Updated item_generator to have states. Also made it extend Damageable class and added a broken state

This commit is contained in:
akshay 2022-08-18 03:26:58 -04:00
parent 14eb5b24de
commit 6e6da14975
9 changed files with 260 additions and 70 deletions

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@ -1,13 +1,17 @@
[gd_scene load_steps=5 format=2]
[gd_scene load_steps=8 format=2]
[ext_resource path="res://scenes/coin_machine.tscn" type="PackedScene" id=1]
[ext_resource path="res://scenes/item_holder.tscn" type="PackedScene" id=2]
[ext_resource path="res://scripts/item_generator.gd" type="Script" id=3]
[ext_resource path="res://scripts/item_generator/item_generator.gd" type="Script" id=3]
[ext_resource path="res://scenes/item_dump.tscn" type="PackedScene" id=4]
[ext_resource path="res://scenes/status_light.tscn" type="PackedScene" id=5]
[ext_resource path="res://item_types/repair_kit.tres" type="Resource" id=6]
[sub_resource type="CylinderMesh" id=1]
[node name="item_generator" type="Spatial"]
script = ExtResource( 3 )
start_broken = true
[node name="MeshInstance" type="MeshInstance" parent="."]
mesh = SubResource( 1 )
@ -31,5 +35,15 @@ unique_name_in_owner = true
unique_name_in_owner = true
one_shot = true
[node name="item_dump" parent="." instance=ExtResource( 4 )]
unique_name_in_owner = true
item_type_0 = ExtResource( 6 )
item_count_0 = 1
[node name="status_light" parent="." instance=ExtResource( 5 )]
unique_name_in_owner = true
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1.13718 )
[connection signal="coin_requirement_met" from="coin_machine" to="." method="_on_coin_machine_coin_requirement_met"]
[connection signal="timeout" from="gen_timer" to="." method="_on_gen_timer_timeout"]
[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():
func take_damage(damage : int = 1):
.take_damage(damage)
if state != null:
state.on_damage_taken()
state.on_damage_taken()

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@ -50,4 +50,5 @@ func on_item_holder_item_changed(item):
func on_damage_taken():
if ctx.current_hp <= 0:
ctx.gen_timer.stop()
ctx.change_state(ctx.States[ctx.EState.BROKEN].new())

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@ -1,66 +0,0 @@
extends Spatial
export var gen_item : Resource
export var gen_time : float = 5.0
export var gen_count : int = 2
var item_slots
func _ready():
assert(gen_item != null)
item_slots = get_tree().get_nodes_in_group("conveyor_item_slots")
assert(item_slots != null)
for item_slot in item_slots:
item_slot.connect("item_changed", self, "_on_item_slot_item_changed")
update_coin_machine_status()
$"%gen_timer".one_shot = true
$"%progress_text".visible = false
func update_progress_viz():
if not $"%progress_text".visible:
return
var time_left : float = $"%gen_timer".time_left
var time_passed : float = gen_time - time_left
var percent_complete : float = (time_passed / gen_time) * 100.0
$"%progress_text".text = "Progress: %d%%" % percent_complete
func _process(delta):
update_progress_viz()
func is_generating() -> bool:
return $"%gen_timer".time_left > 0
func start_generation():
$"%progress_text".visible = true
$"%gen_timer".start(gen_time)
update_coin_machine_status()
for item_slot in item_slots:
item_slot.add_enabled = false
func _on_coin_machine_coin_requirement_met(player):
assert(is_generator_ready())
start_generation()
func is_generator_ready():
for item_slot in item_slots:
if item_slot.has_item():
return false
return not is_generating()
func update_coin_machine_status():
$"%coin_machine".enabled = is_generator_ready()
#Note(asr): dynamically connect item_changed signal
#on all nodes in the "item_slots" group. See _ready()
func _on_item_slot_item_changed(item):
update_coin_machine_status()
func _on_gen_timer_timeout():
var count : int = 0
for item_slot in item_slots:
if count < gen_count:
item_slot.spawn_item(gen_item)
count += 1
item_slot.add_enabled = true
update_coin_machine_status()
$"%progress_text".visible = false

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@ -0,0 +1,65 @@
extends Damageable
enum EState {IDLE, WORKING, BLOCKED, BROKEN, NUM_STATES}
const States = {
EState.IDLE : preload("res://scripts/item_generator/state/idle.gd"),
EState.WORKING : preload("res://scripts/item_generator/state/working.gd"),
EState.BLOCKED : preload("res://scripts/item_generator/state/blocked.gd"),
EState.BROKEN : preload("res://scripts/item_generator/state/broken.gd")
}
export var gen_item : Resource
export var gen_time : float = 5.0
export var gen_count : int = 2
onready var coin_machine = $"%coin_machine"
onready var gen_timer = $"%gen_timer"
onready var item_dump = $"%item_dump"
onready var status_light = $"%status_light"
onready var progress_text = $"%progress_text"
var state = null
var item_slots
func _ready():
assert(gen_item != null)
item_slots = get_tree().get_nodes_in_group("conveyor_item_slots")
assert(item_slots != null)
for item_slot in item_slots:
item_slot.connect("item_changed", self, "_on_item_slot_item_changed")
gen_timer.wait_time = gen_time
gen_timer.one_shot = true
state = States[EState.BROKEN].new() if start_broken else States[EState.IDLE].new()
state.ctx = self
state.enter_from(null)
print("item_generator: NULL -> ", state.NAME)
func _process(delta):
state.update(delta)
func change_state(new_state):
print("crafting_station: ", state.NAME, " -> ", new_state.NAME)
new_state.ctx = self
state.exit_to(new_state)
new_state.enter_from(state)
state = new_state
func _on_coin_machine_coin_requirement_met(player):
state.on_coin_machine_coin_requirement_met(player)
func _on_gen_timer_timeout():
state.on_gen_timer_timeout()
#Note(asr): dynamically connect item_changed signal
#on all nodes in the "item_slots" group. See _ready()
func _on_item_slot_item_changed(item):
state.on_item_slot_item_changed(item)
func _on_item_dump_item_dump_completed():
state.on_item_dump_item_dump_completed()
func take_damage(damage : int = 1):
.take_damage(damage)
state.on_damage_taken()

