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Steven Wroblewski ab81f66ef0 Stil wählen, merken und fotografieren
F2 wechselt im Spiel den Stil und meldet ihn, --style=NAME wählt ihn
beim Start, und das Spiel merkt sich die Wahl in den Einstellungen.
Das Bildschirmfoto-Werkzeug nimmt Bilder in einem bestimmten Stil und
von der Vitrine auf und zeigt eine zweite Figur mit Namen.

Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com>
2026-10-02 12:49:40 +02:00

538 lines
16 KiB
GDScript

extends Node2D
## Composition root. Shows the start menu, then runs a session as host or as
## guest with the map view, the figures, the HUD and the files on disk.
## Seed of a new world until the slice ships its chosen seed.
const NEW_WORLD_SEED := 2026
## How far the pickaxe reaches, in tiles from the figure to the tile centre.
const REACH_TILES := 2.5
## Ticks between two automatic saves: two minutes.
const AUTOSAVE_TICKS := 2 * 60 * GwSession.TICKS_PER_SECOND
const CAMERA_ZOOM := Vector2(3.0, 3.0)
## Most ticks a guest runs in one frame. A guest that fell behind catches up
## within a few frames without freezing.
const MAX_GUEST_TICKS_PER_FRAME := 20
## Seconds between two position updates of the own figure.
const FIGURE_SECONDS := 0.1
## The text for every reason a host gives for turning a guest away.
const REFUSAL_TEXTS := {
GwSession.REFUSED_OTHER_PROTOCOL: "REFUSED_OTHER_PROTOCOL",
GwSession.REFUSED_OTHER_RULES: "REFUSED_OTHER_RULES",
GwSession.REFUSED_WORLD_FULL: "REFUSED_WORLD_FULL",
GwSession.REFUSED_TOO_MANY_PLAYERS: "REFUSED_TOO_MANY_PLAYERS",
GwSession.REFUSED_ALREADY_PLAYING: "REFUSED_ALREADY_PLAYING",
}
## Folder for the player key, the save and the recordings. If it is empty,
## the command line decides; tests set a folder of their own.
@export var storage_dir := ""
## Network interface an open world listens on. Tests use the loopback one.
var listen_address := "*"
## The command line arguments after "--". Tools and tests may set their own
## before the scene enters the tree.
var command_line := OS.get_cmdline_user_args()
var options: LaunchOptions
var store: SaveStore
## The running session, or null in the menu. A guest's session has no world
## until the host sent it.
var session: GwSession
## The network connection of an open world or a guest, or null.
var link: SessionLink
var clock: TickClock
## The style the playing field is drawn in.
var art: Art
var menu: Menu
var showcase: Showcase
var map_view: MapView
var marker: TileMarker
var avatar: Avatar
var figures: Figures
var hud: Hud
## How often a guest's world diverged and was replaced by the host's.
var resyncs := 0
var _player_key: PackedByteArray
var _next_dig_tick := 0
## True while an unusable save could not be set aside. Saving is refused
## then, so that the unusable save is never overwritten.
var _save_blocked := false
var _figure_wait := 0.0
## The address a guest is joining, for messages.
var _joining := ""
