destroyulator/game/scripts/Main.gd
Monster Robot Party bcd67906a4 LANE7: you can die in LEVEL 0, and how you died decides which death you get
NO HEALTH BAR. Nothing else in this game does damage, so hit points would be a
survival-horror UI bolted onto a demolition game. Instead: one meter, DREAD, fed by
every way this place gets at you — being stared at, something close behind you, each
loop, and your own coughing. It decays when nothing is happening to you, and every loop
makes it grip harder (DREAD_LOOP_GRIP), so the place gets better at this the longer you
stay.

At 100% you die, and WHICH source pushed it over decides the death, which is what keeps
the three memes legible at the one moment it matters:

  STARE  "YOU LOOKED TOO LONG / it was still. it was always still. that was never the
         safe part."                                              (Slenderman)
  REACH  "IT WAS ALREADY IN THE ROOM / you were making so much noise."
         Sprays. This is the gory one.                            (the xenomorph)
  LOOP   "YOU ARE STILL IN THE ROOM / you walked it eleven times. you will walk it
         again." Eleven loops and the room simply keeps you.       (Blair Witch)

Gore.gd is procedural — seeded blobs that swell on the lens and then bleed downward in
streaks, a wet burst at the camera (physical deaths only; being taken by the static
shouldn't spray), the camera going down to land on its side on the carpet, then the
card. The sequence is deliberately SLOW: a jumpscare is a spike, but a death should take
its time, because the seconds spent watching the lens settle are where it lands. R wakes
you up.

Player.set_frozen() so you can't stroll around during your own death.

Renamed Backrooms' VHS layer to `tape` — `dread` is the meter now, and it was clearer
anyway.

dev/probe_death.gd drives all three deaths and the revive.

Note: the "Parameter material is null" warning only appears under the headless dummy
renderer; windowed runs are clean.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 19:44:26 +10:00

730 lines
27 KiB
GDScript

extends Node3D
## Destroyulator — LEVEL 01, the office.
##
## Main is the glue: it builds the level shell (Office), spawns everything SMASHABLE into
## it, owns score/tally, and routes each Smashable's three outcomes (break / dent /
## futile) to Juice and the HUD.
##
## Two things it still proves, from the prototype days:
## THE DAY-0 GATE: press B to rain 500 rigid bodies and watch the FPS hold.
## THE CASCADE: smash a frozen desk -> the monitor on it falls; smash a crate ->
## the records spill -> a record cracks a beat later when it lands.
##
## Controls: see KEYS_LINE below, or the Dev HUD (H cycles HUD styles).
@onready var _cam: Camera3D
var _world: Node3D # everything smashable/debris lives here so reset is one line
var _hud: Hud
var _smash_count := 0
var _score := 0
var _tally := {} # material -> how many of it you've destroyed (work-order HUD)
