Updated item_generator to have states. Also made it extend Damageable class and added a broken state
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parent
14eb5b24de
commit
6e6da14975
@ -1,13 +1,17 @@
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[gd_scene load_steps=5 format=2]
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[gd_scene load_steps=8 format=2]
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[ext_resource path="res://scenes/coin_machine.tscn" type="PackedScene" id=1]
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[ext_resource path="res://scenes/item_holder.tscn" type="PackedScene" id=2]
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[ext_resource path="res://scripts/item_generator.gd" type="Script" id=3]
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[ext_resource path="res://scripts/item_generator/item_generator.gd" type="Script" id=3]
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[ext_resource path="res://scenes/item_dump.tscn" type="PackedScene" id=4]
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[ext_resource path="res://scenes/status_light.tscn" type="PackedScene" id=5]
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[ext_resource path="res://item_types/repair_kit.tres" type="Resource" id=6]
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[sub_resource type="CylinderMesh" id=1]
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[node name="item_generator" type="Spatial"]
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script = ExtResource( 3 )
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start_broken = true
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[node name="MeshInstance" type="MeshInstance" parent="."]
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mesh = SubResource( 1 )
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@ -31,5 +35,15 @@ unique_name_in_owner = true
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unique_name_in_owner = true
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one_shot = true
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[node name="item_dump" parent="." instance=ExtResource( 4 )]
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unique_name_in_owner = true
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item_type_0 = ExtResource( 6 )
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item_count_0 = 1
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[node name="status_light" parent="." instance=ExtResource( 5 )]
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unique_name_in_owner = true
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1.13718 )
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[connection signal="coin_requirement_met" from="coin_machine" to="." method="_on_coin_machine_coin_requirement_met"]
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[connection signal="timeout" from="gen_timer" to="." method="_on_gen_timer_timeout"]
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[connection signal="item_dump_completed" from="item_dump" to="." method="_on_item_dump_item_dump_completed"]
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@ -69,5 +69,4 @@ func _on_item_dump_item_dump_completed():
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func take_damage(damage : int = 1):
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.take_damage(damage)
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if state != null:
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state.on_damage_taken()
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state.on_damage_taken()
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@ -50,4 +50,5 @@ func on_item_holder_item_changed(item):
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func on_damage_taken():
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if ctx.current_hp <= 0:
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ctx.gen_timer.stop()
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ctx.change_state(ctx.States[ctx.EState.BROKEN].new())
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@ -1,66 +0,0 @@
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extends Spatial
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export var gen_item : Resource
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export var gen_time : float = 5.0
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export var gen_count : int = 2
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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("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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update_coin_machine_status()
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$"%gen_timer".one_shot = true
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$"%progress_text".visible = false
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func update_progress_viz():
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if not $"%progress_text".visible:
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return
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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: %d%%" % percent_complete
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func _process(delta):
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update_progress_viz()
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func is_generating() -> bool:
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return $"%gen_timer".time_left > 0
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func start_generation():
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$"%progress_text".visible = true
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$"%gen_timer".start(gen_time)
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update_coin_machine_status()
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for item_slot in item_slots:
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item_slot.add_enabled = false
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func _on_coin_machine_coin_requirement_met(player):
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assert(is_generator_ready())
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start_generation()
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func is_generator_ready():
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for item_slot in item_slots:
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if item_slot.has_item():
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return false
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return not is_generating()
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func update_coin_machine_status():
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$"%coin_machine".enabled = is_generator_ready()
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#Note(asr): dynamically connect item_changed signal
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#on all nodes in the "item_slots" group. See _ready()
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func _on_item_slot_item_changed(item):
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update_coin_machine_status()
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func _on_gen_timer_timeout():
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var count : int = 0
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for item_slot in item_slots:
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if count < gen_count:
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item_slot.spawn_item(gen_item)
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count += 1
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item_slot.add_enabled = true
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update_coin_machine_status()
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$"%progress_text".visible = false
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65
scripts/item_generator/item_generator.gd
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65
scripts/item_generator/item_generator.gd
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@ -0,0 +1,65 @@
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extends Damageable
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enum EState {IDLE, WORKING, BLOCKED, BROKEN, NUM_STATES}
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const States = {
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EState.IDLE : preload("res://scripts/item_generator/state/idle.gd"),
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EState.WORKING : preload("res://scripts/item_generator/state/working.gd"),
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EState.BLOCKED : preload("res://scripts/item_generator/state/blocked.gd"),
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EState.BROKEN : preload("res://scripts/item_generator/state/broken.gd")
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}
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export var gen_item : Resource
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export var gen_time : float = 5.0
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export var gen_count : int = 2
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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 item_dump = $"%item_dump"
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onready var status_light = $"%status_light"
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onready var progress_text = $"%progress_text"
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var state = null
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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("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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gen_timer.wait_time = gen_time
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gen_timer.one_shot = true
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state = States[EState.BROKEN].new() if start_broken else States[EState.IDLE].new()
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state.ctx = self
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state.enter_from(null)
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print("item_generator: 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):
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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)
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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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#Note(asr): dynamically connect item_changed signal
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#on all nodes in the "item_slots" group. See _ready()
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func _on_item_slot_item_changed(item):
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state.on_item_slot_item_changed(item)
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func _on_item_dump_item_dump_completed():
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state.on_item_dump_item_dump_completed()
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func take_damage(damage : int = 1):
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.take_damage(damage)
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state.on_damage_taken()
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43
scripts/item_generator/state/blocked.gd
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43
scripts/item_generator/state/blocked.gd
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@ -0,0 +1,43 @@
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extends Reference
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const NAME = "blocked"
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var ctx = null
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var label : String = "Blocked!"
