Add multiplayer handling to TourManager

Each player will now be tracked independently, and can watch their own tour.
This commit is contained in:
Buhallin 2022-12-10 18:08:24 -08:00
parent a1684b30f0
commit 5d1c7b9c17
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@ -5,11 +5,11 @@ do
local internal = { }
-- Base IDs for various tour card UI elements. Actual IDs will have _[playerColor] appended
local cardId = "tourCard"
local narratorId = "tourNarratorImage"
local textId = "tourText"
local nextButtonId = "tourNext"
local stopButtonId = "tourStop"
local CARD_ID = "tourCard"
local NARRATOR_ID = "tourNarratorImage"
local TEXT_ID = "tourText"
local NEXT_BUTTON_ID = "tourNext"
local STOP_BUTTON_ID = "tourStop"
-- Table centerpoint for the camera hook object. Camera handling is a bit erratic so it doesn't
-- always land right where you think it's going to, but it's close
@ -19,51 +19,59 @@ do
z = 0,
}
local cameraHookGuid
local currentCardIndex
-- Trackers for the current state.
local tourState = { }
local cameraHookGuid = { }
local currentCardIndex = { }
-- Kicks off the tour by initializing the card and camera hook. A callback on the hook creation
-- will then show the first card.
-- @param playerColor Player color to start the tour for
TourManager.startTour = function(playerColor)
currentCardIndex = 1
log(playerColor)
tourState[playerColor] = {
currentCardIndex = 1
}
-- Camera gets really screwy when we finalize if we don't start in ThirdPerson before attaching
-- to the hook
Player["White"].setCameraMode("ThirdPerson")
internal.createTourCard("White")
-- XML update takes time to load, wait for it to finish then create the hook
Wait.condition(
function()
internal.createCameraHook()
end,
function()
return not Global.UI.loading
end
)
Player[playerColor].setCameraMode("ThirdPerson")
Player[playerColor].lookAt({position={-22.265,-2.5,5.2575},pitch=64.343,yaw=90.333,distance=104.7})
Wait.time(function()
internal.createTourCard(playerColor)
-- XML update takes time to load, wait for it to finish then create the hook
Wait.condition(
function()
internal.createCameraHook(playerColor)
end,
function()
return not Global.UI.loading
end
)
end, 2)
end
-- Shows the next card in the tour script. This method is exposed (rather than being part of
-- internal) because the XMLUI callbacks expect the method to be on the object directly.
-- @param playerColor Player color to show the next card for
function nextCard(playerColor)
internal.hideCard()
-- @param player Player object to show the next card for, provided by XMLUI callback
function nextCard(player)
internal.hideCard(player.color)
Wait.time(function()
currentCardIndex = currentCardIndex + 1
if currentCardIndex > #TOUR_SCRIPT then
internal.finalizeTour()
tourState[player.color].currentCardIndex = tourState[player.color].currentCardIndex + 1
if tourState[player.color].currentCardIndex > #TOUR_SCRIPT then
internal.finalizeTour(player.color)
else
internal.showCurrentCard()
internal.showCurrentCard(player.color)
end
end, 0.3)
end
-- Ends the tour and cleans up the camera. This method is exposed (rather than being part of
-- internal) because the XMLUI callbacks expect the method to be on the object directly.
-- @param playerColor Player color to end the tour for
function stopTour(playerColor)
internal.hideCard()
-- @param player Player object to end the tour for, provided by XMLUI callback
function stopTour(player)
internal.hideCard(player.color)
Wait.time(function()
internal.finalizeTour()
internal.finalizeTour(player.color)
end, 0.3)
end
@ -71,25 +79,26 @@ do
-- position, and shows the card.
-- @param playerColor Player color to show the current card for
internal.showCurrentCard = function(playerColor)
internal.updateCardDisplay(currentCardIndex)
local hook = getObjectFromGUID(cameraHookGuid)
internal.updateCardDisplay(playerColor)
local hook = getObjectFromGUID(tourState[playerColor].cameraHookGuid)
hook.setPositionSmooth(CAMERA_HOME, false, false)
local delay = 0.5
if TOUR_SCRIPT[currentCardIndex].showObj ~= nil then
local cardIndex = tourState[playerColor].currentCardIndex
if TOUR_SCRIPT[cardIndex].showObj ~= nil then
Wait.time(function()
local lookAtObj = getObjectFromGUID(TOUR_SCRIPT[currentCardIndex].showObj)
local lookAtObj = getObjectFromGUID(TOUR_SCRIPT[cardIndex].showObj)
hook.setPositionSmooth(lookAtObj.getPosition(), false, false)
end, delay)
delay = delay + 0.5
end
Wait.time(function() Global.UI.show(cardId) end, delay)
Wait.time(function() Global.UI.show(internal.getUiId(CARD_ID, playerColor)) end, delay)
end
-- Hides the current card being shown to a player. This can be in preparation for showing the
-- next card, or ending the tour.
-- @param playerColor Player color to hide the current card for
internal.hideCard = function(playerColor)
Global.UI.hide(cardId)
Global.UI.hide(internal.getUiId(CARD_ID, playerColor))
end
-- Cleans up all the various resources associated with the tour, and (hopefully) resets the
@ -97,22 +106,23 @@ do
-- should include instructions for the player to fix it.