## Score per material. Steel is worth the most because it's the hardest to break, which
## is what makes the sledgehammer worth its cooldown.
const POINTS := {
"paper": 5, "cardboard": 10, "plastic": 20, "vinyl": 25,
"wood": 30, "glass": 40, "steel": 60,
}
var _juice: Juice
var _player: Player # kept so GameMode can reach player.grab
var _records: Array[Record] = [] # the live records, handed to GameMode each round
var _game_mode: GameMode
var _plan: Floorplan # the level shell: walls, fittings, lighting — see Levels.gd
var _level_id := "scranton"
var _rage: Rage # the tilt meter — see Rage.gd
var _rage_hud: RageOverlay
var _tasks: Tasks
var _shift: CubicleHell
var _env_node: WorldEnvironment
var _ambience: Ambience
var _modes: Modes
var _gauntlet: Gauntlet
var _dust: Dust
var _backrooms: Backrooms
func _ready() -> void:
randomize()
_setup_world()
_juice = Juice.new()
add_child(_juice)
_juice.setup(_cam) # _setup_world() set _cam to the player's camera
_populate()
_spawn_guard = SPAWN_GUARD_TIME
# --- CUBICLE HELL: the tilt meter, the job, and the payslip that scores both ---
_rage = Rage.new()
add_child(_rage)
_rage_hud = RageOverlay.new()
_rage_hud.setup(_rage)
add_child(_rage_hud)
_tasks = Tasks.new()
add_child(_tasks)
_tasks.setup(_player, _rage)
_register_stations()
_player.tasks = _tasks
_shift = CubicleHell.new()
add_child(_shift)
_shift.setup(_rage, _tasks)
_shift.begin()
# the provocations you can't play around: flickering tube, fish in the microwave
_ambience = Ambience.new()
add_child(_ambience)
_modes = Modes.new()
add_child(_modes)
_modes.changed.connect(_on_mode_changed)
_gauntlet = Gauntlet.new()
add_child(_gauntlet)
_dust = Dust.new()
add_child(_dust)
_backrooms = Backrooms.new()
add_child(_backrooms)
# rules layer: the record modes still exist behind M
_game_mode = GameMode.new()
add_child(_game_mode)
_game_mode.setup(_player.grab)
_game_mode.begin_free_play(_records)
_setup_hud()
_ambience.setup(_rage, _hud)
_ambience.adopt_lights(_plan)
_gauntlet.setup(_player, _hud)
_player.gauntlet = _gauntlet
_dust.setup(_player, _cam, _rage, _hud)
_player.dust = _dust
_backrooms.setup(_player, _cam, _hud, _rage, _dust, self)
_dust.heard_by = _backrooms
_apply_site_horror()
_modes.begin(get_tree().get_nodes_in_group("smashable").size())
## Every desk is a spreadsheet you have to fill in; the copier is the copier.
func _register_stations() -> void:
var i := 1
for t in _plan.desk_spots():
# alternating, so walking to "a desk" isn't always the same minigame
if i % 2 == 1:
_tasks.register(Tasks.Kind.SPREADSHEET, (t as Transform3D).origin,
"work at desk %d" % i)
else:
_tasks.register(Tasks.Kind.STAPLES, (t as Transform3D).origin,
"de-staple the bundle on desk %d" % i)
i += 1
if _plan.has_copier():
_tasks.register(Tasks.Kind.COPIER, _plan.copier_spot().origin,
"use the photocopier")
# a station wherever the site put a guillotine
for e in _plan.smashables():
var d: Dictionary = e
if String(d.get("glb", "")) == "guillotine":
var a: Vector2 = d["at"]
_tasks.register(Tasks.Kind.GUILLOTINE, Vector3(a.x, 0.9, a.y),
"trim the ream")
# ---------------------------------------------------------------- world / camera
func _setup_world() -> void:
# The level shell: floor, walls, ceiling, windows, fittings and ALL the lighting.
# It owns the environment too, because interior lighting and the ambient/tonemap
# settings are one decision, not two.
_plan = Floorplan.new()
add_child(_plan)
_plan.build(Levels.get_level(_level_id))
_env_node = WorldEnvironment.new()
var env := Environment.new()
_plan.configure_environment(env)
_env_node.environment = env
add_child(_env_node)
# First-person player. add_child() runs its _ready() synchronously, so player.camera
# and player.grab exist on the next line; we reuse them.
_player = Player.new()
add_child(_player)
_player.global_position = _plan.spawn_point()
_player.rotation.y = _plan.spawn_yaw()
_cam = _player.camera
_world = Node3D.new()
_world.name = "World"
add_child(_world)
