Added Damageable class that crating_station inherits from. Added new broken state to crafting_station with status light

This commit is contained in:
akshay committed 2022-08-18 01:56:07 -04:00
1 parent 63c0199d77
commit 7289eba670
15 files changed
+180 -72

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+27 -7
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@@ -1,16 +1,25 @@
extends Spatial
extends Damageable
export var recipes: Resource
export var gen_time : float = 10.0
const StateIdle = preload("res://scripts/crafting_station/state/idle.gd")
const StateWorking = preload("res://scripts/crafting_station/state/working.gd")
const StateBlocked = preload("res://scripts/crafting_station/state/blocked.gd")
enum EState {IDLE, WORKING, BLOCKED, BROKEN, NUM_STATES}
const States = {
EState.IDLE : preload("res://scripts/crafting_station/state/idle.gd"),
EState.WORKING : preload("res://scripts/crafting_station/state/working.gd"),
EState.BLOCKED : preload("res://scripts/crafting_station/state/blocked.gd"),
EState.BROKEN : preload("res://scripts/crafting_station/state/broken.gd")
}
const RepairKit : Resource = preload("res://item_types/repair_kit.tres")
onready var item_holder = $"%item_holder"
onready var coin_machine = $"%coin_machine"
onready var gen_timer = $"%gen_timer"
onready var progress_text = $"%progress_text"
onready var item_dump = $"%item_dump"
onready var status_light = $"%status_light"
var item_slots = null
var state = null
@@ -25,19 +34,22 @@ func _ready():
gen_timer.wait_time = gen_time
state = StateIdle.new()
state = States[EState.BROKEN].new() if start_broken else States[EState.IDLE].new()
state.ctx = self
state.enter_from(null)
print("crafting_station: NULL -> ", state.NAME)
if start_broken:
item_holder.spawn_item(RepairKit)
func _process(delta):
state.update(delta)
func change_state(new_state, user_data = null):
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, user_data)
new_state.enter_from(state)
state = new_state
func _on_coin_machine_coin_requirement_met(player):
@@ -51,3 +63,11 @@ func _on_slot_item_changed(item):
func _on_item_holder_item_changed(item):
state.on_item_holder_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)
if state != null:
state.on_damage_taken()
+15 -5
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@@ -3,17 +3,20 @@ extends Reference
const NAME = "blocked"
var ctx = null
var label : String = "Blocked!"
func _init():
pass
func _init(block_string : String):
label = block_string
func enter_from(state, block_string = null):
ctx.progress_text.text = block_string
func enter_from(state):
ctx.progress_text.text = label
ctx.coin_machine.enabled = false
ctx.item_dump.enabled = false
ctx.item_holder.add_enabled = true
for item_slot in ctx.item_slots:
item_slot.add_enabled = true
item_slot.remove_enabled = true
ctx.status_light.warn()
func exit_to(state):
pass
@@ -32,4 +35,11 @@ func on_slot_item_changed(item):
func on_item_holder_item_changed(item):
if item == null:
ctx.change_state(ctx.StateIdle.new())
ctx.change_state(ctx.States[ctx.EState.IDLE].new())
func on_item_dump_item_dump_completed():
pass
func on_damage_taken():
if ctx.current_hp <= 0:
ctx.change_state(ctx.States[ctx.EState.BROKEN].new())
+46
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@@ -0,0 +1,46 @@
extends Reference
const NAME = "broken"
var ctx = null
func _init():
pass
func enter_from(state):
ctx.coin_machine.enabled = false
ctx.item_dump.enabled = true
ctx.item_dump.reset()
ctx.item_holder.add_enabled = true
ctx.progress_text.text = "Broken"
for item_slot in ctx.item_slots:
item_slot.add_enabled = true
item_slot.remove_enabled = true
ctx.status_light.fail()
func exit_to(state):
pass
func update(delta):
pass
func on_coin_machine_coin_requirement_met(player):
assert(false)
func on_gen_timer_timeout():
assert(false)
func on_slot_item_changed(item):
pass
func on_item_holder_item_changed(item):
pass
func on_item_dump_item_dump_completed():
if ctx.item_holder.item_in_hold == null:
ctx.change_state(ctx.States[ctx.EState.IDLE].new())
else:
ctx.change_state(ctx.States[ctx.EState.BLOCKED].new("Blocked!"))
func on_damage_taken():
assert(false, "cant take damage if already broken")
+17 -4
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@@ -8,11 +8,12 @@ var item_to_craft = null
func _init():
pass
func enter_from(state, user_data = null):
func enter_from(state):
for item_slot in ctx.item_slots:
item_slot.add_enabled = true
item_slot.remove_enabled = true
ctx.item_holder.add_enabled = true
ctx.item_dump.enabled = false
ctx.progress_text.text = "Ready!"
