43 lines
1.1 KiB
GDScript

extends Damageable
const StateIdle = preload("res://scripts/comm_station/state/idle.gd")
const StateBroken = preload("res://scripts/comm_station/state/broken.gd")
var state = null
signal comms_established
onready var coin_machine = $"%coin_machine"
onready var item_dump = $"%item_dump"
onready var status_text = $"%status_text"
onready var status_light = $"%status_light"
func _ready():
state = StateBroken.new() if start_broken else StateIdle.new()
state.ctx = self
state.enter_from(null)
print("comms_station: NULL -> ", state.NAME)
func change_state(new_state):
print("comms_station: ", state.NAME, " -> ", new_state.NAME)
new_state.ctx = self
state.exit_to(new_state)
new_state.enter_from(state)
state = new_state
func _on_coin_machine_coin_requirement_met(player):
state.on_coin_machine_coin_requirement_met(player)
func _on_item_dump_item_dump_completed():
state.on_item_dump_item_dump_completed()
func _on_item_dump_item_dumped():
state.on_item_dump_item_dumped()
func take_damage(damage : int = 1):
.take_damage(damage)
state.on_damage_taken()
func emit_signal_comms_established():
emit_signal("comms_established")