# ---------------------------------------------------------------- the store
# Real Monster Robot Party assets: wooden racks (frozen backdrop you can smash) and
# crates of records in front. Colliders auto-size to each GLB's mesh AABB and every
# piece is dropped so its bottom rests exactly on the floor — no hardcoded dimensions.
const RACK_GLB := "res://assets/store/rack.glb"
const CRATE_GLB := "res://assets/store/crate.glb"
const RECORD_GLB := "res://assets/store/record.glb"
# Lane 2 hero props (each ships a .fractured.glb sibling → real shard-by-shard smashing)
const DESK_GLB := "res://assets/store/office-desk.glb"
const PRINTER_GLB := "res://assets/store/office-printer.glb"
const CRT_GLB := "res://assets/store/crt-monitor.glb"
const CABINET_GLB := "res://assets/store/filing-cabinet.glb"
const COOLER_GLB := "res://assets/store/water-cooler.glb"
const BOX_GLB := "res://assets/store/cardboard-box.glb"
const TURNTABLE_GLB := "res://assets/store/turntable.glb"
const CHAIR_GLB := "res://assets/store/office-chair.glb"
const P := "res://assets/store/"
## Mass by material, so a thrown record can't tip a filing cabinet but a sledgehammer
## still can. Everything defaulted to 1 kg before, which is why the level fell over.
const MASSES := {
"paper": 0.3, "cardboard": 1.2, "plastic": 6.0, "vinyl": 0.6,
"wood": 18.0, "glass": 12.0, "steel": 40.0,
}
# Generated sleeve art (Nano Banana): each file is a 3x3 sheet of nine original
# fictional album covers. A record picks one tile at random via uv1 scale/offset —
# one texture in VRAM, eighteen different-looking records on the floor.
const SLEEVE_ATLASES: Array[String] = [
"res://assets/art/sleeves_a.jpg",
"res://assets/art/sleeves_b.jpg",
]
var _sleeve_textures: Array[Texture2D] = []
var _records_skinned := 0
## Fill the office with the SMASHABLE half of the level. The Office class owns the shell
## and the static fittings; everything spawned here is a rigid body you can wreck.
func _populate() -> void:
_records.clear() # stale refs from the freed world; repopulated by _place_record
# --- the bullpen: a desk at every cluster spot, each with a monitor on it ---
var spots := _plan.desk_spots()
for i in spots.size():
var t: Transform3D = spots[i]
var xz := Vector2(t.origin.x, t.origin.z)
var desk := _glb_piece(DESK_GLB, "wood", xz, true, 0.0, t.basis.get_euler().y)
var top: float = desk["top"]
var crt := _glb_piece(CRT_GLB, "glass", xz + Vector2(0.0, 0.10), false, top)
(desk["piece"] as Smashable).supports.append(crt["piece"])
# Chair goes behind the desk, offset by the desk's OWN measured depth. Office.gd
# used to guess a constant here and kept putting chairs inside desks (or, once
# pushed out far enough to clear them, inside each other across the aisle).
var depth: float = (desk["aabb"] as AABB).size.z
var back := signf(t.origin.z - _plan.desk_cluster(i).y)
if is_zero_approx(back):
back = 1.0
_glb_piece(CHAIR_GLB, "plastic", xz + Vector2(0.0, back * (depth * 0.5 + 0.42)),
false, 0.0, t.basis.get_euler().y)
# --- the copier alcove: the PRINTER is the level boss, on its own desk ---
if _plan.has_copier():
var cs := _plan.copier_spot()
var cxz := Vector2(cs.origin.x, cs.origin.z)
var cdesk := _glb_piece(DESK_GLB, "wood", cxz, true, 0.0, cs.basis.get_euler().y)
var printer := _glb_piece(PRINTER_GLB, "steel", cxz, false, cdesk["top"])
var boss := printer["piece"] as Smashable
boss.is_boss = true
boss.toughness_scale = 5.0 # steel x5 — a real fight for anything but the sledge
boss.mass = 8.0 # heavy: hits rock it but don't shove it off the desk
(cdesk["piece"] as Smashable).supports.append(printer["piece"])
# --- everything else this site contains, straight from its spec ---
for e in _plan.smashables():
var d: Dictionary = e
_glb_piece(P + String(d["glb"]) + ".glb", String(d.get("kind", "wood")),
d["at"], bool(d.get("frozen", false)), float(d.get("sit_on", 0.0)),
float(d.get("yaw", 0.0)))
