TwitchPlaysReverseJenga/twitch/jengacommands.gd
2024-05-18 23:03:14 +10:00

199 lines
7.3 KiB
GDScript

extends Gift
signal moveBlock(direction : String, amount : float)
signal rotateBlock(direction : String, amount : float)
signal rotateCamera(direction : String, amount : float)
signal dropBlock()
signal startTurn()
@export_group("Node References")
@export var jenga_manager : Node
func _ready() -> void:
cmd_no_permission.connect(no_permission)
##chat_message.connect(on_chat)
event.connect(on_event)
# I use a file in the working directory to store auth data
# so that I don't accidentally push it to the repository.
# Replace this or create a auth file with 3 lines in your
# project directory:
# <client_id>
# <client_secret>
# <initial channel>
var authfile := FileAccess.open("./twitch/auth.txt", FileAccess.READ)
client_id = authfile.get_line()
client_secret = authfile.get_line()
var initial_channel = authfile.get_line()
# When calling this method, a browser will open.
# Log in to the account that should be used.
await(authenticate(client_id, client_secret))
var success = await(connect_to_irc())
if (success):
request_caps()
join_channel(initial_channel)
await(channel_data_received)
await(connect_to_eventsub()) # Only required if you want to receive EventSub events.
# Refer to https://dev.twitch.tv/docs/eventsub/eventsub-subscription-types/ for details on
# what events exist, which API versions are available and which conditions are required.
# Make sure your token has all required scopes for the event.
subscribe_event("channel.follow", 2, {"broadcaster_user_id": user_id, "moderator_user_id": user_id})
#region test_commands
# Adds a command with a specified permission flag.
# All implementations must take at least one arg for the command info.
# Implementations that recieve args requrires two args,
# the second arg will contain all params in a PackedStringArray
# This command can only be executed by VIPS/MODS/SUBS/STREAMER
add_command("test", command_test, 0, 0, PermissionFlag.NON_REGULAR)
# These two commands can be executed by everyone
add_command("helloworld", hello_world)
add_command("greetme", greet_me)
# This command can only be executed by the streamer
add_command("streamer_only", streamer_only, 0, 0, PermissionFlag.STREAMER)
# Command that requires exactly 1 arg.
add_command("greet", greet, 1, 1)
# Command that prints every arg seperated by a comma (infinite args allowed), at least 2 required
add_command("list", list, -1, 2)
#endregion
## Queue Management
add_command("join_queue", join_queue)
add_command("leave_queue", leave_queue)
add_command("start_turn", start_turn)
add_command("pass_turn", pass_turn)
add_aliases("join_queue", ["jq", "join"])
add_aliases("start_turn", ["st", "start"])
## Gameplay Commands
#camera movement command - !camera left 20 (moves camera left 20 units)
add_command("camera", camera, 2,2)
#move block commands - !move north 10
add_command("move", move, 2,2)
add_command("rotate", rotate, 2,2)
add_command("drop", drop)
func on_event(type : String, data : Dictionary) -> void:
match(type):
"channel.follow":
print("%s followed your channel!" % data["user_name"])
#func on_chat(data : SenderData, msg : String) -> void:
#%ChatContainer.put_chat(data, msg)
# Check the CommandInfo class for the available info of the cmd_info.
func command_test(cmd_info : CommandInfo) -> void:
print("A")
func hello_world(cmd_info : CommandInfo) -> void:
chat("HELLO WORLD!")
func streamer_only(cmd_info : CommandInfo) -> void:
chat("Streamer command executed")
func no_permission(cmd_info : CommandInfo) -> void:
chat("NO PERMISSION!")
func greet(cmd_info : CommandInfo, arg_ary : PackedStringArray) -> void:
chat("Greetings, " + arg_ary[0])
func greet_me(cmd_info : CommandInfo) -> void:
chat("Greetings, " + cmd_info.sender_data.tags["display-name"] + "!")
func list(cmd_info : CommandInfo, arg_ary : PackedStringArray) -> void:
var msg = ""
for i in arg_ary.size() - 1:
msg += arg_ary[i]
msg += ", "
msg += arg_ary[arg_ary.size() - 1]
chat(msg)
func join_queue(cmd_info : CommandInfo):
#add sender to queue array
var player_name = cmd_info.sender_data.tags["display-name"]
var searchResult = jenga_manager.player_queue.find(player_name)
if (searchResult == -1):
#not found in queue, they get added
jenga_manager.player_queue.append(player_name)
chat(str(player_name) + " joined the queue")
else:
chat("Sorry " + player_name + " you already in the queue at position: " + searchResult)
func leave_queue(cmd_info : CommandInfo):
#remove sender from queue array
var player_name = cmd_info.sender_data.tags["display-name"]
var searchResult = jenga_manager.player_queue.find(player_name)
if (searchResult == -1):
chat(str(player_name) + "! you are not currently in the queue, join with !join_queue")
else:
jenga_manager.player_queue.erase(player_name)
chat(searchResult + " left the queue")
pass
func start_turn(cmd_info : CommandInfo):
#give the player who turn is about to start 20(?) seconds to confirm their turn
if(cmd_info.sender_data.tags["display-name"] == jenga_manager.current_player and not jenga_manager.turn_started):
startTurn.emit()
jenga_manager.turn_started=true
jenga_manager.turn_timer = jenga_manager.turn_time_limit
pass
func pass_turn(cmd_info : CommandInfo):
#allow the player to pass their turn and leave the queue if they no longer wish to play
if(cmd_info.sender_data.tags["display-name"] == jenga_manager.current_player and jenga_manager.turn_started):
jenga_manager.turn_timer = 0 #might change this later depeding on how i set up penalties
pass
func camera(cmd_info : CommandInfo, arg_ary : PackedStringArray) -> void:
chat("moving camera " + arg_ary[0] + " by " + arg_ary[1] + " degrees")
if(cmd_info.sender_data.tags["display-name"] == jenga_manager.current_player and jenga_manager.turn_started) :
var chosenDirection = arg_ary[0].to_lower()
var validDirections = ["left","right","up","down"]
if(validDirections.has(chosenDirection)):
rotateCamera.emit(arg_ary[0],float(arg_ary[1]))
chat("moving camera " + arg_ary[0] + " by " + arg_ary[1] + " degrees")
else:
chat("invalid direction :(")
func move(cmd_info : CommandInfo, arg_ary : PackedStringArray) -> void:
if(cmd_info.sender_data.tags["display-name"] == jenga_manager.current_player and jenga_manager.turn_started) :
var chosenDirection = arg_ary[0].to_lower()
var validDirections = ["up","down","north","south","east","west"]
if(validDirections.has(chosenDirection)):
moveBlock.emit(arg_ary[0],float(arg_ary[1]))
chat("moving block " + arg_ary[0] + " by " + arg_ary[1] + " units")
else:
chat("invalid direction :(")
func rotate(cmd_info : CommandInfo, arg_ary : PackedStringArray) -> void:
if(cmd_info.sender_data.tags["display-name"] == jenga_manager.current_player and jenga_manager.turn_started) :
var chosenDirection = arg_ary[0].to_lower()
var validDirections = ["x","y","z"]
if(validDirections.has(chosenDirection)):
rotateBlock.emit(arg_ary[0],float(arg_ary[1]))
chat("rotating block " + arg_ary[0] + " by " + arg_ary[1] + " degrees")
else:
chat("invalid direction :(")
func drop(cmd_info : CommandInfo):
#make block child of world and unfreeze the rb
if(cmd_info.sender_data.tags["display-name"] == jenga_manager.current_player and jenga_manager.turn_started) :
chat("Dropping the block!")
dropBlock.emit()
## TODO 5s/10s to watch for what block does and wait for it to finish moving before next player starts