Change way of gettng Managers to use class name
This commit is contained in:
@@ -1,8 +1,6 @@
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class_name CombinableItem
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class_name CombinableItem
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extends Node
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extends Node
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const RECIPE_MANAGER = preload("res://RecipeManager.gd")
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@onready var combine_area_3d: Area3D = $Area3d
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@onready var combine_area_3d: Area3D = $Area3d
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@onready var _pickable: XRToolsPickable = get_parent() as XRToolsPickable
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@onready var _pickable: XRToolsPickable = get_parent() as XRToolsPickable
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@@ -62,7 +60,7 @@ func _on_body_entered(body: Node3D) -> void:
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print("CombinableItem _on_body_entered: other is not a foodItem")
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print("CombinableItem _on_body_entered: other is not a foodItem")
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return
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return
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var result: PackedScene = RECIPE_MANAGER.get_combination_result(_food_item.id, other.id)
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var result: PackedScene = RecipeManager.get_combination_result(_food_item.id, other.id)
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if not result:
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if not result:
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print("CombinableItem _on_body_entered: There is no recipe for %s + %s" % [_food_item.id, other.id])
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print("CombinableItem _on_body_entered: There is no recipe for %s + %s" % [_food_item.id, other.id])
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return
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return
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+3
-4
@@ -1,6 +1,5 @@
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extends StaticBody3D
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extends StaticBody3D
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const RECIPE_MANAGER = preload("res://RecipeManager.gd")
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@export var cook_speed = 1
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@export var cook_speed = 1
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@onready var snap_zone: XRToolsSnapZone = $XRToolsSnapZone
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@onready var snap_zone: XRToolsSnapZone = $XRToolsSnapZone
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@@ -75,13 +74,13 @@ func _on_object_picked_up(_item) -> void:
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if not _food_item:
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if not _food_item:
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print("Hob: held object is not a FoodItem")
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print("Hob: held object is not a FoodItem")
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return
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return
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var result = RECIPE_MANAGER.get_cooking_result(_food_item.id)
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var result = RecipeManager.get_cooking_result(_food_item.id)
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if not result:
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if not result:
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print("Hob: held a FoodItem that is not cookable, id: %s result: %s" % [_food_item.id, result])
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print("Hob: held a FoodItem that is not cookable, id: %s result: %s" % [_food_item.id, result])
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return
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return
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cooking_result = result
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cooking_result = result
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cooking_result_time = RECIPE_MANAGER.get_cooking_time(_food_item.id)
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cooking_result_time = RecipeManager.get_cooking_time(_food_item.id)
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print("Hob: set cooking_result ", cooking_result)
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print("Hob: set cooking_result ", cooking_result)
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# The setters above already refresh the display and start the flames.
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# The setters above already refresh the display and start the flames.
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@@ -106,7 +105,7 @@ func convert_held_to_item(_item: String) -> void:
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# Spawn the new item through the server so it replicates to every peer
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# Spawn the new item through the server so it replicates to every peer
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# (including late joiners), in the old item's position.
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# (including late joiners), in the old item's position.
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var original_transform = old_pickable.global_transform
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var original_transform = old_pickable.global_transform
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var new_scene_instance = NetworkManager.spawn_item(RECIPE_MANAGER.get_item_scene(_item).resource_path, original_transform)
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var new_scene_instance = NetworkManager.spawn_item(RecipeManager.get_item_scene(_item).resource_path, original_transform)
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# Drop and free the old item and pick up the new one
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# Drop and free the old item and pick up the new one
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print("Hob freeing old_pickable ", old_pickable)
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print("Hob freeing old_pickable ", old_pickable)
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+7
-9
@@ -1,8 +1,6 @@
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class_name Table
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class_name Table
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extends StaticBody3D
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extends StaticBody3D
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const GAME_MANAGER = preload("res://GameManager.gd")
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@export var thinking_duration: float = 3.0
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@export var thinking_duration: float = 3.0
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@export var ordering_duration: float = 50.0
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@export var ordering_duration: float = 50.0
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@export var primary_duration: float = 70.0
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@export var primary_duration: float = 70.0
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@@ -52,9 +50,9 @@ func place_order() -> void:
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print("Table place_order()")
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print("Table place_order()")
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var new_orders: Array[String] = _unsatisfied_orders.duplicate()
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var new_orders: Array[String] = _unsatisfied_orders.duplicate()
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for _i in range(0, randi_range(1, 2)):
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for _i in range(0, randi_range(1, 2)):
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new_orders.append(GAME_MANAGER.get_random_meal())
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new_orders.append(GameManager.get_random_meal())
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for _i in range(0, randi_range(0, 1)):
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for _i in range(0, randi_range(0, 1)):
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new_orders.append(GAME_MANAGER.get_random_side())
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new_orders.append(GameManager.get_random_side())
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_unsatisfied_orders = new_orders
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_unsatisfied_orders = new_orders
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_original_orders = _unsatisfied_orders.duplicate()
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_original_orders = _unsatisfied_orders.duplicate()
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@@ -243,11 +241,11 @@ func _collect_money_from_food():
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var food_item: FoodItem = Helper.find_food_item(held_object)
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var food_item: FoodItem = Helper.find_food_item(held_object)
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if plate:
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if plate:
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for fi: FoodItem in plate.get_food_items():
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for fi: FoodItem in plate.get_food_items():
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GAME_MANAGER.money += fi.sell_value
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GameManager.money += fi.sell_value
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elif food_item:
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elif food_item:
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GAME_MANAGER.money += food_item.sell_value
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GameManager.money += food_item.sell_value
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print("Table _collect_money_from_food(), money: ", GAME_MANAGER.money)
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print("Table _collect_money_from_food(), money: ", GameManager.money)
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func _set_snap_zones_enabled(value: bool) -> void:
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func _set_snap_zones_enabled(value: bool) -> void:
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@@ -313,7 +311,7 @@ func _state_end(oldState: TableState):
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TableState.ORDERING, TableState.WAITING_PRIMARY, TableState.WAITING_FRIEND:
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TableState.ORDERING, TableState.WAITING_PRIMARY, TableState.WAITING_FRIEND:
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label_3d.text = lbl_gameover
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label_3d.text = lbl_gameover
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GAME_MANAGER.game_over()
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GameManager.game_over()
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## Pure presentation, driven off the current (locally authoritative or
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## Pure presentation, driven off the current (locally authoritative or
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@@ -362,7 +360,7 @@ func _process(delta: float) -> void:
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if _state_time > 0.0:
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if _state_time > 0.0:
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_state_time = max(0.0, _state_time - delta)
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_state_time = max(0.0, _state_time - delta)
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return
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return
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if GAME_MANAGER.game_state == GAME_MANAGER.GameState.GAME_OVER:
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if GameManager.game_state == GameManager.GameState.GAME_OVER:
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return
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return
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_state_end(_state)
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_state_end(_state)
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@@ -1,13 +1,11 @@
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extends Control
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extends Control
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@onready var _Restart_btn: Button = %Restart
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@onready var _Restart_btn: Button = %Restart
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const GAME_MANAGER = preload("res://GameManager.gd")
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func _ready() -> void:
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func _ready() -> void:
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_Restart_btn.pressed.connect(_restart)
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_Restart_btn.pressed.connect(_restart)
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func _restart():
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func _restart():
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GAME_MANAGER._restart()
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GameManager._restart()
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get_tree().reload_current_scene()
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get_tree().reload_current_scene()
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