80 lines
2.3 KiB
GDScript
80 lines
2.3 KiB
GDScript
extends Damageable
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export var recipes: Resource
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export var gen_time : float = 10.0
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enum EState {IDLE, READY, WORKING, BLOCKED, BROKEN, NUM_STATES}
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const States = {
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EState.IDLE : preload("res://scripts/crafting_station/state/idle.gd"),
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EState.READY : preload("res://scripts/crafting_station/state/ready.gd"),
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EState.WORKING : preload("res://scripts/crafting_station/state/working.gd"),
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EState.BLOCKED : preload("res://scripts/crafting_station/state/blocked.gd"),
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EState.BROKEN : preload("res://scripts/crafting_station/state/broken.gd"),
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}
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const RepairKit : Resource = preload("res://item_types/repair_kit.tres")
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onready var coin_machine = $"%coin_machine"
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onready var gen_timer = $"%gen_timer"
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onready var progress_text = $"%progress_text"
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onready var item_dump = $"%item_dump"
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onready var status_light = $"%status_light"
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var item_slots = null
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var state = null
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var items_in_slots = []
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var item_to_craft : Resource = null
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func _ready():
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assert(recipes != null)
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recipes.validate()
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item_slots = get_tree().get_nodes_in_group("crafting_item_slots")
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assert(item_slots != null)
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for item_slot in item_slots:
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item_slot.connect("item_changed", self, "_on_slot_item_changed")
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gen_timer.wait_time = gen_time
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state = States[EState.BROKEN].new() if start_broken else States[EState.IDLE].new()
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state.ctx = self
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state.enter_from(null)
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print("crafting_station: NULL -> ", state.NAME)
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#if start_broken:
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# item_holder.spawn_item(RepairKit)
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func _process(delta):
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state.update(delta)
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func change_state(new_state):
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print("crafting_station: ", state.NAME, " -> ", new_state.NAME)
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new_state.ctx = self
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state.exit_to(new_state)
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new_state.enter_from(state)
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state = new_state
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func _on_coin_machine_coin_requirement_met(player):
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state.on_coin_machine_coin_requirement_met(player)
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func _on_gen_timer_timeout():
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state.on_gen_timer_timeout()
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func _on_slot_item_changed(item):
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items_in_slots.clear()
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for item_slot in 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.size() < 2:
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item_to_craft = null
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else:
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item_to_craft = recipes.find_recipe(items_in_slots)
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state.on_slot_item_changed(item)
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func _on_item_dump_item_dump_completed():
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state.on_item_dump_item_dump_completed()
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func take_damage(damage : int = 1):
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.take_damage(damage)
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state.on_damage_taken()
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