Updatd crafting station to have the output be right on the table on one of the slots. Also added a ready state to the crafting station
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9 files changed
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@@ -3,18 +3,18 @@ extends Damageable
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export var recipes: Resource
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export var gen_time : float = 10.0
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enum EState {IDLE, WORKING, BLOCKED, BROKEN, NUM_STATES}
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enum EState {IDLE, READY, WORKING, BLOCKED, BROKEN, NUM_STATES}
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const States = {
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EState.IDLE : preload("res://scripts/crafting_station/state/idle.gd"),
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EState.READY : preload("res://scripts/crafting_station/state/ready.gd"),
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EState.WORKING : preload("res://scripts/crafting_station/state/working.gd"),
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EState.BLOCKED : preload("res://scripts/crafting_station/state/blocked.gd"),
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EState.BROKEN : preload("res://scripts/crafting_station/state/broken.gd")
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EState.BROKEN : preload("res://scripts/crafting_station/state/broken.gd"),
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}
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const RepairKit : Resource = preload("res://item_types/repair_kit.tres")
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onready var item_holder = $"%item_holder"
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onready var coin_machine = $"%coin_machine"
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onready var gen_timer = $"%gen_timer"
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onready var progress_text = $"%progress_text"
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@@ -23,6 +23,8 @@ onready var status_light = $"%status_light"
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var item_slots = null
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var state = null
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var items_in_slots = []
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var item_to_craft : Resource = null
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func _ready():
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assert(recipes != null)
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@@ -59,10 +61,15 @@ func _on_gen_timer_timeout():
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state.on_gen_timer_timeout()
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func _on_slot_item_changed(item):
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items_in_slots.clear()
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for item_slot in item_slots:
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if item_slot.has_item():
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items_in_slots.append(item_slot.item_in_hold.item_type)
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if items_in_slots.size() < 2:
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item_to_craft = null
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else:
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item_to_craft = recipes.find_recipe(items_in_slots)
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state.on_slot_item_changed(item)
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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_item_dump_completed():
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state.on_item_dump_item_dump_completed()
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@@ -3,16 +3,14 @@ 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(block_string : String):
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label = block_string
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func _init():
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pass
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func enter_from(state):
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ctx.progress_text.text = label
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ctx.progress_text.text = "Blocked!"
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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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@@ -31,11 +29,10 @@ 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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if item == null:
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if ctx.items_in_slots.size() < 2:
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ctx.change_state(ctx.States[ctx.EState.IDLE].new())
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elif ctx.item_to_craft != null:
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ctx.change_state(ctx.States[ctx.EState.READY].new())
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func on_item_dump_item_dump_completed():
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pass
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@@ -11,7 +11,6 @@ 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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@@ -33,15 +32,15 @@ func on_gen_timer_timeout():
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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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ctx.full_heal()
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if ctx.item_holder.item_in_hold == null:
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if ctx.items_in_slots.size() < 2:
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ctx.change_state(ctx.States[ctx.EState.IDLE].new())
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elif ctx.item_to_craft != null:
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ctx.change_state(ctx.States[ctx.EState.READY].new())
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else:
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ctx.change_state(ctx.States[ctx.EState.BLOCKED].new("Blocked!"))
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ctx.change_state(ctx.States[ctx.EState.BLOCKED].new())
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func on_damage_taken():
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assert(false, "cant take damage if already broken")
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@@ -3,7 +3,6 @@ extends Reference
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const NAME = "idle"
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var ctx = null
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var item_to_craft = null
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func _init():
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pass
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@@ -12,10 +11,10 @@ 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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ctx.coin_machine.enabled = false
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ctx.progress_text.text = "Idle"
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ctx.status_light.idle()
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func exit_to(state):
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pass
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@@ -24,21 +23,19 @@ func update(delta):
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pass
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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.States[ctx.EState.WORKING].new(item_to_craft) )
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assert(false, "shouldn't trigger while idle")
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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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func on_slot_item_changed(item):
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# enable coin machine if you have a valid combo of items
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update_coin_machine_status()
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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.States[ctx.EState.BLOCKED].new("Blocked!"))
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if ctx.items_in_slots.size() < 2:
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return
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if ctx.item_to_craft != null:
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ctx.change_state(ctx.States[ctx.EState.READY].new())
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else:
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ctx.change_state(ctx.States[ctx.EState.BLOCKED].new())
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func on_item_dump_item_dump_completed():
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pass
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@@ -46,20 +43,4 @@ func on_item_dump_item_dump_completed():
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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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if item_slot.has_item():
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items_in_slots.append(item_slot.item_in_hold.item_type)
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if items_in_slots.empty():
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return null
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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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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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@@ -0,0 +1,45 @@
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extends Reference
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const NAME = "ready"
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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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assert(ctx.item_to_craft != null)
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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_dump.enabled = false
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ctx.coin_machine.enabled = true
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ctx.progress_text.text = "Ready!"
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ctx.status_light.prime()
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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(ctx.item_to_craft != null)
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ctx.change_state(ctx.States[ctx.EState.WORKING].new() )
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func on_gen_timer_timeout():
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assert(false, "gen timer shouldn't trigger while ready")
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func on_slot_item_changed(item):
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if ctx.items_in_slots.size() < 2:
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ctx.change_state(ctx.States[ctx.EState.IDLE].new())
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elif ctx.item_to_craft == null:
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ctx.change_state(ctx.States[ctx.EState.BLOCKED].new())
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func on_item_dump_item_dump_completed():
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assert(false, "shouldn't trigger while ready")
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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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@@ -3,16 +3,14 @@ extends Reference
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const NAME = "working"
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var ctx = null
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var crafting_item = 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 _init():
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pass
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func enter_from(state):
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assert(ctx.item_to_craft != null)
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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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@@ -21,14 +19,14 @@ func enter_from(state):
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ctx.progress_text.text = "Progress: 0%"
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func exit_to(state):
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pass
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ctx.gen_timer.stop()
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func update(delta):
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var time_left : float = ctx.gen_timer.time_left
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var time_passed : float = ctx.gen_time - time_left
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var percent_complete : float = (time_passed / ctx.gen_time) * 100.0
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ctx.progress_text.text = "Progress: %d%%" % percent_complete
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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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@@ -36,19 +34,16 @@ 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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var crafted_item : Resource = ctx.item_to_craft
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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.States[ctx.EState.BLOCKED].new("Finished: %s" % crafting_item.name))
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ctx.item_slots[0].spawn_item(crafted_item)
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ctx.change_state(ctx.States[ctx.EState.IDLE].new())
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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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pass
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func on_damage_taken():
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if ctx.current_hp <= 0:
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ctx.gen_timer.stop()
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ctx.change_state(ctx.States[ctx.EState.BROKEN].new())
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