Updated crafting_station to have states
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@@ -3,6 +3,17 @@ class_name RecipeDB
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export(Array, Resource) var recipes
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func validate():
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for recipe in recipes:
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if recipe == null:
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assert(0)
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return false
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for item_type in recipe.item_type_slots:
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if item_type == null:
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assert(0)
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return false
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return true
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func find_recipe(in_item_types) -> Resource:
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assert(in_item_types.size() != 0)
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var in_items = {}
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@@ -13,12 +24,16 @@ func find_recipe(in_item_types) -> Resource:
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in_items[in_item_type] = 1
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for recipe in recipes:
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assert(recipe != null)
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if recipe.item_type_out == null or recipe.item_type_slots.size() == 0:
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continue
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var items = recipe.item_type_slots
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# build cost map
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var total_cost = {}
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for item_type in items:
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assert(item_type != null)
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if item_type == null:
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continue
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if total_cost.has(item_type):
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total_cost[item_type] += 1
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else:
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@@ -1,51 +0,0 @@
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extends Spatial
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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, $slot_2.item_in_hold.item_type]
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return recipes.find_recipe(items_in_slots)
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func can_craft_recipe():
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return get_craft_recipe_item() != null
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func craft_item():
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var crafted_item = get_craft_recipe_item()
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if crafted_item == null:
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return
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$slot_1.destroy_item()
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$slot_2.destroy_item()
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$craft_item_holder.spawn_item(crafted_item)
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func _on_coin_machine_coin_requirement_met(player):
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if not $slot_1.has_item():
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print("Slot 1 item missing")
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return
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if not $slot_2.has_item():
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print("Slot 2 item missing")
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return
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craft_item()
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func should_enable_coin_machine():
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if $craft_item_holder.has_item():
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return false
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if not $slot_1.has_item() or not $slot_2.has_item():
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return false
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return can_craft_recipe()
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func update_coin_machine_status():
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$coin_machine.enabled = should_enable_coin_machine()
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func _on_craft_item_holder_item_changed(item):
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update_coin_machine_status()
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func _on_slot_1_item_changed(item):
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update_coin_machine_status()
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func _on_slot_2_item_changed(item):
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update_coin_machine_status()
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@@ -0,0 +1,53 @@
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extends Spatial
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export var recipes: Resource
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export var gen_time : float = 10.0
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const StateIdle = preload("res://scripts/crafting_station/state/idle.gd")
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const StateWorking = preload("res://scripts/crafting_station/state/working.gd")
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const StateBlocked = preload("res://scripts/crafting_station/state/blocked.gd")
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onready var item_holder = $"%item_holder"
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onready var coin_machine = $"%coin_machine"
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onready var gen_timer = $"%gen_timer"
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onready var progress_text = $"%progress_text"
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var item_slots = null
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var state = null
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func _ready():
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assert(recipes != null)
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recipes.validate()
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item_slots = get_tree().get_nodes_in_group("crafting_item_slots")
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assert(item_slots != null)
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for item_slot in item_slots:
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item_slot.connect("item_changed", self, "_on_slot_item_changed")
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gen_timer.wait_time = gen_time
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state = StateIdle.new()
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state.ctx = self
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state.enter_from(null)
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print("crafting_station: NULL -> ", state.NAME)
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func _process(delta):
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state.update(delta)
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func change_state(new_state, user_data = null):
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print("crafting_station: ", state.NAME, " -> ", new_state.NAME)
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new_state.ctx = self
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state.exit_to(new_state)
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new_state.enter_from(state, user_data)
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state = new_state
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func _on_coin_machine_coin_requirement_met(player):
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state.on_coin_machine_coin_requirement_met(player)
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func _on_gen_timer_timeout():
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state.on_gen_timer_timeout()
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func _on_slot_item_changed(item):
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state.on_slot_item_changed(item)
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func _on_item_holder_item_changed(item):
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state.on_item_holder_item_changed(item)
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@@ -0,0 +1,35 @@
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extends Reference
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const NAME = "blocked"
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var ctx = null
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func _init():
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pass
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func enter_from(state, block_string = null):
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ctx.progress_text.text = block_string
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ctx.coin_machine.enabled = false
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ctx.item_holder.add_enabled = true
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for item_slot in ctx.item_slots:
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item_slot.add_enabled = true
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item_slot.remove_enabled = true
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func exit_to(state):
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pass
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func update(delta):
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pass
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func on_coin_machine_coin_requirement_met(player):
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assert(false)
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func on_gen_timer_timeout():
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assert(false)
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func on_slot_item_changed(item):
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pass
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func on_item_holder_item_changed(item):
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if item == null:
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ctx.change_state(ctx.StateIdle.new())
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@@ -0,0 +1,52 @@
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extends Reference
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const NAME = "idle"
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var ctx = null
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var item_to_craft = null
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func _init():
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pass
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func enter_from(state, user_data = null):
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for item_slot in ctx.item_slots:
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item_slot.add_enabled = true
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item_slot.remove_enabled = true
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ctx.item_holder.add_enabled = true
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ctx.progress_text.text = "Ready!"
