Add Table go into IDLE in build mode
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+33
-11
@@ -24,6 +24,7 @@ const lbl_eating: String = "Eating..."
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### Finite State Machine ####
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enum TableState {
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IDLE, # Don't update table. incorrect GameState
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EMPTY, # Just finished eating or havent eaten yet
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THINKING,
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ORDERING, # Wating for player to take their order
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@@ -36,8 +37,8 @@ enum TableState {
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## state transitions only ever run where NetworkManager.owns_world() is true
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## (the whole station's _process is gated off elsewhere for non-owners, see
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## NetworkManager._gate_station). The setters below just refresh the display,
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## so both the server (via _setState) and clients (via incoming sync) show
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## the same text. Use _setState(), never assign _state directly.
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## so both the server (via _set_state) and clients (via incoming sync) show
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## the same text. Use _set_state(), never assign _state directly.
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var _state: TableState = TableState.EMPTY
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var _state_time: float = 0.0
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var _state_duration: float = 0.0 # set in _set_state_time
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@@ -72,7 +73,7 @@ func satisfyAllOrders() -> void:
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_unsatisfied_orders.clear()
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_original_orders.clear()
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clearAllFood()
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_setState(TableState.EMPTY)
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_set_state(TableState.EMPTY)
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func clearAllFood() -> void:
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@@ -124,7 +125,7 @@ func _ready() -> void:
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snap_zone_node.has_picked_up.connect(_on_object_picked_up)
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snap_zone_node.has_dropped.connect(_on_object_dropped)
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set_process(true)
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_setState(TableState.EMPTY)
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_set_state(TableState.EMPTY)
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func _on_object_picked_up(_item) -> void:
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@@ -165,7 +166,7 @@ func _place_order_if_player():
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return
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if _players_count > 0:
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place_order()
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_setState(TableState.WAITING_PRIMARY)
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_set_state(TableState.WAITING_PRIMARY)
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# func _get_plate_controller_from_item(_item: Node) -> PlateController:
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@@ -224,11 +225,11 @@ func _absorb_item_if_correct(_item: Node) -> void:
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func _update_state_from_orders():
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print("Table _update_state_from_orders: unsatisfied_orders: ", _unsatisfied_orders)
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if _unsatisfied_orders.size() > 0 and _state != TableState.EATING:
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_setState(TableState.WAITING_FRIEND)
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_set_state(TableState.WAITING_FRIEND)
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# Table has everything it wants. Start eating
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elif _unsatisfied_orders.is_empty() and _state != TableState.EATING:
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_setState(TableState.EATING)
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_set_state(TableState.EATING)
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func _collect_money_from_food():
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@@ -255,10 +256,15 @@ func _set_snap_zones_enabled(value: bool) -> void:
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## Server-only state transition: sets the new state's timer and assigns
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## _state (whose setter refreshes the display on every peer).
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func _setState(newState: TableState) -> void:
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func _set_state(newState: TableState) -> void:
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print("Table State START: ", TableState.keys()[newState])
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match newState:
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TableState.IDLE:
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_state_time = 0.0
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_state_duration = 0.0
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_state = newState
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customers.visible = false
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TableState.EMPTY:
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_state_time = randf_range(3, 7)
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_state_duration = _state_time
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@@ -299,15 +305,15 @@ func _state_end(oldState: TableState):
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match oldState:
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TableState.EMPTY:
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customers.visible = true
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_setState(TableState.THINKING)
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_set_state(TableState.THINKING)
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TableState.THINKING:
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_setState(TableState.ORDERING)
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_set_state(TableState.ORDERING)
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TableState.EATING:
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clearAllFood()
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_set_snap_zones_enabled(true)
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_setState(TableState.EMPTY)
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_set_state(TableState.EMPTY)
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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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@@ -326,6 +332,10 @@ func _refresh_display() -> void:
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push_error("Table missing progress bar or label")
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return
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match _state:
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TableState.IDLE:
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progress_bar.set_bar_visible(false)
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label_3d.text = ""
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label_3d_time.text = ""
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TableState.EMPTY:
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progress_bar.set_bar_visible(false)
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label_3d.text = ""
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@@ -356,6 +366,18 @@ func _process(delta: float) -> void:
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_refresh_display()
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_place_order_if_player()
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# If build mode, set, exit loop, be idle
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if GameManager.game_state == GameManager.GameState.BUILDING and not _state == TableState.IDLE:
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_set_state(TableState.IDLE)
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return
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# Game running, reenter loop
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elif GameManager.game_state == GameManager.GameState.RUNNING and _state == TableState.IDLE:
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_set_state(TableState.EMPTY)
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return
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# Still idle, do nothing
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elif _state == TableState.IDLE:
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return
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# Wait for state to finish
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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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