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@ -0,0 +1,43 @@
extends Reference
const NAME = "blocked"
var ctx = null
var label : String = "Blocked!"
func _init(var block_string : String):
label = block_string
func enter_from(state):
for item_slot in ctx.item_slots:
item_slot.add_enabled = true
item_slot.remove_enabled = true
ctx.item_dump.enabled = false
ctx.coin_machine.enabled = false
ctx.progress_text.text = label
ctx.status_light.warn()
func exit_to(state):
pass
func update(delta):
pass
func on_coin_machine_coin_requirement_met(player):
assert(false, "coin machine should be disabled while blocked")
func on_gen_timer_timeout():
assert(false, "gen timer should be disabled while blocked")
func on_item_slot_item_changed(item):
for item_slot in ctx.item_slots:
if item_slot.has_item():
return
ctx.change_state(ctx.States[ctx.EState.IDLE].new())
func on_item_dump_item_dump_completed():
assert(false, "item dump should be disabled while blocked")
func on_damage_taken():
if ctx.current_hp <= 0:
ctx.change_state(ctx.States[ctx.EState.BROKEN].new())

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@ -0,0 +1,43 @@
extends Reference
const NAME = "broken"
var ctx = null
func _init():
pass
func enter_from(state):
for item_slot in ctx.item_slots:
item_slot.add_enabled = true
item_slot.remove_enabled = true
ctx.item_dump.enabled = true
ctx.item_dump.reset()
ctx.coin_machine.enabled = false
ctx.progress_text.text = "Broken!"
ctx.status_light.fail()
func exit_to(state):
pass
func update(delta):
pass
func on_coin_machine_coin_requirement_met(player):
assert(false, "coin machine should be disabled while broken")
func on_gen_timer_timeout():
assert(false, "gen timer should be disabled while broken")
func on_item_slot_item_changed(item):
assert(false, "item dump should be disabled while broken")
func on_item_dump_item_dump_completed():
for item_slot in ctx.item_slots:
if item_slot.has_item():
ctx.change_state(ctx.States[ctx.EState.BLOCKED].new("Blocked!"))
return
ctx.change_state(ctx.States[ctx.EState.IDLE].new())
func on_damage_taken():
assert(false, "cant take damage if already broken")

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@ -0,0 +1,41 @@
extends Reference
const NAME = "idle"
var ctx = null
var item_to_craft = null
func _init():
pass
func enter_from(state):
for item_slot in ctx.item_slots:
item_slot.add_enabled = true
item_slot.remove_enabled = true
ctx.item_dump.enabled = false
ctx.coin_machine.enabled = true
ctx.progress_text.text = "Ready!"
ctx.status_light.idle()
func exit_to(state):
pass
func update(delta):
pass
func on_coin_machine_coin_requirement_met(player):
ctx.change_state(ctx.States[ctx.EState.WORKING].new())
func on_gen_timer_timeout():
assert(false, "gen timer cannot be running while idle")
func on_item_slot_item_changed(item):
if item != null:
ctx.change_state(ctx.States[ctx.EState.BLOCKED].new("Blocked!"))
func on_item_dump_item_dump_completed():
assert(false, "item dump should be disabled while idle")
func on_damage_taken():
if ctx.current_hp <= 0:
ctx.change_state(ctx.States[ctx.EState.BROKEN].new())

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@ -0,0 +1,50 @@
extends Reference
const NAME = "working"
var ctx = null
func _init():
pass
func enter_from(state):
for item_slot in ctx.item_slots:
item_slot.add_enabled = false
item_slot.remove_enabled = false
ctx.item_dump.enabled = false
ctx.coin_machine.enabled = false
ctx.progress_text.text = "Progress: 0%"
ctx.status_light.activate()
ctx.gen_timer.start()
func exit_to(state):
pass
func update(delta):
var time_left : float = ctx.gen_timer.time_left
var time_passed : float = ctx.gen_time - time_left
var percent_complete : float = (time_passed / ctx.gen_time) * 100.0
ctx.progress_text.text = "Progress: %d%%" % percent_complete
func on_coin_machine_coin_requirement_met(player):
assert(false, "coin machine should be disabled while working")
func on_gen_timer_timeout():
var count : int = 0
for item_slot in ctx.item_slots:
if count < ctx.gen_count:
item_slot.spawn_item(ctx.gen_item)
count += 1
item_slot.add_enabled = true
ctx.change_state(ctx.States[ctx.EState.BLOCKED].new("Finished!"))
func on_item_slot_item_changed(item):
assert(item != null)
func on_item_dump_item_dump_completed():
assert(false, "item dump should be disabled while working")
func on_damage_taken():
if ctx.current_hp <= 0:
ctx.gen_timer.stop()
ctx.change_state(ctx.States[ctx.EState.BROKEN].new())