## The host's accepted guests when _process last looked. A new one ends a
## pause.
var _known_guests := 0
## How many own hits on each tile showed their burst of chips at once and
## are not reported by the core yet. Their burst is not shown a second time.
var _own_hits: Dictionary[Vector2i, int] = {}
func _ready() -> void:
I18n.install()
InputSetup.install()
options = LaunchOptions.parse(command_line)
for argument in options.ignored:
push_warning("ignored command line argument: %s" % argument)
if storage_dir.is_empty():
storage_dir = options.storage_dir()
store = SaveStore.new(storage_dir)
_player_key = store.player_key()
if _player_key.is_empty():
push_warning("the player key cannot be read: %s" % error_string(store.last_read_error))
clock = TickClock.new(GwSession.TICKS_PER_SECOND)
art = Art.new()
art.load_overrides(Art.OVERRIDE_DIR)
if not art.select(options.style):
art.select(StringName(store.style()))
map_view = MapView.new()
map_view.art = art
add_child(map_view)
marker = TileMarker.new()
marker.art = art
add_child(marker)
figures = Figures.new()
figures.art = art
add_child(figures)
avatar = Avatar.new()
avatar.art = art
add_child(avatar)
var camera := Camera2D.new()
camera.zoom = CAMERA_ZOOM
avatar.add_child(camera)
hud = Hud.new()
add_child(hud)
menu = Menu.new()
add_child(menu)
menu.name_field.text = options.player_name if not options.player_name.is_empty() else store.player_name()
menu.address_field.text = options.address if not options.address.is_empty() else store.last_address()
art.changed.connect(_redraw_art)
menu.play_chosen.connect(play)
menu.join_chosen.connect(join)
menu.showcase_chosen.connect(open_showcase)
showcase = Showcase.new()
showcase.art = art
showcase.closed.connect(close_showcase)
_hide_showcase()
add_child(showcase)
_show_menu("")
match options.start:
"solo":
play(false)
"host":
play(true)
"join":
join(options.address)
## Plays the saved world, or a new one, as its host. With `open`, guests may
## join. Returns false if it could not start; the menu then says why.
func play(open: bool) -> bool:
if not _can_start():
return false
var next := GwSession.new()
var set_aside := false
if store.has_save():
var save := store.read_save()
if store.last_read_error != OK:
_show_menu(tr("SAVE_UNREADABLE"))
return false
set_aside = not _load(next, save)
if not next.is_running():
next.start_new(NEW_WORLD_SEED)
if open:
var net := NetLink.new()
if net.host(options.port, listen_address) != OK:
_show_menu(tr("OPEN_FAILED") % options.port)
return false
link = SessionLink.new(next, net)
session = next
session.join(_player_key, _player_name())
_run_tick()
_show_world()
if set_aside:
hud.flash("LOAD_FAILED")
return true
## Starts joining the host at `address`, "host" or "host:port". The world
## arrives later; until then the menu says that it is connecting.
func join(address: String) -> void:
if not _can_start():
return
var target := NetLink.split_address(address)
if target.is_empty():
_show_menu(tr("ADDRESS_INVALID") % address)
return
var net := NetLink.new()
if net.join(target[0], target[1]) != OK:
_show_menu(tr("CONNECT_FAILED") % address)
return
session = GwSession.new()
session.start_guest(_player_key, _player_name())
link = SessionLink.new(session, net)
_joining = address
store.set_last_address(address)
_show_menu(tr("CONNECTING") % address)
func _can_start() -> bool:
if session != null:
return false
if _player_key.is_empty():
_show_menu(tr("KEY_UNREADABLE"))
return false
store.set_player_name(menu.player_name())
return true
func _player_name() -> String:
var typed := menu.player_name()
return typed if not typed.is_empty() else tr("DEFAULT_NAME")
## Starts `next` from `save`. If the save is unusable, it is set aside so
## that the next save does not overwrite it, and false is returned.
func _load(next: GwSession, save: PackedByteArray) -> bool:
if next.start_loaded(save):
_save_blocked = false
return true
var aside := store.set_aside_save()
if aside.is_empty():
_save_blocked = true
push_warning("save not usable (%s) and could not be set aside; saving is off" % next.last_error())
else:
push_warning("save not usable (%s), kept as %s" % [next.last_error(), aside])
return false
func _show_menu(status: String) -> void:
menu.show_status(status)
menu.show()
hud.hide()
for node: Node2D in [avatar, marker, figures]:
node.hide()
## Shows the world of the session and puts the figure on the spawn.
func _show_world() -> void:
menu.hide()
_hide_showcase()
hud.show()
for node: Node2D in [avatar, marker, figures]:
node.show()
map_view.session = session
map_view.reload()
figures.session = session
avatar.player = session.local_player()
figures.clear()
avatar.is_walkable = session.is_walkable
avatar.position = GridMotion.tile_center(session.spawn_point())
hud.show_stone(session.item_count(GwSession.ITEM_STONE))
_update_status()
_next_dig_tick = 0
_own_hits.clear()
## Shows the style samples instead of the menu.
func open_showcase() -> void:
menu.hide()
showcase.time = 0.0
showcase.process_mode = Node.PROCESS_MODE_INHERIT
showcase.show()
## Goes back from the style samples to the menu.
func close_showcase() -> void:
_hide_showcase()
menu.show()