update_coin_machine_status()
@@ -25,7 +26,7 @@ func update(delta):
func on_coin_machine_coin_requirement_met(player):
item_to_craft = get_craft_recipe_item()
assert(item_to_craft != null)
ctx.change_state(ctx.StateWorking.new(), item_to_craft)
ctx.change_state(ctx.States[ctx.EState.WORKING].new(item_to_craft) )
func on_gen_timer_timeout():
assert(false, "gen timer shouldn't trigger while idle")
@@ -37,8 +38,15 @@ func on_slot_item_changed(item):
func on_item_holder_item_changed(item):
# if target spot is occupied, go to blocked state
if item != null:
ctx.change_state(ctx.StateBlocked.new(), "Blocked!")
ctx.change_state(ctx.States[ctx.EState.BLOCKED].new("Blocked!"))
func on_item_dump_item_dump_completed():
pass
func on_damage_taken():
if ctx.current_hp <= 0:
ctx.change_state(ctx.States[ctx.EState.BROKEN].new())
func get_craft_recipe_item():
var items_in_slots = []
for item_slot in ctx.item_slots:
@@ -49,4 +57,9 @@ func get_craft_recipe_item():
return ctx.recipes.find_recipe(items_in_slots)
func update_coin_machine_status():
ctx.coin_machine.enabled = get_craft_recipe_item() != null
var can_craft_recipe : bool = get_craft_recipe_item() != null
ctx.coin_machine.enabled = can_craft_recipe
if can_craft_recipe:
ctx.status_light.prime()
else:
ctx.status_light.idle()
+13 -5
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@@ -5,18 +5,19 @@ const NAME = "working"
var ctx = null
var crafting_item = null
func _init():
pass
func enter_from(state, item_to_craft = null):
func _init(item_to_craft : Resource):
crafting_item = item_to_craft
assert(crafting_item != null)
func enter_from(state):
ctx.coin_machine.enabled = false
ctx.item_dump.enabled = false
ctx.item_holder.add_enabled = false
for item_slot in ctx.item_slots:
item_slot.add_enabled = false
item_slot.remove_enabled = false
ctx.gen_timer.start()
ctx.status_light.activate()
ctx.progress_text.text = "Progress: 0%"
func exit_to(state):
@@ -31,15 +32,22 @@ func update(delta):
func on_coin_machine_coin_requirement_met(player):
assert(false, "coin machine should be disabled while crafting")
func on_item_dump_item_dump_completed():
pass
func on_gen_timer_timeout():
for item_slot in ctx.item_slots:
if item_slot.has_item():
item_slot.destroy_item()
ctx.item_holder.spawn_item(crafting_item)
ctx.change_state(ctx.StateBlocked.new(), "Finished: %s" % crafting_item.name)
ctx.change_state(ctx.States[ctx.EState.BLOCKED].new("Finished: %s" % crafting_item.name))
func on_slot_item_changed(item):
assert(item == null, "slot items can only be destroyed at this point")
func on_item_holder_item_changed(item):
assert(item.item_type == crafting_item, "only the crafted item can be added to the item holder")
func on_damage_taken():
if ctx.current_hp <= 0:
ctx.change_state(ctx.States[ctx.EState.BROKEN].new())
+28
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@@ -0,0 +1,28 @@
extends Spatial
class_name Damageable
const GROUP_STRING : String = "damageable"
export var max_hp : int = 1
export var start_broken : bool = false
var current_hp : int = 1 setget set_hp
func _init():
var starting_hp : int = max_hp
if start_broken:
starting_hp = 0
set_hp(starting_hp)
func _ready():
pass
func take_damage(damage : int = 1):
set_hp(current_hp - max_hp)
func set_hp(hp_to_set : int):
current_hp = clamp(hp_to_set,0,max_hp)
if current_hp == 0 and is_in_group(GROUP_STRING):
remove_from_group(GROUP_STRING)
if current_hp > 0 and !is_in_group(GROUP_STRING):
add_to_group(GROUP_STRING)
-1
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@@ -16,7 +16,6 @@ func enter_from(state):
ctx.get_node("%item_holder").remove_enabled = false
ctx.get_node("cook_timer").start()
ctx.get_node("status_light").light_color = Color.green
ctx.get_node("status_light").activate()
func exit_to(state):
+1 -1
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@@ -12,7 +12,7 @@ func enter_from(state):
ctx.get_node("coin_machine").enabled = false
ctx.get_node("%item_holder").add_enabled = true
ctx.get_node("%item_holder").remove_enabled = false # not possible
ctx.get_node("status_light").light_color = Color.white
ctx.get_node("status_light").idle()
func exit_to(state):
pass