# --- crates of records, where the site has any. Records stand side by side ON the
# --- crate lid, offset by more than a sleeve is thick: they used to be stacked 3 cm
# --- apart vertically while being 30 cm TALL, so Jolt resolved 27 cm of
# --- interpenetration explosively on frame one.
for spot in _plan.spec.get("records", []):
var crate := _glb_piece(CRATE_GLB, "wood", spot, false)
var crate_top: float = crate["top"]
for i in range(3):
var rec := _place_record(spot + Vector2(randf_range(-0.02, 0.02),
(float(i) - 1.0) * 0.045), crate_top)
(crate["piece"] as Smashable).supports.append(rec)
# --- chairs: the best thing in an office to send across the room ---
for t in _plan.chair_spots():
_glb_piece(CHAIR_GLB, "plastic", Vector2(t.origin.x, t.origin.z), false, 0.0,
t.basis.get_euler().y)
print("[art] records skinned with sleeve art: ", _records_skinned)
## Spawn one grabbable Record (sleeve + nested disc) resting on `sit_on`. Mirrors
## _glb_piece's "drop the AABB bottom onto sit_on" trick, but the Record builds its own
## visuals/colliders/disc in _ready, so we just skin the sleeve and place it.
func _place_record(xz: Vector2, sit_on: float) -> Record:
var rec := Record.new()
rec.name = "record"
rec.setup()
var g: String = GameMode.GENRES[randi() % GameMode.GENRES.size()]
rec.sleeve_genre = g
rec.disc_genre = g # matches until GameMode plants a mismatch
_world.add_child(rec) # _ready() splits record.glb, builds the disc
if rec.sleeve_visual != null:
_skin_record(rec.sleeve_visual) # random cover art on the jacket faces
var ab := _body_local_aabb(rec, rec.sleeve_visual) if rec.sleeve_visual != null else AABB()
rec.global_position = Vector3(xz.x, sit_on - ab.position.y, xz.y)
_wire(rec) # the empty sleeve breaking counts + juices
var disc := rec.disc_body()
if disc != null:
_wire(disc) # the cracked disc counts + juices too
_records.append(rec)
return rec
## Instance a GLB as the VISUAL of a Smashable, give it a box collider auto-sized to
## the mesh AABB, and drop it so its bottom rests at height `sit_on`. Returns
## { piece: Smashable, top: float } so a caller can stack the next thing on top.
func _glb_piece(path: String, kind: String, xz: Vector2, frozen: bool, sit_on := 0.0,
yaw := 0.0) -> Dictionary:
var s := Smashable.new()
s.kind = kind
s.start_frozen = frozen
s.mass = float(MASSES.get(kind, 5.0))
s.name = path.get_file().get_basename() # so physics diagnostics name the culprit
# real destruction: if Lane 2 shipped a <name>.fractured.glb next to this GLB, use it
var frac := path.get_basename() + ".fractured.glb"
if ResourceLoader.exists(frac):
s.fractured_scene = load(frac) as PackedScene
var packed := load(path) as PackedScene
var vis: Node3D = packed.instantiate()
s.add_child(vis)
if kind == "vinyl":
_skin_record(vis) # random sleeve art on the jacket faces
_world.add_child(s) # in-tree so transforms/AABBs resolve
# AABB is measured BEFORE yaw so the collider stays axis-aligned in body space; the
# body is then rotated as a whole, which keeps box/mesh in agreement.
var ab := _body_local_aabb(s, vis)
if ab.size == Vector3.ZERO:
ab = AABB(Vector3(-0.2, 0.0, -0.2), Vector3(0.4, 0.4, 0.4)) # fallback
var col := CollisionShape3D.new()
var box := BoxShape3D.new()
box.size = ab.size
col.shape = box
col.position = ab.get_center()
s.add_child(col)
s.rotation.y = yaw
s.global_position = Vector3(xz.x, sit_on - ab.position.y, xz.y) # AABB bottom lands on sit_on
s.set_meta("spawn_pos", s.global_position) # for the spawn-guard warning
_wire(s)
return {"piece": s, "top": sit_on + ab.size.y, "aabb": ab}
## Give a record's sleeve faces a random cover from the generated 3x3 sheets.
## The record.glb sleeve cube carries M_Sleeve_Front / M_Sleeve_Back materials
## with real UVs — we duplicate them and window one tile of the atlas via
## uv1_scale/uv1_offset (no image slicing, one texture serves nine covers).
func _skin_record(vis: Node3D) -> void:
if _sleeve_textures.is_empty():
for p in SLEEVE_ATLASES:
var t := load(p) as Texture2D
if t != null:
_sleeve_textures.append(t)
if _sleeve_textures.is_empty():
return # art not imported yet — records stay plain
var tex: Texture2D = _sleeve_textures[randi() % _sleeve_textures.size()]
var tile_col := randi() % 3
var tile_row := randi() % 3
var mis: Array[MeshInstance3D] = []
_collect_meshes(vis, mis)
var did := false
for mi in mis:
if mi.mesh == null:
continue
for si in mi.mesh.get_surface_count():
var mat := mi.mesh.surface_get_material(si)
if mat == null or not (mat is BaseMaterial3D):
continue
var nm: String = mat.resource_name
if nm.contains("Sleeve_Front") or nm.contains("Sleeve_Back"):
var dup := mat.duplicate() as BaseMaterial3D
dup.albedo_color = Color.WHITE
dup.albedo_texture = tex
dup.uv1_scale = Vector3(1.0 / 3.0, 1.0 / 3.0, 1.0)
dup.uv1_offset = Vector3(tile_col / 3.0, tile_row / 3.0, 0.0)
mi.set_surface_override_material(si, dup)
did = true
if did:
_records_skinned += 1
## Combined AABB of every MeshInstance3D under `visual_root`, in `body`'s local space
## (independent of where `body` currently sits in the world).
func _body_local_aabb(body: Node3D, visual_root: Node3D) -> AABB:
var mis: Array[MeshInstance3D] = []
_collect_meshes(visual_root, mis)
var inv := body.global_transform.affine_inverse()
var acc := AABB()
var started := false
for mi in mis:
var a := mi.get_aabb()
var rel := inv * mi.global_transform
for i in range(8):
var corner := a.position + Vector3(
a.size.x * float(i & 1),
a.size.y * float((i >> 1) & 1),
a.size.z * float((i >> 2) & 1))
var p := rel * corner
if not started:
acc = AABB(p, Vector3.ZERO)
started = true
else:
acc = acc.expand(p)
return acc
func _collect_meshes(n: Node, acc: Array[MeshInstance3D]) -> void:
if n is MeshInstance3D:
acc.append(n)
for c in n.get_children():
_collect_meshes(c, acc)
func _piece(kind: String, size: Vector3, pos: Vector3, frozen: bool, cylinder := false) -> Smashable:
var s := Smashable.new()
s.kind = kind
s.start_frozen = frozen
var mat := StandardMaterial3D.new()
mat.albedo_color = Smashable.PROFILES[kind]["color"]
var mesh := MeshInstance3D.new()
mesh.material_override = mat
var col := CollisionShape3D.new()
if cylinder:
var cm := CylinderMesh.new()
cm.top_radius = size.x
cm.bottom_radius = size.x
cm.height = size.y
mesh.mesh = cm
var cs := CylinderShape3D.new()
cs.radius = size.x
cs.height = size.y
col.shape = cs
else:
var bm := BoxMesh.new()
bm.size = size
mesh.mesh = bm
var bs := BoxShape3D.new()
bs.size = size
col.shape = bs
s.add_child(mesh)
s.add_child(col)
_world.add_child(s) # _ready() runs here (kind + frozen already set)
s.global_position = pos
_wire(s)
return s
# ---------------------------------------------------------------- spawn guard
## A prop that spawns even slightly inside another collider gets depenetrated by Jolt,
## and depenetration is not gentle: a chair overlapping a table left the building at
## 450 m/s on frame one. Placing 30-odd props by formula means this WILL happen again
## the next time a room is re-laid-out, so it's handled systemically rather than by
## nudging coordinates until the symptom goes away.
##
## For the first fraction of a second, dynamic bodies are speed-limited — enough for a
## real overlap to push apart calmly, far too little to launch anything. Each offender
## is named once in a warning, so the underlying overlap stays visible and fixable
## instead of being silently papered over.
const SPAWN_GUARD_TIME := 0.75
const SPAWN_MAX_SPEED := 2.5
const SPAWN_MAX_SPIN := 10.0
var _spawn_guard := 0.0
var _guard_warned := {}
func _physics_process(dt: float) -> void:
if _spawn_guard <= 0.0:
return
_spawn_guard -= dt
for n in get_tree().get_nodes_in_group("smashable"):
var b := n as RigidBody3D
if b == null or b.freeze:
continue
var v := b.linear_velocity.length()
if v > SPAWN_MAX_SPEED:
if not _guard_warned.has(b):
_guard_warned[b] = true
# report where it was PLACED, not where it is now — at 500 m/s a body is
# already 8 m away by the time this runs, which points at nothing useful
var at = b.get_meta("spawn_pos", b.global_position)
push_warning("[spawn] %s (%s) placed overlapping something at %s (%.0f m/s) — clamped" % [
b.name, (b as Smashable).kind if b is Smashable else "?",
(at as Vector3).snappedf(0.01), v])
b.linear_velocity = b.linear_velocity.normalized() * SPAWN_MAX_SPEED
if b.angular_velocity.length() > SPAWN_MAX_SPIN:
b.angular_velocity = b.angular_velocity.normalized() * SPAWN_MAX_SPIN
func _on_smashed(kind: String, at: Vector3, shards: int) -> void:
_smash_count += 1
_tally[kind] = int(_tally.get(kind, 0)) + 1
if _juice != null:
_juice.impact(kind, at, shards)
# score AFTER impact() so this break's own combo step is counted
_score += int(POINTS.get(kind, 15)) * maxi(_juice.combo(), 1)
else:
_score += int(POINTS.get(kind, 15))
# Rage drains a FLAT amount per object; the payslip bills each object at its own
# value. That gap is the whole decision during a meltdown — break a lot of cheap
# things fast, or take one expensive swing and pay for it.
if _rage != null:
_rage.on_smashed()
if _shift != null:
_shift.on_smashed(int(POINTS.get(kind, 15)))
if _modes != null:
_modes.on_smashed(int(POINTS.get(kind, 15)))
# LEVEL 0: the entity hunts sound, and breaking things is the objective. Playing well
# is what feeds it.
if _backrooms != null:
_backrooms.on_noise(at, 1.0)
if _game_mode != null:
_game_mode.on_smashed() # scores the mess during a FindMisfiled round
## A swing that couldn't hurt what it hit. No score, no combo — just the clank, plus a
## one-time nudge toward the right tool.
func _on_resisted(kind: String, at: Vector3) -> void:
if _juice != null:
_juice.resist(kind, at)
if _hud != null:
_hud.toast("%s shrugs it off — try a heavier tool" % kind.to_upper())
func _on_damaged(kind: String, at: Vector3, frac: float) -> void:
if _juice != null:
_juice.dent(kind, at, frac)
## Every Smashable routes its three outcomes here.
func _wire(s: Smashable) -> void:
s.smashed.connect(_on_smashed)
s.resisted.connect(_on_resisted)
s.damaged.connect(_on_damaged)
# ---------------------------------------------------------------- input
func _unhandled_input(event: InputEvent) -> void:
# Swings, weapon slots (1-6 / wheel / Q), grab (E/G/drag) and Esc live in Player.gd.
# Number keys are the LOADOUT now, so game modes moved to M and the HUD cycles on H.
if event is InputEventKey and event.pressed and not event.echo:
match (event as InputEventKey).keycode:
KEY_B:
_rain(500)
KEY_R:
if _backrooms != null and _backrooms.dying:
_backrooms.revive()
_reset()
KEY_M:
if _modes != null:
_modes.cycle()
KEY_G:
if _modes != null and _modes.mode == Modes.M.GAUNTLET:
_start_gauntlet()
KEY_H:
if _hud != null:
_hud.cycle()
KEY_L:
_load_level(Levels.next_id(_level_id))
KEY_F:
if _game_mode != null:
_game_mode.report() # report the disc you're holding (FindMisfiled)
## Swap sites without restarting: tear down the shell and everything in it, build the
## new spec, and re-arm the shift. The player is moved to the new spawn because the old
## one is very likely now inside a wall.
func _load_level(id: String) -> void:
_level_id = id
for c in _world.get_children():
c.queue_free()
_plan.queue_free()
if _env_node != null:
_env_node.queue_free()
await get_tree().process_frame
_plan = Floorplan.new()
add_child(_plan)
_plan.build(Levels.get_level(_level_id))
_env_node = WorldEnvironment.new()
var env := Environment.new()
_plan.configure_environment(env)
_env_node.environment = env
add_child(_env_node)
_player.global_position = _plan.spawn_point()
_player.rotation.y = _plan.spawn_yaw()
_player.velocity = Vector3.ZERO
_smash_count = 0
_score = 0
_tally.clear()
_populate()
_spawn_guard = SPAWN_GUARD_TIME
_guard_warned.clear()
_tasks.clear_stations()
_register_stations()
if _ambience != null:
_ambience.adopt_lights(_plan)
_apply_site_horror()
if _game_mode != null:
_game_mode.begin_free_play(_records)
if _shift != null:
_shift.begin()
if _hud != null:
_hud.toast("%s%s" % [_plan.level_name(), _plan.subtitle()])
## Switching mode re-arms whatever that mode needs. Cubicle Hell and the Gauntlet are
## mutually exclusive — you cannot be doing your job and shredding the Henderson file at
## the same time — so entering one shuts the other down.
func _on_mode_changed(m: int) -> void:
var hell := m == Modes.M.CUBICLE_HELL
_shift.running = hell
_ambience.running = hell
_tasks.clear_stations()
if hell:
_register_stations()
_shift.begin()
_gauntlet.running = false
if m == Modes.M.GAUNTLET:
_start_gauntlet()
_modes.begin(get_tree().get_nodes_in_group("smashable").size())
if _hud != null:
_hud.toast(_modes.name_of())
## Build the cabinet bank in this site's records area and stand the player at the row.
## Placing it relative to wherever the player happened to be standing put it through
## walls and behind them; every level now nominates the spot.
func _start_gauntlet() -> void:
var g: Dictionary = _plan.spec.get("gauntlet", {})
var origin: Vector3 = g.get("at", _player.global_position
+ (-_player.global_transform.basis.z) * 3.4)
var yaw := float(g.get("yaw", _player.rotation.y + PI))
_gauntlet.begin(_world, origin, yaw, _wire, _find_shredder(g))
if g.has("stand"):
_player.global_position = g["stand"]
_player.velocity = Vector3.ZERO
_player.rotation.y = yaw + PI # face the row
## The level's perfect tool. Deliberately NOT signposted — see Gauntlet.gd.
func _find_shredder(g: Dictionary) -> Node3D:
for n in get_tree().get_nodes_in_group("smashable"):
if (n as Node).name.begins_with("shredder"):
return n as Node3D
# the site doesn't already have one, so put it where the spec says — in the room,
# in plain sight, and completely unremarked upon
var at: Vector3 = g.get("shredder", Vector3(
_player.global_position.x + 2.2, 0.0, _player.global_position.z - 2.6))
var res := _glb_piece(P + "shredder.glb", "plastic", Vector2(at.x, at.z), false)
return res["piece"] as Node3D
## Turn the invisibility and the horror layer on or off for whatever site we just built.
## Both are LEVEL 0 only, and both have to be explicitly torn down on the way out or they
## leak into an ordinary Tuesday at the Scranton branch.
func _apply_site_horror() -> void:
var blind := bool(_plan.spec.get("invisible", false))
if _dust != null:
_dust.adopt(get_tree(), blind)
if _backrooms != null:
if blind:
_backrooms.enter(float((_plan.spec["bounds"] as Dictionary)["x1"]))
else:
_backrooms.leave()
if blind and _player != null:
