Add food and yam interaction
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@@ -0,0 +1,32 @@
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extends Spatial
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const StateIdle = preload("res://scripts/hydroponics_station/state/idle.gd")
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const StateGrowing = preload("res://scripts/hydroponics_station/state/growing.gd")
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const StateBlocked = preload("res://scripts/hydroponics_station/state/blocked.gd")
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export var grow_time: float = 2.0
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var state = null
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func _ready():
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$grow_timer.wait_time = grow_time
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state = StateIdle.new()
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state.ctx = self
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state.enter_from(null)
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print("hydroponics_station: NULL -> ", state.NAME)
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func change_state(new_state):
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print("hydroponics_station: ", state.NAME, " -> ", new_state.NAME)
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new_state.ctx = self
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state.exit_to(new_state)
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new_state.enter_from(state)
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state = new_state
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func _on_coin_machine_coin_requirement_met(player):
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state.on_coin_machine_coin_requirement_met(player)
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func _on_grow_timer_timeout():
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state.on_grow_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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@@ -0,0 +1,25 @@
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extends Reference
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const NAME = "blocked"
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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.get_node("coin_machine").enabled = false
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ctx.get_node("item_holder").add_enabled = true
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func exit_to(state):
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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_grow_timer_timeout():
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assert(false)
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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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@@ -0,0 +1,30 @@
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extends Reference
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const NAME = "growing"
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const raw_yam = preload("res://item_types/raw_yam.tres")
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var ctx = null
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var mat: SpatialMaterial = SpatialMaterial.new()
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func _init():
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mat.albedo_color = Color.green
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func enter_from(state):
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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("grow_timer").start()
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ctx.get_node("MeshInstance").set_surface_material(0, mat)
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func exit_to(state):
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ctx.get_node("MeshInstance").set_surface_material(0, null)
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func on_coin_machine_coin_requirement_met(player):
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assert(false, "coin machine should be disabled while growing")
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func on_grow_timer_timeout():
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var item_holder = ctx.get_node("item_holder")
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item_holder.spawn_item(raw_yam)
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ctx.change_state(ctx.StateBlocked.new())
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func on_item_holder_item_changed(item):
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assert(item.item_type == raw_yam)
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@@ -0,0 +1,25 @@
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extends Reference
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const NAME = "idle"
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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.get_node("coin_machine").enabled = true
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ctx.get_node("item_holder").add_enabled = true
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func exit_to(state):
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pass
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func on_coin_machine_coin_requirement_met(player):
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ctx.change_state(ctx.StateGrowing.new())
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func on_grow_timer_timeout():
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assert(false, "grow timer shouldn't trigger while idle")
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func on_item_holder_item_changed(item):
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assert(item != null)
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ctx.change_state(ctx.StateBlocked.new())
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