, ROBOT_DELAY_TOP - floors_descended * ROBOT_DELAY_PER_FLOOR)
EventBus.robot_floor_started.emit(robot_delay, robot_speed)
_screen.start(current_floor)
var t_raw = float(floors_descended) / float(EventBus.STARTING_FLOOR - 1)
var t_difficulty = pow(t_raw, DIFFICULTY_EXPONENT)
var zone_speed = lerp(MOVING_ZONE_SPEED_MIN, MOVING_ZONE_SPEED_MAX, t_difficulty)
_screen.set_block_zone_movement(zone_speed)
if not _onboarded:
_onboarded = true
state = ScreenState.IDLE
_screen.enter_idle()
EventBus.active_button_changed.emit("close")
if current_floor == EventBus.STARTING_FLOOR:
get_tree().create_timer(FIRST_FLOOR_INTRO_DELAY, false).timeout.connect(
func():
if token != floor_token or doors_closing_flag:
_dbg("first-floor delay bail")
return
_enter_static_then_hacked(token),
CONNECT_ONE_SHOT
)
else:
schedule_next_hack(token)
func schedule_next_hack(token: int) -> void:
var delay := randf_range(HACK_DELAY_MIN, HACK_DELAY_MAX)
_dbg("schedule_next_hack delay=%.2f" % delay)
get_tree().create_timer(delay, false).timeout.connect(
func():
if token != floor_token:
_dbg("schedule_next_hack token bail")
return
if doors_closing_flag:
_dbg("schedule_next_hack doors_closing bail")
return
_enter_static_then_hacked(token),
CONNECT_ONE_SHOT
)
func _enter_static_then_hacked(token: int) -> void:
state = ScreenState.STATIC
_screen.enter_static()
_dbg("STATIC")
get_tree().create_timer(STATIC_DURATION, false).timeout.connect(
func():
if token != floor_token or doors_closing_flag:
_dbg("post-STATIC bail")
return
state = ScreenState.HACKED
_dbg("HACKED")
$SfxHacked.play()
_screen.enter_hacked()
EventBus.active_button_changed.emit("open"),
CONNECT_ONE_SHOT
)
func _on_survivor_squeaked_in():
if not $SfxRobotSoundsDifficult.playing:
$SfxRobotSoundsDifficult.play()
func _on_robot_close_warning():
if not $SfxRobotDeepBreath.playing:
$SfxRobotDeepBreath.play()
func _on_open_pressed():
if state != ScreenState.HACKED:
_dbg("open rejected (state=%d)" % state)
return
if doors_closing_flag:
return
if not _screen.pulse_active:
return
EventBus.button_pressed.emit()
_screen.attempt_block()
func _on_close_pressed():
if state != ScreenState.IDLE:
_dbg("close rejected (state=%d)" % state)
return
if doors_closing_flag:
return
EventBus.button_pressed.emit()
$SfxRobotThankYou.play()
_on_doors_closing(false)
func _on_survivor_entered_elevator():
if doors_closing_flag:
return
$SfxDing.play()
func _on_pulse_started(duration: float):
EventBus.pulse_started.emit(duration)
func _on_pulse_blocked_perfect():
EventBus.robot_stun_requested.emit(PERFECT_STUN_DURATION)
func _on_pulse_blocked():
EventBus.pulse_blocked.emit()
survivors_remaining -= 1
people_in_elevator += 1
EventBus.people_changed.emit(people_in_elevator, THRESHOLD)
if $SfxBlock.stream:
$SfxBlock.play()
if survivors_remaining <= 0:
get_tree().create_timer(0.25, false).timeout.connect(_on_doors_closing, CONNECT_ONE_SHOT)
return
var token = floor_token
state = ScreenState.STATIC
_screen.enter_static()
_dbg("post-block STATIC")
get_tree().create_timer(STATIC_DURATION, false).timeout.connect(
func():
if token != floor_token or doors_closing_flag:
_dbg("post-block-STATIC bail")
return
state = ScreenState.IDLE
_screen.enter_idle()
_dbg("post-block IDLE")
EventBus.active_button_changed.emit("close")
schedule_next_hack(token),
CONNECT_ONE_SHOT
)
func _on_doors_closing(fast: bool = false):
if doors_closing_flag:
return
_dbg("doors_closing fast=%s" % fast)
doors_closing_flag = true
EventBus.doors_closed.emit(fast)
if people_in_elevator < THRESHOLD:
_screen.show_loss("")
EventBus.game_lost.emit(Strings.LOSS_TOO_FEW)
return
var base_points = people_in_elevator * POINTS_PER_PERSON
var bonus = max(0, people_in_elevator - THRESHOLD) * POINTS_PER_PERSON
score += base_points + bonus
saved_count += people_in_elevator
EventBus.score_changed.emit(score)
EventBus.saved_changed.emit(saved_count)
current_floor -= 1
if current_floor <= 1:
_screen.show_win()
EventBus.floor_changed.emit(current_floor)
EventBus.game_won.emit()
return
$SfxClose.play()
_screen.show_countdown()
_screen.shrink_block_zone()
var tween = create_tween()
tween.tween_interval(3.0)
tween.tween_callback(_start_floor)