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

This commit is contained in:
akshay committed 2022-08-19 20:24:29 -04:00
1 parent 373838d3e7
commit dfd6fe9bb4
9 files changed
+107 -99

No files matched your search

+13 -6
View File
@@ -3,18 +3,18 @@ extends Damageable
export var recipes: Resource
export var gen_time : float = 10.0
enum EState {IDLE, WORKING, BLOCKED, BROKEN, NUM_STATES}
enum EState {IDLE, READY, WORKING, BLOCKED, BROKEN, NUM_STATES}
const States = {
EState.IDLE : preload("res://scripts/crafting_station/state/idle.gd"),
EState.READY : preload("res://scripts/crafting_station/state/ready.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")
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"
@@ -23,6 +23,8 @@ onready var status_light = $"%status_light"
var item_slots = null
var state = null
var items_in_slots = []
var item_to_craft : Resource = null
func _ready():
assert(recipes != null)
@@ -59,10 +61,15 @@ func _on_gen_timer_timeout():
state.on_gen_timer_timeout()
func _on_slot_item_changed(item):
items_in_slots.clear()
for item_slot in item_slots:
if item_slot.has_item():
items_in_slots.append(item_slot.item_in_hold.item_type)
if items_in_slots.size() < 2:
item_to_craft = null
else:
item_to_craft = recipes.find_recipe(items_in_slots)
state.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()
+6 -9
View File
@@ -3,16 +3,14 @@ extends Reference
const NAME = "blocked"
var ctx = null
var label : String = "Blocked!"
func _init(block_string : String):
label = block_string
func _init():
pass
func enter_from(state):
ctx.progress_text.text = label
ctx.progress_text.text = "Blocked!"
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
@@ -31,11 +29,10 @@ func on_gen_timer_timeout():
assert(false)
func on_slot_item_changed(item):
pass
func on_item_holder_item_changed(item):
if item == null:
if ctx.items_in_slots.size() < 2:
ctx.change_state(ctx.States[ctx.EState.IDLE].new())
elif ctx.item_to_craft != null:
ctx.change_state(ctx.States[ctx.EState.READY].new())
func on_item_dump_item_dump_completed():
pass
+5 -6
View File
@@ -11,7 +11,6 @@ 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
@@ -33,15 +32,15 @@ func on_gen_timer_timeout():
func on_slot_item_changed(item):
pass
func on_item_holder_item_changed(item):
pass
func on_item_dump_item_dump_completed():
ctx.full_heal()
if ctx.item_holder.item_in_hold == null:
if ctx.items_in_slots.size() < 2:
ctx.change_state(ctx.States[ctx.EState.IDLE].new())
elif ctx.item_to_craft != null:
ctx.change_state(ctx.States[ctx.EState.READY].new())
else:
ctx.change_state(ctx.States[ctx.EState.BLOCKED].new("Blocked!"))
ctx.change_state(ctx.States[ctx.EState.BLOCKED].new())
func on_damage_taken():
assert(false, "cant take damage if already broken")
+11 -30
View File
@@ -3,7 +3,6 @@ extends Reference
const NAME = "idle"
var ctx = null
var item_to_craft = null
func _init():
pass
@@ -12,10 +11,10 @@ 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()
ctx.coin_machine.enabled = false
ctx.progress_text.text = "Idle"
ctx.status_light.idle()
func exit_to(state):
pass
@@ -24,21 +23,19 @@ func update(delta):
pass
func on_coin_machine_coin_requirement_met(player):
item_to_craft = get_craft_recipe_item()
assert(item_to_craft != null)
ctx.change_state(ctx.States[ctx.EState.WORKING].new(item_to_craft) )
assert(false, "shouldn't trigger while idle")
func on_gen_timer_timeout():
assert(false, "gen timer shouldn't trigger while idle")
func on_slot_item_changed(item):
# enable coin machine if you have a valid combo of items
update_coin_machine_status()
func on_item_holder_item_changed(item):
# if target spot is occupied, go to blocked state
if item != null:
ctx.change_state(ctx.States[ctx.EState.BLOCKED].new("Blocked!"))
if ctx.items_in_slots.size() < 2:
return
if ctx.item_to_craft != null:
ctx.change_state(ctx.States[ctx.EState.READY].new())
else:
ctx.change_state(ctx.States[ctx.EState.BLOCKED].new())
func on_item_dump_item_dump_completed():
pass
@@ -46,20 +43,4 @@ func on_item_dump_item_dump_completed():
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:
if item_slot.has_item():
items_in_slots.append(item_slot.item_in_hold.item_type)
if items_in_slots.empty():
return null
return ctx.recipes.find_recipe(items_in_slots)
func update_coin_machine_status():
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()
+45
View File
@@ -0,0 +1,45 @@
extends Reference
const NAME = "ready"
var ctx = null
func _init():
pass
func enter_from(state):
assert(ctx.item_to_craft != null)
for item_slot in ctx.item_slots:
item_slot.add_enabled = true
item_slot.remove_enabled = true
ctx.item_dump.enabled = false
ctx.coin_machine.enabled = true
ctx.progress_text.text = "Ready!"
ctx.status_light.prime()
func exit_to(state):
pass
func update(delta):
pass
func on_coin_machine_coin_requirement_met(player):
assert(ctx.item_to_craft != null)
ctx.change_state(ctx.States[ctx.EState.WORKING].new() )
func on_gen_timer_timeout():
assert(false, "gen timer shouldn't trigger while ready")
func on_slot_item_changed(item):
if ctx.items_in_slots.size() < 2:
ctx.change_state(ctx.States[ctx.EState.IDLE].new())
elif ctx.item_to_craft == null:
ctx.change_state(ctx.States[ctx.EState.BLOCKED].new())
func on_item_dump_item_dump_completed():
assert(false, "shouldn't trigger while ready")
func on_damage_taken():
if ctx.current_hp <= 0:
ctx.change_state(ctx.States[ctx.EState.BROKEN].new())
+9 -14
View File
@@ -3,16 +3,14 @@ extends Reference
const NAME = "working"
var ctx = null
var crafting_item = null
func _init(item_to_craft : Resource):
crafting_item = item_to_craft
assert(crafting_item != null)
func _init():
pass
func enter_from(state):
assert(ctx.item_to_craft != null)
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
@@ -21,14 +19,14 @@ func enter_from(state):
ctx.progress_text.text = "Progress: 0%"
func exit_to(state):
pass
ctx.gen_timer.stop()
func update(delta):
var time_left : float = ctx.gen_timer.time_left
var time_passed : float = ctx.gen_time - time_left
var percent_complete : float = (time_passed / ctx.gen_time) * 100.0
ctx.progress_text.text = "Progress: %d%%" % percent_complete
func on_coin_machine_coin_requirement_met(player):
assert(false, "coin machine should be disabled while crafting")
@@ -36,19 +34,16 @@ func on_item_dump_item_dump_completed():
pass
func on_gen_timer_timeout():
var crafted_item : Resource = ctx.item_to_craft
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.States[ctx.EState.BLOCKED].new("Finished: %s" % crafting_item.name))
ctx.item_slots[0].spawn_item(crafted_item)
ctx.change_state(ctx.States[ctx.EState.IDLE].new())
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")
pass
func on_damage_taken():
if ctx.current_hp <= 0:
ctx.gen_timer.stop()
ctx.change_state(ctx.States[ctx.EState.BROKEN].new())