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

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akshay committed 2022-08-18 03:26:58 -04:00
1 parent 14eb5b24de
commit 6e6da14975
9 files changed
+260 -70

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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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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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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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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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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())