66 lines
1.6 KiB
GDScript

extends Reference
const NAME = "idle"
var ctx = null
var item_to_craft = null
func _init():
pass
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()
func exit_to(state):
pass
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) )
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!"))
func on_item_dump_item_dump_completed():
pass
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()