Files

304 lines
10 KiB
GDScript

class_name VillageWhisperHud
extends Control
const DISPLAY_SECONDS := 4.2
const ENTER_OFFSET := 8.0
const FEEDBACK_PLAYER_RESPONSE := &"player_response"
@export var simulation_manager: Node
@onready var accent: ColorRect = $Accent
@onready var kicker: Label = $Copy/Kicker
@onready var message: Label = $Copy/Message
var feedback_tween: Tween
var resting_position: Vector2
var feedback_version := 0
var active_trigger_event_id := OpportunityStateRecord.NO_EVENT_ID
var informed_listener_id := -1
var feedback_kind := &""
var player_response_available := false
func _ready() -> void:
resting_position = position
_reset_feedback()
if simulation_manager == null:
push_error("VillageWhisperHud: simulation_manager missing")
return
simulation_manager.opportunity_opened.connect(_on_opportunity_opened)
simulation_manager.opportunity_resolved.connect(_on_opportunity_resolved)
simulation_manager.opportunity_invalidated.connect(_on_opportunity_invalidated)
simulation_manager.event_knowledge_transferred.connect(_on_event_knowledge_transferred)
simulation_manager.npc_decision_recorded.connect(_on_npc_decision_recorded)
simulation_manager.event_knowledge_changed.connect(_on_helper_facts_changed)
simulation_manager.event_knowledge_forgotten.connect(_on_helper_fact_forgotten)
simulation_manager.relationship_changed.connect(_on_helper_relationship_changed)
simulation_manager.relationship_changed.connect(_on_player_trust_changed)
simulation_manager.npc_inventory_changed.connect(_on_helper_inventory_changed)
simulation_manager.village_changed.connect(_on_village_changed)
simulation_manager.state_restored.connect(_on_state_restored)
player_response_available = simulation_manager.get_active_opportunity_player_response() != null
func _on_opportunity_opened(opportunity: OpportunityStateRecord) -> void:
active_trigger_event_id = opportunity.get_trigger_event_id()
informed_listener_id = -1
var player_response: OpportunityPlayerResponseResult = (
simulation_manager.get_active_opportunity_player_response()
)
player_response_available = player_response != null
if player_response != null:
_show_feedback(
"You can help",
_build_player_response_message(player_response),
FEEDBACK_PLAYER_RESPONSE
)
return
_show_feedback("Village need", _build_need_message(opportunity))
func _on_event_knowledge_transferred(
speaker_id: int, listener_id: int, event: EconomicEventRecord
) -> void:
var opportunity: OpportunityStateRecord = simulation_manager.get_active_opportunity()
if opportunity == null or int(event.data["event_id"]) != opportunity.get_trigger_event_id():
return
active_trigger_event_id = opportunity.get_trigger_event_id()
informed_listener_id = listener_id
_show_feedback(
"News travels",
(
"%s shares the %s with %s."
% [
_get_npc_name(speaker_id),
_get_need_name(opportunity),
_get_npc_name(listener_id),
]
)
)
func _on_npc_decision_recorded(npc: SimNPC, decision: ActionSelectionResult) -> void:
if npc.id != informed_listener_id:
return
var helper: OpportunityHelperResult = simulation_manager.get_active_opportunity_helper()
if (
helper == null
or helper.trigger_event_id != active_trigger_event_id
or helper.helper_npc_id != npc.id
or helper.action_id != decision.action_id
):
return
_show_feedback(
"Help is on the way",
(
"%s heard the need and chose to %s."
% [npc.npc_name, _get_action_phrase(decision.action_id)]
)
)
func _on_helper_facts_changed(_knower_id: int, _event: EconomicEventRecord) -> void:
_refresh_player_response()
func _on_helper_fact_forgotten(_knower_id: int, _event: EconomicEventRecord) -> void:
_refresh_player_response()
func _on_helper_relationship_changed(
_relationship: RelationshipStateRecord, _cause_event: EconomicEventRecord
) -> void:
_refresh_player_response()
func _on_player_trust_changed(
relationship: RelationshipStateRecord, cause_event: EconomicEventRecord
) -> void:
if relationship == null or cause_event == null:
return
if relationship.get_subject_id() != SimulationIds.PLAYER_ACTOR_ID:
return
if _is_active_need_supply(cause_event):
return
var observer_name := _get_npc_name(relationship.get_observer_id())
_show_feedback(
"Trust grows", "%s trusts you — you stocked the pantry." % observer_name, &"player_trust"
)
func _is_active_need_supply(cause_event: EconomicEventRecord) -> bool:
var opportunity: OpportunityStateRecord = simulation_manager.get_active_opportunity()
if opportunity == null:
return false
return (
opportunity.get_target_id() == StringName(cause_event.data["destination_id"])
and opportunity.get_resource_id() == StringName(cause_event.data["item_id"])
)
func _on_helper_inventory_changed(_npc: SimNPC, _item_id: StringName, _amount: float) -> void:
_refresh_player_response()
func _on_village_changed(_village: SimVillage) -> void:
_refresh_player_response()
func _refresh_player_response() -> void:
var response: OpportunityPlayerResponseResult = (
simulation_manager.get_active_opportunity_player_response()
)
var is_available := response != null
if is_available == player_response_available:
return
player_response_available = is_available
if response != null:
_show_feedback(
"You can help", _build_player_response_message(response), FEEDBACK_PLAYER_RESPONSE
)
elif feedback_kind == FEEDBACK_PLAYER_RESPONSE:
_reset_feedback()
func _on_opportunity_resolved(
opportunity: OpportunityStateRecord, resolution_event: EconomicEventRecord
) -> void:
if opportunity.get_trigger_event_id() != active_trigger_event_id:
return
var actor_id := int(resolution_event.data["actor_id"])
var actor_name := "The player" if actor_id < 0 else _get_npc_name(actor_id)
var outcome := (
"restocked the pantry"
if opportunity.get_resource_id() == SimulationIds.RESOURCE_FOOD
else "supplied the woodpile"
)
_show_feedback("Need met", "%s %s." % [actor_name, outcome])
informed_listener_id = -1
player_response_available = false
func _on_opportunity_invalidated(opportunity: OpportunityStateRecord) -> void:
if opportunity.get_trigger_event_id() != active_trigger_event_id:
return
_show_feedback("Need closed", "The village could no longer act on this report.")
