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

This commit is contained in:
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 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())