ld58-collector/audience_manager.gd

52 lines
1.4 KiB
GDScript

class_name AudienceManager extends Node2D
@export var desk: Desk
@export var timer: Timer
@export var game_manager: GameManager
signal ask_accepted
#ideally variable for influencing how much the audience responds to barks
@export var audience_susceptibility := 0.4:
set(value):
audience_susceptibility = clamp(value, 0, 1)
#meant to make the audience more inclined to bid as day progresses
@export var audience_time_pressure := 1.4
@export var min_audience_think_time := 0.5
@export var max_audience_think_time := 2.0
@export var bid_threshold := 3.0
@export var think_chance := 0.5
@export var think_min_time := 1.0
@export var think_max_time := 5.0
var current_ask: int
func _ready() -> void:
desk.numpad.ask_proposed.connect(_handle_ask_proposed)
timer.timeout.connect(_handle_bid_delay_timeout)
func raise_paddle():
#need to add in logic to animate paddle being raised
game_manager.state = game_manager.bidding_state.BID
print("Audience accepts the bid at $" + str(current_ask))
game_manager.current_bid = desk.numpad.proposed_ask
ask_accepted.emit()
func _handle_bid_delay_timeout():
if randf_range(1.2, 5.3) >= bid_threshold:
raise_paddle()
timer.stop()
func _handle_ask_proposed(amount):
current_ask = amount
if randf() <= think_chance:
timer.stop()
var ask_duration: float = randf_range(min_audience_think_time, max_audience_think_time)
timer.wait_time = ask_duration
timer.start()