mirror of
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498 lines
15 KiB
GDScript
498 lines
15 KiB
GDScript
# tabletop-club
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# Copyright (c) 2020-2024 Benjamin 'drwhut' Beddows.
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# Copyright (c) 2021-2024 Tabletop Club contributors (see game/CREDITS.tres).
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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extends StackablePiece
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class_name Stack
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enum {
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STACK_AUTO,
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STACK_BOTTOM,
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STACK_TOP
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}
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enum {
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FLIP_AUTO,
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FLIP_NO,
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FLIP_YES
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}
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export(NodePath) var collision_shape_path: String
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export(NodePath) var outline_mesh_path: String
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# TODO: export(RandomAudioSample)
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# See: https://github.com/godotengine/godot/pull/44879
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export(Resource) var card_add_sounds
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export(Resource) var card_orient_sounds
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export(Resource) var card_remove_sounds
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export(Resource) var card_shuffle_sounds
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export(Resource) var chip_add_sounds
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export(Resource) var chip_orient_sounds
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export(Resource) var chip_remove_sounds
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export(Resource) var chip_shuffle_sounds
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# This should only be useful for stacks of cards.
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var over_hands: Array = []
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var _collision_unit_height = 0
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var _mesh_unit_height = 0
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# Add a piece to the stack.
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# piece_entry: The piece entry of the piece to add.
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# piece_transform: The transform of the piece.
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# on: Where to put the piece in the stack.
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# flip: If the piece should be flipped when entering the stack.
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func add_piece(piece_entry: Dictionary, piece_transform: Transform,
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on: int = STACK_AUTO, flip: int = FLIP_AUTO) -> void:
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var on_top = false
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match on:
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STACK_AUTO:
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if transform.origin.y < piece_transform.origin.y:
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on_top = transform.basis.y.y > 0
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else:
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on_top = transform.basis.y.y < 0
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STACK_BOTTOM:
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on_top = false
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STACK_TOP:
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on_top = true
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_:
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push_error("Invalid stack option %d!" % on)
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return
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var pos = get_piece_count() if on_top else 0
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var flip_y = false
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match flip:
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FLIP_AUTO:
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flip_y = is_piece_flipped(piece_transform)
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FLIP_NO:
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flip_y = false
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FLIP_YES:
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flip_y = true
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_:
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push_error("Invalid flip option %d!" % flip)
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return
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var collision_shape = get_collision_shape()
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if empty():
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self.piece_entry = piece_entry
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var new_shape: Shape = null
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var piece_instance = PieceBuilder.build_piece(piece_entry, false)
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var piece_collision_shapes = piece_instance.get_collision_shapes()
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if piece_collision_shapes.size() != 1:
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push_error("Piece must have only and only one collision shape!")
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return
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var piece_collision_shape = piece_collision_shapes[0]
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var piece_mesh_instances = piece_instance.get_mesh_instances()
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if piece_mesh_instances.size() != 1:
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push_error("Piece must have one and only one mesh instance!")
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return
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var piece_mesh_instance = piece_mesh_instances[0]
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if piece_collision_shape.shape is BoxShape:
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new_shape = BoxShape.new()
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new_shape.extents = piece_collision_shape.shape.extents
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new_shape.extents.y *= piece_collision_shape.scale.y
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_collision_unit_height = new_shape.extents.y * 2
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elif piece_collision_shape.shape is CylinderShape:
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new_shape = CylinderShape.new()
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new_shape.height = piece_collision_shape.shape.height
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new_shape.height *= piece_collision_shape.scale.y
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new_shape.radius = piece_collision_shape.shape.radius
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_collision_unit_height = new_shape.height
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else:
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push_error("Piece has an unsupported collision shape!")
