grunk/src/world/world_manager.gd

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class_name WorldManager extends Resource
## Autoloaded singleton encapsulating game world state.
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# TODO a lot of this should really be a property of the world.
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## Emitted just after `delta` is added to the player's grunk tank.
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signal grunk_collected(delta: float)
## Emitted just after the grunk tank is emptied, where `amount` is how much had been collected.
signal grunk_emptied(amount: float)
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## Emitted just before the alert level is raised to `new_value`.
signal alert_raised(new_value: int)
## Emitted just before the alert level is reset to the clear level.
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signal alert_cleared
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## Emitted after the player's grunk vault reaches a new milestone.
signal milestone_reached(milestone: Milestone)
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## Emitted after the player collects a new MP3
signal mp3_collected(mp3_track: MP3Track)
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## Emitted as soon as the player dies.
signal player_dead
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const MAX_ALERT := 6
const CLEAR_LEVEL := 2
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const BASE_TANK_LIMIT := 96000
const BIG_TANK_LIMIT := 198000
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## Maximum amount of grunk the player can carry in their tank.
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@export var grunk_tank_limit := BASE_TANK_LIMIT
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# TODO figure this out
@export var grunk_quota := 2000000
## Grunk collection milestones
@export var vault_milestones: Dictionary[int, Milestone]
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@export_group("Progress")
@export var mp3_player_unlocked := false
@export var toothbrush_unlocked := false
@export var stickers_unlocked := false
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@export var mp3_collection: Array[MP3Track] = []
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## Amount of grunk the player is currently carrying.
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@export var grunk_tank := 0.0
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## Total amount of grunk that has been deposited by the player.
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@export var grunk_vault := 0.0
## Level of grunk agressiveness, raised whenever the player messes up.
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var alert_level := 0
func _init() -> void:
milestone_reached.connect(_on_milestone)
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## Add to the player's grunk tank.
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func collect_grunk(delta: float) -> void:
grunk_tank += delta
grunk_collected.emit(delta)
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## Empty the player's grunk tank, e.g. when depositing grunk.
func empty_tank() -> void:
var amount := grunk_tank
grunk_tank = 0.0
grunk_emptied.emit(amount)
## Deposit the player's grunk in the vault, emptying the player's tank.
func deposit_tank() -> void:
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var prev_milestone := latest_milestone()
grunk_vault += grunk_tank
empty_tank()
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var new_milestone := latest_milestone()
if new_milestone != prev_milestone:
milestone_reached.emit(new_milestone)
if alert_level >= CLEAR_LEVEL:
clear_alert()
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World.instance.save_progress()
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func is_tank_full() -> bool:
return grunk_tank >= grunk_tank_limit
func get_tank_fill_pct() -> float:
return grunk_tank / grunk_tank_limit
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## Raise the alert level, if possible.
func raise_alert(delta: int) -> void:
var new_value := clampi(alert_level + delta, 0, MAX_ALERT)
if new_value != alert_level:
alert_raised.emit(new_value)
alert_level = new_value
## Reset the alert level to the clear level.
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func clear_alert() -> void:
alert_cleared.emit()
alert_level = CLEAR_LEVEL
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## Returns the latest vault milestone reached by the player.
##
## Returns null if the player has not reached a milestone (shouldn't be possible).
func latest_milestone() -> Milestone:
var prev: Milestone = null
for milestone_amt: int in vault_milestones:
if grunk_vault < milestone_amt:
return prev
prev = vault_milestones[milestone_amt]
return prev
## Returns the next vault milestone for the player to reach.
##
## Returns null if all milestones have been reached.
func next_milestone() -> Milestone:
var amt := next_milestone_amount()
if amt >= 0:
return vault_milestones[amt]
return null
## Returns the grunk amount needed for the player to reach the next milestone.
##
## Returns <0 if all milestones have been reached.
func next_milestone_amount() -> int:
for milestone_amt: int in vault_milestones:
if grunk_vault < milestone_amt:
return milestone_amt
return -1
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func _on_milestone(milestone: Milestone) -> void:
if milestone.mp3_player:
mp3_player_unlocked = true
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if milestone.toothbrush:
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toothbrush_unlocked = true
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if milestone.stickers:
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stickers_unlocked = true
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if milestone.big_tank:
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grunk_tank_limit = BIG_TANK_LIMIT
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if milestone.bonus_track:
collect_mp3(milestone.bonus_track)
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# TODO the rest
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## Add an MP3 player track to the player's collection.
func collect_mp3(track: MP3Track) -> void:
mp3_collection.append(track)
mp3_collected.emit(track)
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## Called by Player on death.
func on_player_death() -> void:
player_dead.emit()
# TODO reload from save?
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# REMOVEME
# workaround until saving & loading is implemented
grunk_tank_limit = BASE_TANK_LIMIT
grunk_tank = 0.0
grunk_vault = 0.0