Files
parasitic-god/Scripts/Singletons/GameBus.cs

164 lines
5.3 KiB
C#

using System;
using System.Collections.Generic;
using Godot;
using Godot.Collections;
using Limbo.Console.Sharp;
using ParasiticGod.Scripts.Core;
using ParasiticGod.Scripts.Core.Effects;
namespace ParasiticGod.Scripts.Singletons;
public partial class GameBus : Node
{
public static GameBus Instance { get; private set; }
public System.Collections.Generic.Dictionary<string, MiracleDefinition> AllMiracles { get; private set; }
public List<TierDefinition> FollowerTiers { get; private set; }
public List<TierDefinition> HutTiers { get; private set; }
public List<TierDefinition> TempleTiers { get; private set; }
public List<EventDefinition> AllEvents { get; private set; }
private PackedScene _gameOverScene = GD.Load<PackedScene>("res://Scenes/game_over.tscn");
private PackedScene _winScene = GD.Load<PackedScene>("res://Scenes/win_screen.tscn");
private readonly GameState _gameState = new();
private readonly GameLogic _gameLogic = new();
public event Action<GameState> StateChanged;
public event Action<MiracleDefinition> MiraclePerformed;
public event Action<List<MiracleDefinition>> MiraclesUnlocked;
public event Action<MiracleDefinition> MiracleCompleted;
public event Action<Buff> BuffAdded;
public event Action<Buff> BuffRemoved;
public event Action PopulationVisualsUpdated;
public event Action<string> AgeAdvanced;
public event Action GameWon;
public event Action<bool> PauseStateChanged;
public override void _EnterTree()
{
Instance = this;
AllMiracles = MiracleLoader.LoadAllMiracles();
AllEvents = EventLoader.LoadAllEvents();
FollowerTiers = TierLoader.LoadTiers("res://Mods/Tiers/follower_tiers.json", "user://Mods/Tiers/follower_tiers.json");
HutTiers = TierLoader.LoadTiers("res://Mods/Tiers/hut_tiers.json","user://Mods/Tiers/hut_tiers.json");
TempleTiers = TierLoader.LoadTiers("res://Mods/Tiers/temple_tiers.json","user://Mods/Tiers/temple_tiers.json");
GameWon += OnGameWon;
}
public override void _ExitTree()
{
Instance = null;
GameWon -= OnGameWon;
}
public override void _Ready()
{
RegisterConsoleCommands();
}
public override void _Process(double delta)
{
_gameLogic.UpdateGameState(_gameState, delta);
StateChanged?.Invoke(_gameState);
if (_gameState.Get(Stat.Corruption) >= 100)
{
GetTree().ChangeSceneToPacked(_gameOverScene);
_gameState.Set(Stat.Corruption, 0);
}
}
public void PerformMiracle(MiracleDefinition miracle)
{
if (_gameLogic.TryToPerformMiracle(_gameState, miracle))
{
MiraclePerformed?.Invoke(miracle);
var miraclesToUnlock = new List<MiracleDefinition>();
foreach (var effect in miracle.Effects)
{
if (effect is UnlockMiracleEffect unlockEffect)
{
foreach (var id in unlockEffect.MiraclesToUnlock)
{
if (AllMiracles.TryGetValue(id, out var def) && !_gameState.IsMiracleUnlocked(id))
{
miraclesToUnlock.Add(def);
_gameState.AddUnlockedMiracle(def.Id);
}
}
}
else if (effect is DestroySelfEffect)
{
MiracleCompleted?.Invoke(miracle);
_gameState.RemoveUnlockedMiracle(miracle.Id);
}
}
if (miraclesToUnlock.Count > 0)
{
MiraclesUnlocked?.Invoke(miraclesToUnlock);
}
if (!string.IsNullOrEmpty(miracle.AdvancesToAge))
{
AgeAdvanced?.Invoke(miracle.AdvancesToAge);
}
}
}
public void NotifyPopulationVisualsUpdated()
{
PopulationVisualsUpdated?.Invoke();
}
public void NotifyBuffAdded(Buff buff)
{
BuffAdded?.Invoke(buff);
}
public void NotifyBuffRemoved(Buff buff)
{
BuffRemoved?.Invoke(buff);
}
public void NotifyGameIsWon()
{
GameWon?.Invoke();
}
public void ExecuteEffects(Array<Effect> effects)
{
foreach (var effect in effects)
{
effect.Execute(_gameState);
}
SetPause(false);
}
public void SubscribeToStat(Stat stat, Action<double> listener) => _gameState.Subscribe(stat, listener);
public void UnsubscribeFromStat(Stat stat, Action<double> listener) => _gameState.Unsubscribe(stat, listener);
public void SetPause(bool isPaused)
{
GetTree().Paused = isPaused;
PauseStateChanged?.Invoke(isPaused);
}
public GameState CurrentState => _gameState;
[ConsoleCommand("set_stat", "Sets the value of a specified stat.")]
private void SetStatCommand(Stat stat, double value) => _gameState.Set(stat, value);
[ConsoleCommand("game_over")]
private void GameOverCommand() => GetTree().ChangeSceneToPacked(_gameOverScene);
[ConsoleCommand("win_game")]
private void WinGameCommand() => GetTree().ChangeSceneToPacked(_winScene);
private void OnGameWon()
{
GetTree().ChangeSceneToPacked(_winScene);
}
}