66 lines
1.6 KiB
GDScript
66 lines
1.6 KiB
GDScript
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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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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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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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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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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func on_item_dump_item_dump_completed():
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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.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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