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No commits in common. "main" and "v_0.0.3" have entirely different histories.

19 changed files with 46 additions and 348 deletions

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@ -1,36 +0,0 @@
[remap]
importer="font_data_dynamic"
type="FontFile"
uid="uid://cv63xhs0xcoc1"
path="res://.godot/imported/NotoColorEmoji.ttf-5bcefd16ba84146614613f6de606de52.fontdata"
[deps]
source_file="res://assets/fonts/NotoColorEmoji.ttf"
dest_files=["res://.godot/imported/NotoColorEmoji.ttf-5bcefd16ba84146614613f6de606de52.fontdata"]
[params]
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antialiasing=1
generate_mipmaps=false
disable_embedded_bitmaps=true
multichannel_signed_distance_field=false
msdf_pixel_range=8
msdf_size=48
allow_system_fallback=true
force_autohinter=false
modulate_color_glyphs=false
hinting=1
subpixel_positioning=4
keep_rounding_remainders=true
oversampling=0.0
Fallbacks=null
fallbacks=[]
Compress=null
compress=true
preload=[]
language_support={}
script_support={}
opentype_features={}

BIN
assets/package/boxes_SpriteSheet.png (Stored with Git LFS)

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@ -1,40 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://s1kqdqdvvrxf"
path="res://.godot/imported/boxes_SpriteSheet.png-971c2ed38a50dc5fe065e5b69e2ea946.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/package/boxes_SpriteSheet.png"
dest_files=["res://.godot/imported/boxes_SpriteSheet.png-971c2ed38a50dc5fe065e5b69e2ea946.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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@ -15,11 +15,9 @@ var tiles: Dictionary[Vector2i, Tile] = {}
var buildings: Dictionary[Vector2i, Building] = {}
var active_building: Building
var active_tile: Tile
var is_destroying_building: bool = false
var current_map_coord: Vector2i
var prev_map_coord: Vector2i
var is_controlling_camera: bool = false
var is_placing_post_office: bool = false
@onready var tile_map: TileMapLayer = %Tiles
@onready var board_state: Node2D = %BoardState
@ -41,19 +39,12 @@ func _input(event: InputEvent) -> void:
active_tile.position = tile_map.map_to_local(current_map_coord)
if active_building != null:
active_building.position = tile_map.map_to_local(current_map_coord)
if is_destroying_building:
if buildings.has(current_map_coord):
buildings[current_map_coord].show_bomb()
if prev_map_coord != current_map_coord and buildings.has(prev_map_coord):
buildings[prev_map_coord].hide_bomb()
prev_map_coord = current_map_coord
if event.is_action_pressed("select"):
if active_tile != null:
place_active_tile()
elif active_building != null:
place_active_building()
if is_destroying_building:
destroy_current_building()
_handle_building_rotation(event)
_handle_spawn_rotation(event)
@ -72,9 +63,6 @@ func set_active_building(building: Building) -> void:
active_building.player = Globals.board_game.current_board_state.current_player
active_building.modulate = Color(1, 1, 1, 0.5)
active_building.is_placing = true
if active_building is PostOffice:
is_placing_post_office = !is_placing_post_office
active_building.place()
func place_active_tile() -> void:
@ -126,6 +114,9 @@ func place_active_building() -> void:
for surr_coord in tile_map.get_surrounding_cells(coord):
if buildings.has(surr_coord):
return
Globals.board_game.current_board_state.players[0].money -= active_building.cost
if Globals.board_game.current_board_state.state != BoardState.State.INITIAL_SETUP:
Globals.board_game.current_board_state.players[0].build_actions_taken += 1
active_building.modulate = Color(1, 1, 1, 1)
for coord in active_building.get_tile_coords():
buildings[coord] = active_building
@ -133,47 +124,32 @@ func place_active_building() -> void:
tiles.erase(coord)
if active_building is Spawn:
Globals.board_game.current_board_state.spawn_placements -= 1
if active_building is PostOffice and is_placing_post_office:
set_active_building(Building.deserialize(active_building.serialize()))
return
Globals.board_game.current_board_state.players[0].money -= active_building.cost
if Globals.board_game.current_board_state.state != BoardState.State.INITIAL_SETUP:
Globals.board_game.current_board_state.players[0].build_actions_taken += 1
board_state_changed.emit()
active_building = null
func destroy_current_building() -> void:
if buildings.has(current_map_coord):
var building = buildings[current_map_coord]
if building is not Home and building is not HQ:
remove_building(building)
Globals.board_game.current_board_state.buildings_to_destroy -= 1
func remove_home(player: Player) -> void:
for coord in buildings.keys():
var building = buildings[coord]
if building is Home and building.player.id == player.id:
remove_building(building)
remove_building(coord, building)
func remove_hq(player: Player) -> void:
for coord in buildings.keys():
var building = buildings[coord]
if building is HQ and building.player.id == player.id:
remove_building(building)
remove_building(coord, building)
func remove_building(building: Building) -> void:
for coord in building.get_tile_coords():
func remove_building(coord: Vector2i, building: Building) -> void:
buildings.erase(coord)
building.free()
var ground: Ground = GROUND.instantiate()
board_state.add_child(ground)
ground.position = tile_map.map_to_local(coord)
ground.coords = coord
tiles[coord] = ground
building.free()
func _handle_building_rotation(event: InputEvent) -> void:
@ -236,8 +212,6 @@ func set_board_state(bs: BoardState) -> void:
buildings[coord] = building
building.position = tile_map.map_to_local(building.starting_coord)
building.rotation_degrees += 90 * building.get_rotation_count()
if building is PostOffice:
building.place()
func initialize() -> void:

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@ -1,11 +1,10 @@
class_name Citizen extends CharacterBody2D
enum Status { NONE, DRUNK, ARMED, CAFFEINATED, PACKAGED }
enum Status { NONE, DRUNK, ARMED, CAFFEINATED }
const DRUNK_ICON = preload("uid://28x2e52skdt1")
const COFFEE_ICON = preload("uid://0644a3psplk8")
const ARMED_ICON = preload("uid://cn8biugbtcns5")
const PACKAGE_ICON = preload("uid://drhv16h2tgoju")
var direction: Board.Direction:
set(new_direction):
@ -30,7 +29,6 @@ var money: int = 0
var money_label_tween: Tween
var tiles_visited: Dictionary[Tile, int] = {}
var buildings_visited: Dictionary[Building, int] = {}
var package_distance: int = 0
var _statuses: Array[Status] = []
@ -63,8 +61,6 @@ func add_status(status: Status) -> void:
status_container.add_child(COFFEE_ICON.instantiate())
Status.ARMED:
status_container.add_child(ARMED_ICON.instantiate())
Status.PACKAGED:
status_container.add_child(PACKAGE_ICON.instantiate())
func remove_status(status: Status) -> void:
@ -190,8 +186,6 @@ func handle_tile_area_exited(_area: Area2D):
if direction != Board.Direction.NONE:
direction = Board.Direction.NONE
return
if get_status_count(Citizen.Status.PACKAGED) > 0:
package_distance += 1
if !direction_queue.is_empty():
direction = direction_queue.pop_front()
elif Globals.board_game.board.buildings.has(current_tile_coords):

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@ -18,21 +18,6 @@ var tile_rotation: Board.Direction = Board.Direction.UP
@onready var bomb_sprite: Sprite2D = %BombSprite
func can_citizen_enter(_coord: Vector2i, _direction: Board.Direction) -> bool:
print("The extending class has to implement this!")
return false
func get_tile_coords() -> Array[Vector2i]:
print("The extending class has to implement this!")
return []
func get_direction_queue(_citizen: Citizen) -> Array[Board.Direction]:
print("The extending class has to implement this!")
return []
func building_entered(body: Node2D) -> void:
if body is Citizen:
print("Activate building effect!")

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@ -22,7 +22,7 @@ region = Rect2(16, 16, 16, 16)
atlas = ExtResource("2_gnrqc")
region = Rect2(0, 16, 16, 16)
[node name="Demolitions" type="Node2D" unique_id=746270571 groups=["PostTurnActions"]]
[node name="Demolitions" type="Node2D" unique_id=746270571]
process_mode = 3
script = ExtResource("1_veblj")

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@ -1,31 +0,0 @@
class_name PostOffice extends Building
@onready var preview_node: Node2D = %Preview
@onready var board_node: Node2D = %Board
func place() -> void:
preview_node.hide()
board_node.show()
func can_citizen_enter(_coord: Vector2i, _direction: Board.Direction) -> bool:
return true
func get_tile_coords() -> Array[Vector2i]:
return [starting_coord]
func get_direction_queue(_citizen: Citizen) -> Array[Board.Direction]:
return []
func activate(citizen: Citizen) -> void:
if citizen.get_status_count(Citizen.Status.PACKAGED) > 0:
citizen.remove_all_statuses(Citizen.Status.PACKAGED)
citizen.money += ceili(citizen.package_distance / 2.0)
citizen.play_money_animation()
citizen.package_distance = 0
else:
citizen.add_status(Citizen.Status.PACKAGED)