informed_listener_id = -1
player_response_available = false
func _on_state_restored() -> void:
_reset_feedback()
var opportunity: OpportunityStateRecord = simulation_manager.get_active_opportunity()
active_trigger_event_id = (
opportunity.get_trigger_event_id()
if opportunity != null
else OpportunityStateRecord.NO_EVENT_ID
)
informed_listener_id = -1
player_response_available = simulation_manager.get_active_opportunity_player_response() != null
func _build_need_message(opportunity: OpportunityStateRecord) -> String:
var interested_name := _get_npc_name(opportunity.get_interested_npc_id())
match opportunity.get_opportunity_type():
SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER:
return "%s is too weak to gather food." % interested_name
SimulationIds.OPPORTUNITY_REPAIR_HOME_ROOF:
return "%s's roof needs wood." % interested_name
if opportunity.get_resource_id() == SimulationIds.RESOURCE_FOOD:
return "%s worries over the empty pantry." % interested_name
var trigger: EconomicEventRecord = simulation_manager.get_opportunity_trigger_event(opportunity)
var action_name := "work"
if trigger != null:
action_name = _get_action_phrase(StringName(trigger.data.get("action_id", &"")))
return "%s needs wood to finish %s." % [interested_name, action_name]
func _build_player_response_message(response: OpportunityPlayerResponseResult) -> String:
var destination := _get_destination_name(response.target_id)
if response.resource_id == SimulationIds.RESOURCE_FOOD:
return "Forage food; it goes straight to the %s." % destination
return "Harvest a tree; wood goes straight to the %s." % destination
func _get_destination_name(target_id: StringName) -> String:
match target_id:
SimulationIds.STORAGE_VILLAGE_PANTRY:
return "village pantry"
SimulationIds.STORAGE_VILLAGE_WOODPILE:
return "village woodpile"
return String(target_id).replace("_", " ")
func _get_need_name(opportunity: OpportunityStateRecord) -> String:
match opportunity.get_opportunity_type():
SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER:
return "weak-villager plea"
SimulationIds.OPPORTUNITY_REPAIR_HOME_ROOF:
return "damaged-roof report"
return (
"empty-pantry worry"
if opportunity.get_resource_id() == SimulationIds.RESOURCE_FOOD
else "missing-wood report"
)
func _get_action_phrase(action_id: StringName) -> String:
var definition := SimulationDefinitions.get_action(action_id)
return definition.display_name.to_lower() if definition != null else String(action_id)
func _get_npc_name(npc_id: int) -> String:
for npc in simulation_manager.npcs:
if npc.id == npc_id:
return npc.npc_name
return "Someone"
func _show_feedback(heading: String, body: String, kind: StringName = &"") -> void:
feedback_version += 1
var version := feedback_version
if feedback_tween != null:
feedback_tween.kill()
kicker.text = heading.to_upper()
message.text = body
feedback_kind = kind
visible = true
position = resting_position + Vector2(0.0, ENTER_OFFSET)
modulate.a = 0.0
accent.pivot_offset = accent.size * 0.5
accent.scale.x = 0.15
feedback_tween = create_tween().set_parallel(true)
feedback_tween.set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
feedback_tween.tween_property(self, "position", resting_position, 0.32)
feedback_tween.tween_property(self, "modulate:a", 1.0, 0.24)
feedback_tween.tween_property(accent, "scale:x", 1.0, 0.38)
_fade_after_delay(version)
func _fade_after_delay(version: int) -> void:
await get_tree().create_timer(DISPLAY_SECONDS).timeout
if version != feedback_version or not is_inside_tree():
return
feedback_tween = create_tween().set_parallel(true)
feedback_tween.set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)
feedback_tween.tween_property(self, "modulate:a", 0.0, 0.45)
feedback_tween.tween_property(self, "position:y", resting_position.y - 4.0, 0.45)
await feedback_tween.finished
if version == feedback_version:
visible = false
feedback_kind = &""
func _reset_feedback() -> void:
feedback_version += 1
if feedback_tween != null:
feedback_tween.kill()
visible = false
feedback_kind = &""
position = resting_position
modulate.a = 0.0
if accent != null:
accent.scale.x = 1.0