project-dung/scripts/crafting_station/crafting_station.gd
2022-08-19 00:15:03 -04:00

73 lines
2.0 KiB
GDScript

extends Damageable
export var recipes: Resource
export var gen_time : float = 10.0
enum EState {IDLE, WORKING, BLOCKED, BROKEN, NUM_STATES}
const States = {
EState.IDLE : preload("res://scripts/crafting_station/state/idle.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")
}
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"
onready var item_dump = $"%item_dump"
onready var status_light = $"%status_light"
var item_slots = null
var state = null
func _ready():
assert(recipes != null)
recipes.validate()
item_slots = get_tree().get_nodes_in_group("crafting_item_slots")
assert(item_slots != null)
for item_slot in item_slots:
item_slot.connect("item_changed", self, "_on_slot_item_changed")
gen_timer.wait_time = gen_time
state = States[EState.BROKEN].new() if start_broken else States[EState.IDLE].new()
state.ctx = self
state.enter_from(null)
print("crafting_station: NULL -> ", state.NAME)
#if start_broken:
# item_holder.spawn_item(RepairKit)
func _process(delta):
state.update(delta)
func change_state(new_state):
print("crafting_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_gen_timer_timeout():
state.on_gen_timer_timeout()
func _on_slot_item_changed(item):
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()
func take_damage(damage : int = 1):
.take_damage(damage)
state.on_damage_taken()