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@ -1 +0,0 @@
uid://bgde73oxvye5t

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@ -1,119 +0,0 @@
[gd_scene format=3 uid="uid://bpi8owv5lxyjy"]
[ext_resource type="Script" uid="uid://bgde73oxvye5t" path="res://prefabs/tiles/buildings/post_office.gd" id="1_0ascf"]
[ext_resource type="Texture2D" uid="uid://dijho2wx1l4sm" path="res://assets/bomb/bomb.png" id="3_vwkts"]
[sub_resource type="LabelSettings" id="LabelSettings_vwg8v"]
outline_size = 4
outline_color = Color(0, 0, 0, 1)
[sub_resource type="RectangleShape2D" id="RectangleShape2D_vwg8v"]
size = Vector2(109, 109)
[node name="PostOffice" type="Node2D" unique_id=746270571]
process_mode = 3
script = ExtResource("1_0ascf")
[node name="Preview" type="Node2D" parent="." unique_id=515630033]
unique_name_in_owner = true
[node name="Outline" type="ColorRect" parent="Preview" unique_id=889061850]
custom_minimum_size = Vector2(110, 110)
offset_left = -82.5
offset_top = -28.0
offset_right = 27.5
offset_bottom = 82.0
mouse_filter = 2
color = Color(0, 0, 0, 1)
[node name="ColorRect" type="ColorRect" parent="Preview/Outline" unique_id=803405966]
custom_minimum_size = Vector2(108, 108)
layout_mode = 0
offset_left = 1.0
offset_top = 1.0
offset_right = 109.0
offset_bottom = 109.0
mouse_filter = 2
color = Color(0, 0.71932274, 0.79595864, 1)
[node name="Outline2" type="ColorRect" parent="Preview" unique_id=1396499698]
custom_minimum_size = Vector2(110, 110)
offset_left = -28.0
offset_top = -82.0
offset_right = 82.0
offset_bottom = 28.0
mouse_filter = 2
color = Color(0, 0, 0, 1)
[node name="ColorRect" type="ColorRect" parent="Preview/Outline2" unique_id=167610173]
custom_minimum_size = Vector2(108, 108)
layout_mode = 0
offset_left = 1.0
offset_top = 1.0
offset_right = 109.0
offset_bottom = 109.0
mouse_filter = 2
color = Color(0, 0.71932274, 0.79595864, 1)
[node name="Size" type="Control" parent="Preview" unique_id=1036213581]
unique_name_in_owner = true
layout_mode = 3
anchors_preset = 0
offset_left = -82.5
offset_top = -82.5
offset_right = 82.5
offset_bottom = 82.5
mouse_filter = 2
[node name="Label" type="Label" parent="Preview" unique_id=29286194]
custom_minimum_size = Vector2(165, 165)
offset_left = -82.5
offset_top = -82.5
offset_right = 82.5
offset_bottom = 82.5
text = "POST
OFFICE"
label_settings = SubResource("LabelSettings_vwg8v")
horizontal_alignment = 1
vertical_alignment = 1
[node name="Board" type="Node2D" parent="." unique_id=1675613235]
unique_name_in_owner = true
visible = false
[node name="Outline" type="ColorRect" parent="Board" unique_id=1599746913]
custom_minimum_size = Vector2(110, 110)
offset_left = -55.0
offset_top = -55.0
offset_right = 55.0
offset_bottom = 55.0
mouse_filter = 2
color = Color(0, 0.7176471, 0.79607844, 1)
[node name="Label2" type="Label" parent="Board" unique_id=1535058806]
custom_minimum_size = Vector2(110, 110)
offset_left = -55.0
offset_top = -55.0
offset_right = 55.0
offset_bottom = 55.0
text = "POST
OFFICE"
label_settings = SubResource("LabelSettings_vwg8v")
horizontal_alignment = 1
vertical_alignment = 1
[node name="Square1" type="Area2D" parent="Board" unique_id=333775731]
process_mode = 3
monitoring = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="Board/Square1" unique_id=1122204523]
process_mode = 3
shape = SubResource("RectangleShape2D_vwg8v")
[node name="BombSprite" type="Sprite2D" parent="Board" unique_id=2024150262]
unique_name_in_owner = true
visible = false
scale = Vector2(0.415, 0.415)
texture = ExtResource("3_vwkts")
[connection signal="area_entered" from="Board/Square1" to="." method="_on_building_area_entered"]