## Hides the style samples and stops them. A world that starts while they are
## open, such as the one a joining guest receives, takes their place.
func _hide_showcase() -> void:
showcase.hide()
showcase.process_mode = Node.PROCESS_MODE_DISABLED
## Draws the playing field again after the style changed, and remembers the
## style for the next start.
func _redraw_art() -> void:
map_view.redraw()
for node: Node2D in [marker, figures, avatar]:
node.queue_redraw()
store.set_style(String(art.style.key()))
## Says in the status line how the game is shared, and with how many.
func _update_status() -> void:
if link == null:
hud.show_status("")
elif session.is_host():
hud.show_status(tr("STATUS_HOST") % [link.link.local_port(), session.online_players().size()])
else:
hud.show_status(tr("STATUS_GUEST") % [_joining, session.online_players().size()])
## Ends a guest's session and goes back to the menu with `message`.
func _leave(message: String) -> void:
if session == null:
return
_write_recording()
if link != null:
link.link.close()
link = null
session = null
map_view.session = null
map_view.reload()
avatar.is_walkable = Callable()
figures.clear()
_own_hits.clear()
_show_menu(message)
## A broken session runs no more ticks. Instead of leaving the others
## waiting, a host closes its world to guests and a guest leaves. The host's
## status line says why its world stands still.
func _stop_sharing() -> void:
if not session.is_host():
_leave(tr("SIMULATION_STOPPED"))
return
if link != null:
link.link.close()
link = null
figures.clear()
hud.show_status(tr("SIMULATION_STOPPED"))
## Ends a pause once the host accepted a guest: the guest joins in the next
## tick, and a paused world would keep it waiting. A connection that has not
## greeted yet is no guest.
func _end_pause_for_new_guests() -> void:
var guests := session.guest_count()
if guests > _known_guests and clock.paused:
_set_paused(false)
_known_guests = guests
func _process(delta: float) -> void:
if link != null:
for notice in link.pump(delta):
_on_notice(notice)
if session != null and session.is_broken():
_stop_sharing()
if session == null or not session.is_running() or session.is_broken():
return
_end_pause_for_new_guests()
_update_marker()
if Input.is_action_pressed("dig") and not clock.paused:
_try_dig()
if session.is_host():
for i in clock.advance(delta):
_run_tick()
else:
for i in mini(session.pending_ticks(), MAX_GUEST_TICKS_PER_FRAME):
_apply(session.step())
if link != null:
link.flush()
_figure_wait -= delta
if _figure_wait <= 0.0:
_figure_wait = FIGURE_SECONDS
link.send_figure(avatar.position)
func _on_notice(notice: Dictionary) -> void:
# An earlier notice of the same batch may have ended the session.
if session == null:
return
match notice["type"]:
"world_received":
if notice["resync"]:
resyncs += 1
_keep_diverged_recording()
map_view.reload()
_own_hits.clear()
hud.show_stone(session.item_count(GwSession.ITEM_STONE))
hud.flash("RESYNCED")
else:
_show_world()
"refused":
_leave(tr(REFUSAL_TEXTS.get(notice["reason"], "PROTOCOL_ERROR")))
"protocol_error":
push_warning("broken message from the host: %s" % session.last_error())
_leave(tr("PROTOCOL_ERROR"))
"host_lost":
_leave(tr("HOST_LEFT"))
"failed":
_leave(tr("CONNECT_FAILED") % _joining)
"divergence":
push_warning("guest %d diverged at tick %d with state %s" % [notice["peer"], notice["tick"], notice["hash"]])
"figure":
figures.place(notice["player"], notice["position"])
## Keeps the recording of a guest's world that diverged from the host's, so
## that the divergence can be replayed.
func _keep_diverged_recording() -> void:
var path := store.write_recording(session.take_diverged_recording())
push_warning("the world diverged from the host's; its recording is %s" % path)
func _unhandled_input(event: InputEvent) -> void:
if session == null or not session.is_running():
return
if event.is_action_pressed("save_game"):
if session.is_host():
hud.flash("SAVED" if save_game() else "SAVE_FAILED")
else:
hud.flash("HOST_SAVES")
elif event.is_action_pressed("load_game"):
_reload()
elif event.is_action_pressed("toggle_pause"):