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return
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if new_shape != null:
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collision_shape.shape = new_shape
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collision_shape.scale = piece_collision_shape.scale
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collision_shape.scale.y = 1.0
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_mesh_unit_height = piece_collision_shape.scale.y * piece_mesh_instance.scale.y
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var outline_mesh_instance = get_outline_mesh_instance()
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if new_shape is BoxShape:
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var cube_mesh = CubeMesh.new()
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cube_mesh.size = Vector3.ONE
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outline_mesh_instance.mesh = cube_mesh
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elif new_shape is CylinderShape:
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var cylinder_mesh = CylinderMesh.new()
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cylinder_mesh.bottom_radius = 0.5
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cylinder_mesh.top_radius = 0.5
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cylinder_mesh.height = 1.0
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outline_mesh_instance.mesh = cylinder_mesh
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# Avoid z-ordering glitches.
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outline_mesh_instance.scale.x = 1.001
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outline_mesh_instance.scale.z = 1.001
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outline_mesh_instance.scale.y = piece_collision_shape.scale.y
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setup_outline_material()
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ResourceManager.free_object(piece_instance)
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else:
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var current_height = get_total_height()
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var new_height = _mesh_unit_height * get_piece_count()
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var extra_height = max(new_height - current_height, 0)
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if collision_shape.shape is BoxShape:
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collision_shape.shape.extents.y += (extra_height / 2)
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elif collision_shape.shape is CylinderShape:
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collision_shape.shape.height += extra_height
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get_outline_mesh_instance().scale.y = new_height + 0.001
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# We just changed the collision shape, so make sure the stack is awake.
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sleeping = false
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mass += piece_entry["mass"]
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_add_piece_at_pos(piece_entry, pos, flip_y)
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if is_card_stack():
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if card_add_sounds != null:
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play_effect(card_add_sounds.random_stream())
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else:
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if chip_add_sounds != null:
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play_effect(chip_add_sounds.random_stream())
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# Check if the stack is empty.
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# Returns: If the stack is empty.
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func empty() -> bool:
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return get_piece_count() == 0
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# Get the collision shape of the stack.
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# Returns: The stack's collision shape.
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func get_collision_shape() -> CollisionShape:
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var node = get_node(collision_shape_path)
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if node is CollisionShape:
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return node
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return null
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# Get the outline mesh instance of the stack.
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# Returns: The stack's outline mesh instance.
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func get_outline_mesh_instance() -> MeshInstance:
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var node = get_node(outline_mesh_path)
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if node is MeshInstance:
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return node
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return null
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# Get the number of pieces in the stack.
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# Returns: The number of pieces in the stack.
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func get_piece_count() -> int:
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return 0
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# Get the current list of pieces in the stack.
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# Returns: An array of dictionaries for every piece, containing "piece_entry"
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# and "flip_y" elements.
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func get_pieces() -> Array:
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return []
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# Get the size of the stack.
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# Returns: A Vector3 representing the size of the stack in all three axes.
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func get_size() -> Vector3:
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var collision_scale = get_collision_shape().scale
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return Vector3(collision_scale.x, get_total_height(), collision_scale.z)
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# Get the height of the collision shape.
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# Returns: The height of the collision shape.
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func get_total_height() -> float:
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var shape = get_collision_shape().shape
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if shape is BoxShape:
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return 2.0 * shape.extents.y
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elif shape is CylinderShape:
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return shape.height
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return 0.0
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# Get the unit height of the collision shape, i.e. how much height one piece
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# contributes to the total height.
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# Returns: The unit collision height.
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func get_unit_height() -> float:
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return _collision_unit_height
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# Is the stack a stack of cards?
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# Returns: If the stack is a stack of cards.
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func is_card_stack() -> bool:
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if get_piece_count() > 0:
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return piece_entry["scene_path"] == "res://Pieces/Card.tscn"
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return false
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# Is the piece's orientation flipped relative to the stack's orientation?
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# Returns: If the piece's orientation is flipped.
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# piece_transform: The piece transform to query.
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func is_piece_flipped(piece_transform: Transform) -> bool:
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return transform.basis.y.dot(piece_transform.basis.y) < 0.0
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# Called by the server to orient all of the pieces in the stack in a particular
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# direction.
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# up: Should all of the pieces be facing up?
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remotesync func orient_pieces(_up: bool) -> void:
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if get_tree().get_rpc_sender_id() != 1:
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return
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if is_card_stack():
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if card_orient_sounds != null:
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play_effect(card_orient_sounds.random_stream())
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else:
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if chip_orient_sounds != null:
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play_effect(chip_orient_sounds.random_stream())
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# Pop a piece from the stack.
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# Returns: A dictionary containing "piece_entry" and "transform" elements,
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# an empty dictionary if the stack is empty.
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# from: Where to pop the stack from.
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func pop_piece(from: int = STACK_AUTO) -> Dictionary:
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var pos = pop_index(from)
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if pos < 0:
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return {}
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return remove_piece(pos)
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# Get the index of the piece that is on the top of the stack.
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# Returns: The index of the piece at the top of the stack.
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# from: Where to pop the stack from.
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func pop_index(from: int = STACK_AUTO) -> int:
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match from:
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STACK_AUTO:
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if transform.basis.y.y > 0:
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return get_piece_count() - 1
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else:
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return 0
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STACK_BOTTOM:
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return 0
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STACK_TOP:
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return get_piece_count() - 1
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_:
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push_error("Invalid from option %d!" % from)
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return -1
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# Remove a piece from the stack by it's index.
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# Returns: A dictionary containing "piece_entry" and "transform" elements,
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# an empty dictionary if the stack is empty.
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# index: The index of the piece to remove.
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puppet func remove_piece(index: int) -> Dictionary:
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if not (get_tree().is_network_server() or get_tree().get_rpc_sender_id() == 1):
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return {}
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if index < 0 or index >= get_piece_count():
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push_error("Cannot remove index %d from the stack!" % index)
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return {}
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var current_height = get_total_height()
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var new_height = _mesh_unit_height * (get_piece_count() - 1)
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new_height = max(new_height, _collision_unit_height)
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var height_lost = max(current_height - new_height, 0)
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var collision_shape = get_collision_shape()
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if collision_shape.shape is BoxShape:
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collision_shape.shape.extents.y -= (height_lost / 2)
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elif collision_shape.shape is CylinderShape:
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collision_shape.shape.height -= height_lost
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else:
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push_error("Stack has an unsupported collision shape!")
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return {}
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get_outline_mesh_instance().scale.y = new_height + 0.001
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# We just changed the collision shape, so make sure the stack is awake.
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sleeping = false
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if is_card_stack():
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if card_remove_sounds != null:
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play_effect(card_remove_sounds.random_stream())
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else:
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if chip_remove_sounds != null:
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play_effect(chip_remove_sounds.random_stream())
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var piece_meta = _remove_piece_at_pos(index)
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mass -= piece_meta["piece_entry"]["mass"]
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return piece_meta
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# Request the server to orient all of the pieces in the stack in a particular
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# direction.
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# up: Should all of the pieces be facing up?
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master func request_orient_pieces(up: bool) -> void:
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# If the stack is upside down, orient the opposite direction.
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if transform.basis.y.y < 0:
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up = !up
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rpc("orient_pieces", up)
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# Request the server to shuffle the stack.
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master func request_shuffle() -> void:
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var order = []
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for i in range(get_piece_count()):
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order.append(i)
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randomize()
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order.shuffle()
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rpc("set_piece_order", order)
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# Request the server to sort the stack by a given key in the item's entries.
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# key: The key whose values to sort.
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master func request_sort(key: String) -> void:
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var index = 0
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var items = []
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var num_numbers = 0
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var num_strings = 0
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for piece_meta in get_pieces():
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var piece_entry = piece_meta["piece_entry"]
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var piece_name = piece_entry["name"]
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if not piece_entry.has(key):
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push_error("Cannot sort stack, entry of piece %s has no key %s!" % [piece_name, key])
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return
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var value = piece_entry[key]
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if value == null:
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push_error("Cannot sort stack, value of piece %s is null!" % piece_name)
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return
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elif value is int or value is float:
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num_numbers += 1
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elif value is String:
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num_strings += 1
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else:
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push_error("Cannot sort stack, value of piece %s is neither a number nor a string!" % piece_name)
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return
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items.append({
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"index": index,
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"name": piece_name,
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"value": value
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})
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index += 1
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if num_numbers > 0 and num_strings > 0:
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push_warning("Stack values are a mixture of numbers and strings, converting values to strings.")
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for item in items:
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if not item["value"] is String:
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item["value"] = str(item["value"])
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var items2 = items.duplicate()
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_merge_sort(items, items2, 0, items.size())
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var order = []
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for item in items:
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order.push_back(item["index"])
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rpc("set_piece_order", order)
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# Called by the server to set the order of pieces in the stack.
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# order: The piece indicies in their new order.
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remotesync func set_piece_order(_order: Array) -> void:
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if get_tree().get_rpc_sender_id() != 1:
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return
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if is_card_stack():
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if card_shuffle_sounds != null:
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play_effect(card_shuffle_sounds.random_stream())
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else:
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if chip_shuffle_sounds != null:
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play_effect(chip_shuffle_sounds.random_stream())
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# Add the outline material to the outline mesh instance.
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func setup_outline_material():
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var outline_shader = preload("res://Shaders/OutlineShader.shader")
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_outline_material = ShaderMaterial.new()
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_outline_material.shader = outline_shader
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_outline_material.set_shader_param("OutlineColor", Color.transparent)
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get_outline_mesh_instance().set_surface_material(0, _outline_material)
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func _ready():
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_expose_albedo_color = false
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func _physics_process(_delta):
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# If the stack is being shaken, then get the server to send a list of
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# shuffled names to each client (including itself).
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if get_tree().is_network_server() and is_being_shaked():
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request_shuffle()
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# Add a piece to the stack at a given position.
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# piece_entry: The piece entry of the piece to add.
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# pos: The position of the new piece in the stack.
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# flip_y: If the piece should be flipped when entering the stack.
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func _add_piece_at_pos(_piece_entry: Dictionary, _pos: int, _flip_y: bool) -> void:
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return
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# Remove the piece at the given position from the stack.
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# Returns: A dictionary containing "piece_entry" and "transform" elements,
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# an empty dictionary if the stack is empty.
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# pos: The position to remove the piece from.
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func _remove_piece_at_pos(_pos: int) -> Dictionary:
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return {}
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# Use the merge sort algorithm to sort the pieces by their texture paths.
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# array: The array to sort.
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# copy: A copy of the original array.
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# begin: The beginning of the merge sort (inclusive).
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# end: The end of the merge sort (exclusive).
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func _merge_sort(array: Array, copy: Array, begin: int, end: int) -> void:
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if end - begin <= 1:
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return
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var middle = int(float(begin + end) / 2)
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_merge_sort(copy, array, begin, middle)
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_merge_sort(copy, array, middle, end)
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var i = begin
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var j = middle
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for k in range(begin, end):
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var increment_i = false
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if i < middle:
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if j >= end:
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increment_i = true
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else:
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# If the values are the same, fall back on the name for sorting.
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# This way, if there are lots of pieces with the same value, they
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# should not be a subset of pieces that are effectively random.
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var less_than_or_equal = true
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if copy[i]["value"] == copy[j]["value"]:
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less_than_or_equal = (copy[i]["name"] <= copy[j]["name"])
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else:
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less_than_or_equal = (copy[i]["value"] <= copy[j]["value"])
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increment_i = less_than_or_equal
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if increment_i:
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array[k] = copy[i]
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i += 1
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else:
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array[k] = copy[j]
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j += 1
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