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@ -20,7 +20,7 @@ func set_player(player: Player) -> void:
func _update_player_info(player: Player) -> void:
money_label.text = "$%d" % player.money
votes_label.text = "%d" % player.votes
votes_label.text = "%d 🗳️" % player.votes
for child in permits_container.get_children():
child.queue_free()
for i in range(player.building_permits):

View File

@ -1,7 +1,6 @@
[gd_scene format=3 uid="uid://8sd8fkx3hua0"]
[ext_resource type="Script" uid="uid://ccx3jyc31veok" path="res://prefabs/ui/player_info.gd" id="1_tautg"]
[ext_resource type="FontFile" uid="uid://cv63xhs0xcoc1" path="res://assets/fonts/NotoColorEmoji.ttf" id="2_lpiko"]
[sub_resource type="LabelSettings" id="LabelSettings_lpiko"]
resource_local_to_scene = true
@ -21,10 +20,6 @@ font_color = Color(0, 0, 1, 1)
outline_size = 4
outline_color = Color(0, 0, 0, 1)
[sub_resource type="LabelSettings" id="LabelSettings_foovh"]
font = ExtResource("2_lpiko")
font_size = 24
[node name="PlayerInfo" type="HBoxContainer" unique_id=1335388560]
offset_right = 40.0
offset_bottom = 40.0
@ -47,16 +42,8 @@ layout_mode = 2
text = "$0"
label_settings = SubResource("LabelSettings_tautg")
[node name="Votes" type="HBoxContainer" parent="." unique_id=902142402]
layout_mode = 2
[node name="Votes" type="Label" parent="Votes" unique_id=1929524068]
[node name="Votes" type="Label" parent="." unique_id=1929524068]
unique_name_in_owner = true
layout_mode = 2
text = "0"
label_settings = SubResource("LabelSettings_0g7uu")
[node name="Icon" type="Label" parent="Votes" unique_id=1102179585]
layout_mode = 2
text = "🗳️"
label_settings = SubResource("LabelSettings_foovh")

View File

@ -1,13 +0,0 @@
[gd_scene format=3 uid="uid://drhv16h2tgoju"]
[ext_resource type="Texture2D" uid="uid://s1kqdqdvvrxf" path="res://assets/package/boxes_SpriteSheet.png" id="1_a86ef"]
[sub_resource type="AtlasTexture" id="AtlasTexture_af8ve"]
atlas = ExtResource("1_a86ef")
region = Rect2(1, 0, 16, 18)
[node name="PackageIcon" type="TextureRect" unique_id=585475146]
texture_filter = 1
custom_minimum_size = Vector2(10, 10)
texture = SubResource("AtlasTexture_af8ve")
expand_mode = 3

View File

@ -12,7 +12,7 @@ var buildings: Array[Building] = []
var players_passed: int = 0
var real_estate_market: Array[Building] = []
var spawn_placements: int = 0
var buildings_to_destroy: int = 0
var buildings_destroyed: int = 0
var citizens_starting_money: int = 0
@ -35,7 +35,7 @@ func serialize() -> Dictionary:
result["state"] = state
result["players_passed"] = players_passed
result["spawn_placements"] = spawn_placements
result["buildings_to_destroy"] = buildings_to_destroy
result["buildings_destroyed"] = buildings_destroyed
result["citizens_starting_money"] = citizens_starting_money
result["current_player"] = current_player.serialize()
result["players"] = []
@ -61,7 +61,7 @@ static func deserialize(data: Dictionary) -> BoardState:
result.state = data["state"]
result.players_passed = data["players_passed"]
result.spawn_placements = data["spawn_placements"]
result.buildings_to_destroy = data["buildings_to_destroy"]
result.buildings_destroyed = data["buildings_destroyed"]
result.citizens_starting_money = data["citizens_starting_money"]
result.current_player = Player.deserialize(data["current_player"])
for p in data["players"]:

View File

@ -17,7 +17,6 @@ const SHOP_SCENE = preload("uid://dbn63mv0peqf")
const CHURCH_SCENE = preload("uid://brn0nbkela0m4")
const CITY_HALL_SCENE = preload("uid://dtnejoimqiu0o")
const DEMOLITIONS_SCENE = preload("uid://dvmglvbersupv")
const POST_OFFICE_SCENE = preload("uid://bpi8owv5lxyjy")
const BASE_DECK = [
BANK_SCENE,
@ -29,13 +28,9 @@ const BASE_DECK = [
OFFICE_SCENE,
SHOP_SCENE,
CHURCH_SCENE,
CITY_HALL_SCENE,
DEMOLITIONS_SCENE,
POST_OFFICE_SCENE
CITY_HALL_SCENE
]
const WINNING_MONEY_AMOUNT: int = 200
var citizen_count: int = 0:
set(value):
#print(value)
@ -169,12 +164,22 @@ func cancel_placement() -> void:
func start_day() -> void:
if (
current_board_state.day > 0
and current_board_state.state != BoardState.State.PLACING_SPAWNS
and current_board_state.state != BoardState.State.DESTROYING_BUILDINGS
):
current_board_state.players.sort_custom(
func(p1: Player, p2: Player) -> bool: return p1.money > p2.money
)
current_board_state.current_player = current_board_state.players[0]
await all_players_ready_for_day_start
if current_board_state.state == BoardState.State.DESTROYING_BUILDINGS:
if current_board_state.buildings_to_destroy > 0:
if current_board_state.buildings_destroyed > 0:
if current_board_state.current_player.id == Globals.game.this_player.id:
board.is_destroying_building = true
return
current_board_state.state = BoardState.State.DRAFT
print("here")
if current_board_state.state == BoardState.State.PLACING_SPAWNS:
if current_board_state.spawn_placements > 0:
@ -184,15 +189,6 @@ func start_day() -> void:
)
return
current_board_state.state = BoardState.State.DRAFT
if current_board_state.day > 0:
current_board_state.players.sort_custom(
func(p1: Player, p2: Player) -> bool: return p1.money < p2.money
)
current_board_state.current_player = current_board_state.players[0]
await all_players_ready_for_day_start
current_board_state.day += 1
current_board_state.turn = 1
current_board_state.state = BoardState.State.DRAFT
@ -203,7 +199,7 @@ func start_day() -> void:
seed(Globals.game.sum_player_ids())
deck.shuffle()
#deck.push_front(POST_OFFICE_SCENE.instantiate())
# deck.push_front(DEMOLITIONS_SCENE.instantiate())
var turn_index := current_board_state.get_this_player_index()
controls.give_hand(deck.slice(0 + (3 * turn_index), 3 + (3 * turn_index)))
controls.set_info()
@ -235,7 +231,7 @@ func handle_board_state_changed() -> void:
pending_board_state = BoardState.new()
pending_board_state.day = current_board_state.day
pending_board_state.spawn_placements = current_board_state.spawn_placements
pending_board_state.buildings_to_destroy = current_board_state.buildings_to_destroy
pending_board_state.buildings_destroyed = current_board_state.buildings_destroyed
if (
current_board_state.state != BoardState.State.DRAFT
and current_board_state.state != BoardState.State.PLACING_SPAWNS
@ -274,14 +270,19 @@ func handle_pass() -> void:
advance_board_state.rpc(current_board_state.serialize())
func _reset_turn() -> void:
pending_board_state = null
update_board_state.rpc(original_board_state.serialize())
func handle_citizens_finished() -> void:
for child in board.board_state.get_children():
if child.get_groups().has("PostTurnActions"):
child.handle_post_turn_actions()
is_playing_day = false
controls.reset_turn()
controls._reset_turn()
var winning_player_idx = current_board_state.players.find_custom(
func(p: Player) -> bool: return p.money >= WINNING_MONEY_AMOUNT
func(p: Player) -> bool: return p.money >= 100
)
if winning_player_idx != -1:
game_over.set_winning_player(current_board_state.players[winning_player_idx])
@ -308,9 +309,9 @@ func queue_spawn_placement(num_placements: int) -> void:
current_board_state.state = BoardState.State.PLACING_SPAWNS
func queue_building_destruction(num: int) -> void:
current_board_state.buildings_to_destroy += num * current_board_state.players.size()
current_board_state.state = BoardState.State.DESTROYING_BUILDINGS
func queue_building_destruction(num_placements: int) -> void:
current_board_state.spawn_placements += num_placements * current_board_state.players.size()
current_board_state.state = BoardState.State.PLACING_SPAWNS
func sell_building_permit() -> void: