Updated power station to not use coin_machine and cleaned up some of my mess
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e16d192ba0
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11826ef9d5
4 files changed
+37
-24
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@@ -5,6 +5,7 @@ export var recipes: Resource
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# Called when the node enters the scene tree for the first time.
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func _ready():
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assert(recipes != null)
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update_coin_machine_status()
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func get_craft_recipe_item():
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var items_in_slots = [$slot_1.item_in_hold.item_type, $slot_2.item_in_hold.item_type]
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@@ -37,11 +38,14 @@ func should_enable_coin_machine():
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return false
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return can_craft_recipe()
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func update_coin_machine_status():
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$coin_machine.enabled = should_enable_coin_machine()
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func _on_craft_item_holder_item_changed(item):
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$coin_machine.enabled = should_enable_coin_machine()
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update_coin_machine_status()
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func _on_slot_1_item_changed(item):
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$coin_machine.enabled = should_enable_coin_machine()
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update_coin_machine_status()
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func _on_slot_2_item_changed(item):
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$coin_machine.enabled = should_enable_coin_machine()
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update_coin_machine_status()
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@@ -30,11 +30,13 @@ func collect_charges_from_station():
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self.current_holding = 0
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return charges_to_return
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func _on_coin_machine_coin_requirement_met(player):
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func on_player_interact(player) -> bool:
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assert(player.has_method("modify_inventory"))
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var charges = collect_charges_from_station()
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player.modify_inventory("coins", charges)
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if charges > 0:
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$sounds/charge_get.play()
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else:
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if charges <= 0:
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$sounds/error.play()
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return false
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player.modify_inventory("coins", charges)
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$sounds/charge_get.play()
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return true
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