_player.select(5) # you will need the extinguisher
# The Day-0 stress gate: rain N bodies, watch the FPS counter hold.
func _rain(n: int) -> void:
for i in n:
var b := RigidBody3D.new()
b.add_to_group("debris")
var mesh := MeshInstance3D.new()
var bm := BoxMesh.new()
bm.size = Vector3(0.12, 0.12, 0.12)
mesh.mesh = bm
b.add_child(mesh)
var col := CollisionShape3D.new()
var shape := BoxShape3D.new()
shape.size = bm.size
col.shape = shape
b.add_child(col)
_world.add_child(b)
b.global_position = Vector3(randf_range(-2.2, 2.2), randf_range(3.5, 8.0), randf_range(-2.2, 2.2))
func _reset() -> void:
for c in _world.get_children():
c.queue_free()
_smash_count = 0
_score = 0
_tally.clear()
await get_tree().process_frame
_populate()
_spawn_guard = SPAWN_GUARD_TIME
_guard_warned.clear()
if _shift != null:
_shift.begin()
# re-arm whatever mode we're in against the fresh set of records
if _game_mode != null:
if _game_mode.mode == GameMode.Mode.FIND_MISFILED:
_game_mode.begin_find_misfiled(_records)
else:
_game_mode.begin_free_play(_records)
## Switch mode and rebuild the store fresh so a round always starts clean.
func _switch_mode(m: int) -> void:
if _game_mode == null:
return
_game_mode.mode = m # _reset() reads this to pick begin_free_play/begin_find_misfiled
await _reset()
# ---------------------------------------------------------------- HUD
func _setup_hud() -> void:
_hud = Hud.new()
add_child(_hud)
if _player != null:
_player.weapon_changed.connect(_on_weapon_changed)
## Whichever mode is running gets the status line.
func _mode_line() -> String:
if _modes == null:
return ""
match _modes.mode:
Modes.M.CUBICLE_HELL:
return _shift.hud_line() if _shift != null else ""
Modes.M.GAUNTLET:
return _gauntlet.hud_line() if _gauntlet != null else ""
return _modes.hud_line()
func _on_weapon_changed(w: Weapon) -> void:
if _hud != null and w != null:
_hud.toast(w.display_name)
const KEYS_LINE := "WASD move · 1-6 / wheel weapon · Q swap · LMB swing · E grab · drag ←→ pull · G drop · F report · M mode · H hud · L site · B rain · R reset"
func _process(_dt: float) -> void:
if _hud == null:
return
var bodies := get_tree().get_nodes_in_group("smashable").size() \
+ get_tree().get_nodes_in_group("debris").size()
var w: Weapon = _player.weapon() if _player != null else null
if _tasks != null:
var slip := PackedStringArray()
if _modes != null and _modes.mode == Modes.M.CUBICLE_HELL \
and _shift != null and not _shift.running and _shift.time_left <= 0.0:
slip = _shift.payslip()
_hud.feed_work(_tasks.panel_state(), _tasks.prompt(), slip)
_hud.feed({
"fps": Engine.get_frames_per_second(),
"bodies": bodies,
"smashed": _smash_count,
"score": _score,
"tally": _tally,
"combo": _juice.combo() if _juice != null else 0,
"combo_decay": _juice.combo_decay() if _juice != null else 0.0,
"weapon": w.display_name if w != null else "-",
"weapon_blurb": w.blurb if w != null else "",
"weapon_stats": ("pow %.1f cd %.2fs reach %.1fm" % [w.power, w.cooldown, w.reach]) if w != null else "",
"slot": _player.slot() if _player != null else 0,
"mode_line": _mode_line()
+ ("\n" + _dust.hud_line() if _dust != null and _dust.active else "")
+ ("\n" + _backrooms.hud_line() if _backrooms != null
and _backrooms.active else ""),
"mode_name": _modes.name_of() if _modes != null else "",
"headline": _modes.headline() if _modes != null else "",
"keys": KEYS_LINE,
"rage": _rage.value if _rage != null else 0.0,
"rage_state": _rage.state_name() if _rage != null else "",
"rage_status": _rage.status_line() if _rage != null else "",
"pay": _shift.wages() if _shift != null else 0,
"damages": _shift.damages if _shift != null else 0,
"net": _shift.net() if _shift != null else 0,
})