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update_coin_machine_status()
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func exit_to(state):
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pass
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func update(delta):
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pass
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func on_coin_machine_coin_requirement_met(player):
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item_to_craft = get_craft_recipe_item()
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assert(item_to_craft != null)
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ctx.change_state(ctx.StateWorking.new(), item_to_craft)
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func on_gen_timer_timeout():
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assert(false, "gen timer shouldn't trigger while idle")
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func on_slot_item_changed(item):
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# enable coin machine if you have a valid combo of items
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update_coin_machine_status()
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func on_item_holder_item_changed(item):
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# if target spot is occupied, go to blocked state
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if item != null:
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ctx.change_state(ctx.StateBlocked.new(), "Blocked!")
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func get_craft_recipe_item():
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var items_in_slots = []
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for item_slot in ctx.item_slots:
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if item_slot.has_item():
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items_in_slots.append(item_slot.item_in_hold.item_type)
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if items_in_slots.empty():
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return null
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return ctx.recipes.find_recipe(items_in_slots)
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func update_coin_machine_status():
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ctx.coin_machine.enabled = get_craft_recipe_item() != null
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@@ -0,0 +1,45 @@
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extends Reference
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const NAME = "working"
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var ctx = null
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var crafting_item = null
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func _init():
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pass
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func enter_from(state, item_to_craft = null):
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crafting_item = item_to_craft
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assert(crafting_item != null)
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ctx.coin_machine.enabled = false
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ctx.item_holder.add_enabled = false
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for item_slot in ctx.item_slots:
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item_slot.add_enabled = false
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item_slot.remove_enabled = false
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ctx.gen_timer.start()
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ctx.progress_text.text = "Progress: 0%"
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func exit_to(state):
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pass
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func update(delta):
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var time_left : float = ctx.gen_timer.time_left
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var time_passed : float = ctx.gen_time - time_left
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var percent_complete : float = (time_passed / ctx.gen_time) * 100.0
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ctx.progress_text.text = "Progress: %d%%" % percent_complete
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func on_coin_machine_coin_requirement_met(player):
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assert(false, "coin machine should be disabled while crafting")
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func on_gen_timer_timeout():
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for item_slot in ctx.item_slots:
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if item_slot.has_item():
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item_slot.destroy_item()
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ctx.item_holder.spawn_item(crafting_item)
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ctx.change_state(ctx.StateBlocked.new(), "Finished: %s" % crafting_item.name)
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func on_slot_item_changed(item):
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assert(item == null, "slot items can only be destroyed at this point")
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func on_item_holder_item_changed(item):
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assert(item.item_type == crafting_item, "only the crafted item can be added to the item holder")
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@@ -8,7 +8,7 @@ var item_slots
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func _ready():
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assert(gen_item != null)
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item_slots = get_tree().get_nodes_in_group("item_slots")
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item_slots = get_tree().get_nodes_in_group("conveyor_item_slots")
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assert(item_slots != null)
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for item_slot in item_slots:
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item_slot.connect("item_changed", self, "_on_item_slot_item_changed")
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@@ -22,7 +22,7 @@ func update_progress_viz():
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var time_left : float = $"%gen_timer".time_left
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var time_passed : float = gen_time - time_left
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var percent_complete : float = (time_passed / gen_time) * 100.0
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$"%progress_text".text = "Progress: %.2f " % percent_complete
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$"%progress_text".text = "Progress: %d%%" % percent_complete
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func _process(delta):
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update_progress_viz()
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