-- @param playerColor Player color to clean up
internal.finalizeTour = function(playerColor)
local cameraHook = getObjectFromGUID(cameraHookGuid)
local cameraHook = getObjectFromGUID(tourState[playerColor].cameraHookGuid)
cameraHook.destruct()
Player["White"].setCameraMode("ThirdPerson")
Player[playerColor].setCameraMode("ThirdPerson")
tourState[playerColor] = nil
Wait.frames(function()
-- This resets to the default camera position. If we don't place the camera exactly at the
-- default, camera controls get weird
Player["White"].lookAt({position={-22.265,-2.5,5.2575},pitch=64.343,yaw=90.333,distance=104.7})
Player[playerColor].lookAt({position={-22.265,-2.5,5.2575},pitch=64.343,yaw=90.333,distance=104.7})
end, 3)
end
-- Updates the card UI to show the appropriate narrator and text.
-- @param index Script entry which should be shown
-- @param playerColor Player color to update card for
internal.updateCardDisplay = function(index, playerColor)
Global.UI.setAttribute(narratorId, "image", TOUR_SCRIPT[index].narrator)
Global.UI.setAttribute(textId, "text", TOUR_SCRIPT[index].text)
internal.updateCardDisplay = function(playerColor)
local index = tourState[playerColor].currentCardIndex
Global.UI.setAttribute(internal.getUiId(NARRATOR_ID, playerColor), "image", TOUR_SCRIPT[index].narrator)
Global.UI.setAttribute(internal.getUiId(TEXT_ID, playerColor), "text", TOUR_SCRIPT[index].text)
end
-- Creates a small, transparent object which the camera will be attached to in order to move the
@ -121,6 +131,8 @@ do
-- shown.
-- @param playerColor Player color to create the hook for
internal.createCameraHook = function(playerColor)
log("Creating")
log(playerColor)
local hookData = {
Name = "BlockSquare",
Transform = {
@ -141,6 +153,7 @@ do
a = 0,
},
Locked = true,
GMNotes = playerColor
}
spawnObjectData({ data = hookData, callback_function = internal.onHookCreated })
@ -150,32 +163,36 @@ do
-- (presumably first) card.
-- @param hook Created object
internal.onHookCreated = function(hook)
cameraHookGuid = hook.getGUID()
Player.White.attachCameraToObject({
local playerColor = hook.getGMNotes()
log("Hook created")
log(playerColor)
tourState[playerColor].cameraHookGuid = hook.getGUID()
Player[playerColor].attachCameraToObject({
object = hook,
offset = { x = -20, y = 30, z = 0 }
})
internal.showCurrentCard()
internal.showCurrentCard(playerColor)
end
-- Creates an XMLUI entry in Global for a player-specific tour card. Dynamically creating this
-- is somewhat complex, but ensures we can properly handle any player color.
-- @param playerColor Player color to create the card for
internal.createTourCard = function(playerColor)
if Global.UI.getAttributes("cardId_"..playerColor) ~= nil then
-- Make sure the card doesn't exist before we create a new one
if Global.UI.getAttributes(internal.getUiId(CARD_ID, playerColor)) ~= nil then
return
end
cardId = cardId .. "_" .. playerColor
narratorId = narratorId .. "_" .. playerColor
textId = textId .. "_" .. playerColor
nextButtonId = nextButtonId .. "_" .. playerColor
stopButtonId = stopButtonId .. "_" .. playerColor
tourCardTemplate.attributes.id = cardId
CARD_ID = CARD_ID .. "_" .. playerColor
NARRATOR_ID = NARRATOR_ID .. "_" .. playerColor
TEXT_ID = TEXT_ID .. "_" .. playerColor
NEXT_BUTTON_ID = NEXT_BUTTON_ID .. "_" .. playerColor
STOP_BUTTON_ID = STOP_BUTTON_ID .. "_" .. playerColor
tourCardTemplate.attributes.id = internal.getUiId(CARD_ID, playerColor)
tourCardTemplate.attributes.visibility = playerColor
tourCardTemplate.children[1].attributes.id = narratorId
tourCardTemplate.children[2].children[1].attributes.id = textId
tourCardTemplate.children[3].attributes.id = nextButtonId
tourCardTemplate.children[4].attributes.id = stopButtonId
tourCardTemplate.children[1].attributes.id = internal.getUiId(NARRATOR_ID, playerColor)
tourCardTemplate.children[2].children[1].attributes.id = internal.getUiId(TEXT_ID, playerColor)
tourCardTemplate.children[3].attributes.id = internal.getUiId(NEXT_BUTTON_ID, playerColor)
tourCardTemplate.children[4].attributes.id = internal.getUiId(STOP_BUTTON_ID, playerColor)
tourCardTemplate.children[3].attributes.onClick = self.getGUID().."/nextCard"
tourCardTemplate.children[4].attributes.onClick = self.getGUID().."/stopTour"
@ -184,5 +201,9 @@ do
Global.UI.setXmlTable(globalXml)
end
internal.getUiId = function(baseId, playerColor)
return baseId .. "_" .. playerColor
end
return TourManager
end