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func _init(var block_string : String):
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label = block_string
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func enter_from(state):
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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_dump.enabled = false
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ctx.coin_machine.enabled = false
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ctx.progress_text.text = label
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ctx.status_light.warn()
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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, "coin machine should be disabled while blocked")
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func on_gen_timer_timeout():
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assert(false, "gen timer should be disabled while blocked")
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func on_item_slot_item_changed(item):
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for item_slot in ctx.item_slots:
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if item_slot.has_item():
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return
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ctx.change_state(ctx.States[ctx.EState.IDLE].new())
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func on_item_dump_item_dump_completed():
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assert(false, "item dump should be disabled while blocked")
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func on_damage_taken():
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if ctx.current_hp <= 0:
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ctx.change_state(ctx.States[ctx.EState.BROKEN].new())
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43
scripts/item_generator/state/broken.gd
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43
scripts/item_generator/state/broken.gd
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@ -0,0 +1,43 @@
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extends Reference
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const NAME = "broken"
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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):
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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_dump.enabled = true
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ctx.item_dump.reset()
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ctx.coin_machine.enabled = false
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ctx.progress_text.text = "Broken!"
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ctx.status_light.fail()
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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, "coin machine should be disabled while broken")
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func on_gen_timer_timeout():
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assert(false, "gen timer should be disabled while broken")
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func on_item_slot_item_changed(item):
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assert(false, "item dump should be disabled while broken")
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func on_item_dump_item_dump_completed():
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for item_slot in ctx.item_slots:
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if item_slot.has_item():
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ctx.change_state(ctx.States[ctx.EState.BLOCKED].new("Blocked!"))
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return
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ctx.change_state(ctx.States[ctx.EState.IDLE].new())
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func on_damage_taken():
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assert(false, "cant take damage if already broken")
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41
scripts/item_generator/state/idle.gd
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41
scripts/item_generator/state/idle.gd
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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):
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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_dump.enabled = false
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ctx.coin_machine.enabled = true
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ctx.progress_text.text = "Ready!"
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ctx.status_light.idle()
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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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ctx.change_state(ctx.States[ctx.EState.WORKING].new())
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func on_gen_timer_timeout():
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assert(false, "gen timer cannot be running while idle")
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func on_item_slot_item_changed(item):
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if item != null:
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ctx.change_state(ctx.States[ctx.EState.BLOCKED].new("Blocked!"))
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func on_item_dump_item_dump_completed():
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assert(false, "item dump should be disabled while idle")
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func on_damage_taken():
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if ctx.current_hp <= 0:
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ctx.change_state(ctx.States[ctx.EState.BROKEN].new())
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50
scripts/item_generator/state/working.gd
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50
scripts/item_generator/state/working.gd
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@ -0,0 +1,50 @@
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extends Reference
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const NAME = "working"
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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):
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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.item_dump.enabled = false
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ctx.coin_machine.enabled = false
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ctx.progress_text.text = "Progress: 0%"
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ctx.status_light.activate()
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ctx.gen_timer.start()
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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 working")
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func on_gen_timer_timeout():
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var count : int = 0
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for item_slot in ctx.item_slots:
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if count < ctx.gen_count:
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item_slot.spawn_item(ctx.gen_item)
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count += 1
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item_slot.add_enabled = true
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ctx.change_state(ctx.States[ctx.EState.BLOCKED].new("Finished!"))
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func on_item_slot_item_changed(item):
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assert(item != null)
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func on_item_dump_item_dump_completed():
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assert(false, "item dump should be disabled while working")
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func on_damage_taken():
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if ctx.current_hp <= 0:
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ctx.gen_timer.stop()
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ctx.change_state(ctx.States[ctx.EState.BROKEN].new())
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