Make broken state for oven
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@@ -3,14 +3,18 @@ extends Spatial
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const StateIdle = preload("res://scripts/oven/state/idle.gd")
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const StateCooking = preload("res://scripts/oven/state/cooking.gd")
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const StateHoldingItem = preload("res://scripts/oven/state/holding_item.gd")
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const StateBroken = preload("res://scripts/oven/state/broken.gd")
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export var cook_time: float = 2.0
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export var start_broken: bool = false
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export var max_hp: int = 1
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var hp: int = max_hp
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var state = null
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func _ready():
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$cook_timer.wait_time = cook_time
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state = StateIdle.new()
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state = StateBroken.new() if start_broken else StateIdle.new()
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state.ctx = self
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state.enter_from(null)
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print("oven: NULL -> ", state.NAME)
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@@ -30,3 +34,9 @@ func _on_cook_timer_timeout():
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func _on_item_holder_item_changed(item):
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state.on_item_holder_item_changed(item)
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func _on_item_dump_completed():
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state.on_item_dump_completed()
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func take_damage():
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state.take_damage()
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@@ -0,0 +1,36 @@
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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.remove_from_group("damageable")
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ctx.get_node("item_dump").enabled = true
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ctx.get_node("item_dump").reset()
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ctx.get_node("coin_machine").enabled = false
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ctx.get_node("%item_holder").add_enabled = false
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ctx.get_node("%item_holder").remove_enabled = false
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ctx.get_node("status_light").fail()
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func exit_to(state):
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assert(state.NAME != "broken")
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ctx.add_to_group("damageable")
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func on_coin_machine_coin_requirement_met(player):
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assert(false, "should be impossible while broken")
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func on_cook_timer_timeout():
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assert(false, "should be impossible while broken")
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func on_item_holder_item_changed(item):
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assert(false, "should be impossible while broken")
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func on_item_dump_completed():
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ctx.change_state(ctx.StateIdle.new())
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func take_damage():
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pass # already broken
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@@ -10,12 +10,15 @@ func _init():
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mat.albedo_color = Color.red
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func enter_from(state):
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ctx.get_node("item_dump").enabled = false
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ctx.get_node("coin_machine").enabled = false
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ctx.get_node("%item_holder").add_enabled = false
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ctx.get_node("%item_holder").remove_enabled = false
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ctx.get_node("cook_timer").start()
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ctx.get_node("%coil").set_surface_material(0, mat)
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ctx.get_node("status_light").light_color = Color.green
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ctx.get_node("status_light").activate()
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func exit_to(state):
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ctx.get_node("%coil").set_surface_material(0, null)
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@@ -31,3 +34,13 @@ func on_cook_timer_timeout():
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func on_item_holder_item_changed(item):
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assert(item == null || item.item_type == cooked_yam)
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func on_item_dump_completed():
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assert(false, "item dump should be disabled")
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func take_damage():
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ctx.hp -= 1
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if ctx.hp <= 0:
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assert(ctx.get_node("%item_holder").has_item())
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ctx.get_node("%item_holder").destroy_item()
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ctx.change_state(ctx.StateBroken.new())
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@@ -9,14 +9,17 @@ func _init():
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pass
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func enter_from(state):
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ctx.get_node("item_dump").enabled = false
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if ctx.get_node("%item_holder").item_in_hold.item_type == raw_yam:
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ctx.get_node("coin_machine").enabled = true
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ctx.get_node("%item_holder").add_enabled = false
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ctx.get_node("%item_holder").remove_enabled = false
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ctx.get_node("status_light").prime()
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else:
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ctx.get_node("coin_machine").enabled = false
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ctx.get_node("%item_holder").add_enabled = true
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ctx.get_node("%item_holder").remove_enabled = true
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ctx.get_node("status_light").warn()
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func exit_to(state):
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pass
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@@ -33,3 +36,13 @@ func on_item_holder_item_changed(item):
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ctx.change_state(ctx.StateIdle.new())
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else:
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ctx.change_state(ctx.StateHoldingItem.new())
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func on_item_dump_completed():
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assert(false, "item dump should be disabled")
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func take_damage():
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ctx.hp -= 1
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if ctx.hp <= 0:
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if ctx.get_node("%item_holder").has_item():
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ctx.get_node("%item_holder").destroy_item()
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ctx.change_state(ctx.StateBroken.new())
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@@ -8,9 +8,11 @@ func _init():
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pass
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func enter_from(state):
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ctx.get_node("item_dump").enabled = false
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ctx.get_node("coin_machine").enabled = false
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ctx.get_node("%item_holder").add_enabled = true
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ctx.get_node("%item_holder").remove_enabled = false # not possible
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ctx.get_node("status_light").light_color = Color.white
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func exit_to(state):
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pass
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@@ -24,3 +26,11 @@ func on_cook_timer_timeout():
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func on_item_holder_item_changed(item):
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assert(item != null, "there should be no item to remove while idle")
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ctx.change_state(ctx.StateHoldingItem.new())
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func on_item_dump_completed():
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assert(false, "item dump should be disabled")
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func take_damage():
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ctx.hp -= 1
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if ctx.hp <= 0:
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ctx.change_state(ctx.StateBroken.new())
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