# Ending a pause is always allowed, starting one only alone.
if clock.paused or (session.is_host() and session.guest_count() == 0):
_set_paused(not clock.paused)
else:
hud.flash("PAUSE_ONLY_ALONE")
elif event.is_action_pressed("next_style"):
art.select_next()
hud.flash("STYLE_SWITCHED", [tr(art.style.title_key())])
## Goes back to the saved world. Only when playing alone: guests would no
## longer have the host's world.
func _reload() -> void:
if link != null:
hud.flash("LOAD_ONLY_ALONE")
return
var save := store.read_save()
if store.last_read_error != OK:
hud.flash("LOAD_FAILED")
return
var next := GwSession.new()
if not _load(next, save):
hud.flash("LOAD_FAILED")
return
_write_recording()
session = next
session.join(_player_key, _player_name())
_run_tick()
_show_world()
hud.flash("LOADED")
func _set_paused(paused: bool) -> void:
clock.paused = paused
avatar.set_process(not paused)
hud.show_paused(paused)
func _notification(what: int) -> void:
if what != NOTIFICATION_WM_CLOSE_REQUEST or session == null:
return
if session.is_running():
if session.is_host() and not save_game():
push_warning("the game could not be saved on close")
_write_recording()
if link != null:
link.link.close()
func _run_tick() -> void:
_apply(session.step())
if session.tick() % AUTOSAVE_TICKS == 0 and not save_game():
hud.flash("SAVE_FAILED")
push_warning("the automatic save failed")
func _apply(events: Array[Dictionary]) -> void:
var local := session.local_player()
for event in events:
match event["type"]:
"tile_hit":
var tile := Vector2i(event["x"], event["y"])
map_view.refresh_tile(tile)
# The own hits showed their burst when they were made.
if event["player"] == local:
_own_hit_reported(tile)
else:
map_view.hit(tile)
"tile_changed":
var tile := Vector2i(event["x"], event["y"])
map_view.refresh_tile(tile)
# The core does not say whose hit broke the tile; an own hit
# showed its burst already.
if _own_hits.has(tile):
_own_hits.erase(tile)
else:
map_view.hit(tile)
"item_gained":
if event["player"] == local:
hud.show_stone(session.item_count(GwSession.ITEM_STONE))
"inventory_full":
if event["player"] == local:
hud.flash("INVENTORY_FULL")
"player_joined":
if event["player"] != local:
hud.flash("PLAYER_JOINED", [session.player_name(event["player"])])
else:
avatar.player = local
avatar.queue_redraw()
_update_status()
"player_left":
figures.forget(event["player"])
hud.flash("PLAYER_LEFT", [session.player_name(event["player"])])
_update_status()
if session.is_broken():
hud.flash("SIMULATION_STOPPED")
push_error(session.last_error())
func _update_marker() -> void:
var tile := GridMotion.tile_of(get_global_mouse_position())
var distance := avatar.position.distance_to(GridMotion.tile_center(tile))
marker.show_tile(tile, distance <= REACH_TILES * GridMotion.TILE_SIZE)
func _try_dig() -> void:
if marker.in_reach:
dig_at(marker.tile)
## Queues a pickaxe hit on `tile`, at most once per cooldown, and shows its
## burst of chips at once: the hit itself lands with a later tick, which for a
## guest comes back from the host only after the round trip. The caller must
## check the reach: figures move outside the lockstep, so the core does not
## know where the figure is. The core checks the cooldown, the tile, its
## terrain, the tool tier and the free space in the inventory.
func dig_at(tile: Vector2i) -> void:
if session.tick() < _next_dig_tick:
return
session.dig(tile.x, tile.y)
_next_dig_tick = session.tick() + GwSession.DIG_COOLDOWN_TICKS
if MapView.SOLID.has(session.terrain_at(tile.x, tile.y)):
map_view.hit(tile)
_own_hits[tile] = _own_hits.get(tile, 0) + 1
## Counts one own hit on `tile` as reported by the core.
func _own_hit_reported(tile: Vector2i) -> void:
var left: int = _own_hits.get(tile, 0) - 1
if left > 0:
_own_hits[tile] = left
else:
_own_hits.erase(tile)
## Writes the running world as the save. Returns false if nothing was
## written: for a guest, whose world belongs to the host, and while an
## unusable save could not be set aside.
func save_game() -> bool:
if _save_blocked or not session.is_host():
return false
return store.write_save(session.save())
func _write_recording() -> void:
store.write_recording(session.recording_bytes())