Added Damageable class that crating_station inherits from. Added new broken state to crafting_station with status light
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@@ -3,17 +3,20 @@ 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():
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pass
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func _init(block_string : String):
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label = block_string
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func enter_from(state, block_string = null):
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ctx.progress_text.text = block_string
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func enter_from(state):
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ctx.progress_text.text = label
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ctx.coin_machine.enabled = false
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ctx.item_dump.enabled = false
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ctx.item_holder.add_enabled = true
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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.status_light.warn()
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func exit_to(state):
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pass
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@@ -32,4 +35,11 @@ func on_slot_item_changed(item):
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func on_item_holder_item_changed(item):
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if item == null:
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ctx.change_state(ctx.StateIdle.new())
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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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pass
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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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@@ -0,0 +1,46 @@
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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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ctx.coin_machine.enabled = false
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ctx.item_dump.enabled = true
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ctx.item_dump.reset()
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ctx.item_holder.add_enabled = true
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ctx.progress_text.text = "Broken"
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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.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)
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func on_gen_timer_timeout():
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assert(false)
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func on_slot_item_changed(item):
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pass
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func on_item_holder_item_changed(item):
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pass
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func on_item_dump_item_dump_completed():
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if ctx.item_holder.item_in_hold == null:
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ctx.change_state(ctx.States[ctx.EState.IDLE].new())
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else:
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ctx.change_state(ctx.States[ctx.EState.BLOCKED].new("Blocked!"))
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func on_damage_taken():
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assert(false, "cant take damage if already broken")
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@@ -8,11 +8,12 @@ var item_to_craft = null
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func _init():
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pass
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func enter_from(state, user_data = null):
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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_holder.add_enabled = true
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ctx.item_dump.enabled = false
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ctx.progress_text.text = "Ready!"
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update_coin_machine_status()
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@@ -25,7 +26,7 @@ func update(delta):
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func on_coin_machine_coin_requirement_met(player):
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item_to_craft = get_craft_recipe_item()
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assert(item_to_craft != null)
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ctx.change_state(ctx.StateWorking.new(), item_to_craft)
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ctx.change_state(ctx.States[ctx.EState.WORKING].new(item_to_craft) )
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func on_gen_timer_timeout():
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assert(false, "gen timer shouldn't trigger while idle")
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@@ -37,8 +38,15 @@ func on_slot_item_changed(item):
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func on_item_holder_item_changed(item):
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# if target spot is occupied, go to blocked state
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if item != null:
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ctx.change_state(ctx.StateBlocked.new(), "Blocked!")
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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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pass
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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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func get_craft_recipe_item():
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var items_in_slots = []
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for item_slot in ctx.item_slots:
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@@ -49,4 +57,9 @@ func get_craft_recipe_item():
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return ctx.recipes.find_recipe(items_in_slots)
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func update_coin_machine_status():
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ctx.coin_machine.enabled = get_craft_recipe_item() != null
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var can_craft_recipe : bool = get_craft_recipe_item() != null
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ctx.coin_machine.enabled = can_craft_recipe
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if can_craft_recipe:
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ctx.status_light.prime()
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else:
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ctx.status_light.idle()
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@@ -5,18 +5,19 @@ const NAME = "working"
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var ctx = null
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var crafting_item = null
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func _init():
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pass
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func enter_from(state, item_to_craft = null):
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func _init(item_to_craft : Resource):
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crafting_item = item_to_craft
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assert(crafting_item != null)
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func enter_from(state):
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ctx.coin_machine.enabled = false
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ctx.item_dump.enabled = false
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ctx.item_holder.add_enabled = false
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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.gen_timer.start()
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ctx.status_light.activate()
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ctx.progress_text.text = "Progress: 0%"
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func exit_to(state):
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@@ -31,15 +32,22 @@ func update(delta):
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func on_coin_machine_coin_requirement_met(player):
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assert(false, "coin machine should be disabled while crafting")
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func on_item_dump_item_dump_completed():
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pass
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func on_gen_timer_timeout():
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for item_slot in ctx.item_slots:
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if item_slot.has_item():
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item_slot.destroy_item()
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ctx.item_holder.spawn_item(crafting_item)
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ctx.change_state(ctx.StateBlocked.new(), "Finished: %s" % crafting_item.name)
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ctx.change_state(ctx.States[ctx.EState.BLOCKED].new("Finished: %s" % crafting_item.name))
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func on_slot_item_changed(item):
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assert(item == null, "slot items can only be destroyed at this point")
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func on_item_holder_item_changed(item):
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assert(item.item_type == crafting_item, "only the crafted item can be added to the item holder")
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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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