Add Table go into IDLE in build mode

This commit is contained in:
JonShard
2026-08-04 12:37:33 +02:00
parent 58f7da7481
commit 2e8c12cb8a
2 changed files with 33 additions and 13 deletions
+33 -11
View File
@@ -24,6 +24,7 @@ const lbl_eating: String = "Eating..."
### Finite State Machine ####
enum TableState {
IDLE, # Don't update table. incorrect GameState
EMPTY, # Just finished eating or havent eaten yet
THINKING,
ORDERING, # Wating for player to take their order
@@ -36,8 +37,8 @@ enum TableState {
## state transitions only ever run where NetworkManager.owns_world() is true
## (the whole station's _process is gated off elsewhere for non-owners, see
## NetworkManager._gate_station). The setters below just refresh the display,
## so both the server (via _setState) and clients (via incoming sync) show
## the same text. Use _setState(), never assign _state directly.
## so both the server (via _set_state) and clients (via incoming sync) show
## the same text. Use _set_state(), never assign _state directly.
var _state: TableState = TableState.EMPTY
var _state_time: float = 0.0
var _state_duration: float = 0.0 # set in _set_state_time
@@ -72,7 +73,7 @@ func satisfyAllOrders() -> void:
_unsatisfied_orders.clear()
_original_orders.clear()
clearAllFood()
_setState(TableState.EMPTY)
_set_state(TableState.EMPTY)
func clearAllFood() -> void:
@@ -124,7 +125,7 @@ func _ready() -> void:
snap_zone_node.has_picked_up.connect(_on_object_picked_up)
snap_zone_node.has_dropped.connect(_on_object_dropped)
set_process(true)
_setState(TableState.EMPTY)
_set_state(TableState.EMPTY)
func _on_object_picked_up(_item) -> void:
@@ -165,7 +166,7 @@ func _place_order_if_player():
return
if _players_count > 0:
place_order()
_setState(TableState.WAITING_PRIMARY)
_set_state(TableState.WAITING_PRIMARY)
# func _get_plate_controller_from_item(_item: Node) -> PlateController:
@@ -224,11 +225,11 @@ func _absorb_item_if_correct(_item: Node) -> void:
func _update_state_from_orders():
print("Table _update_state_from_orders: unsatisfied_orders: ", _unsatisfied_orders)
if _unsatisfied_orders.size() > 0 and _state != TableState.EATING:
_setState(TableState.WAITING_FRIEND)
_set_state(TableState.WAITING_FRIEND)
# Table has everything it wants. Start eating
elif _unsatisfied_orders.is_empty() and _state != TableState.EATING:
_setState(TableState.EATING)
_set_state(TableState.EATING)
func _collect_money_from_food():
@@ -255,10 +256,15 @@ func _set_snap_zones_enabled(value: bool) -> void:
## Server-only state transition: sets the new state's timer and assigns
## _state (whose setter refreshes the display on every peer).
func _setState(newState: TableState) -> void:
func _set_state(newState: TableState) -> void:
print("Table State START: ", TableState.keys()[newState])
match newState:
TableState.IDLE:
_state_time = 0.0
_state_duration = 0.0
_state = newState
customers.visible = false
TableState.EMPTY:
_state_time = randf_range(3, 7)
_state_duration = _state_time
@@ -299,15 +305,15 @@ func _state_end(oldState: TableState):
match oldState:
TableState.EMPTY:
customers.visible = true
_setState(TableState.THINKING)
_set_state(TableState.THINKING)
TableState.THINKING:
_setState(TableState.ORDERING)
_set_state(TableState.ORDERING)
TableState.EATING:
clearAllFood()
_set_snap_zones_enabled(true)
_setState(TableState.EMPTY)
_set_state(TableState.EMPTY)
TableState.ORDERING, TableState.WAITING_PRIMARY, TableState.WAITING_FRIEND:
label_3d.text = lbl_gameover
@@ -326,6 +332,10 @@ func _refresh_display() -> void:
push_error("Table missing progress bar or label")
return
match _state:
TableState.IDLE:
progress_bar.set_bar_visible(false)
label_3d.text = ""
label_3d_time.text = ""
TableState.EMPTY:
progress_bar.set_bar_visible(false)
label_3d.text = ""
@@ -356,6 +366,18 @@ func _process(delta: float) -> void:
_refresh_display()
_place_order_if_player()
# If build mode, set, exit loop, be idle
if GameManager.game_state == GameManager.GameState.BUILDING and not _state == TableState.IDLE:
_set_state(TableState.IDLE)
return
# Game running, reenter loop
elif GameManager.game_state == GameManager.GameState.RUNNING and _state == TableState.IDLE:
_set_state(TableState.EMPTY)
return
# Still idle, do nothing
elif _state == TableState.IDLE:
return
# Wait for state to finish
if _state_time > 0.0:
_state_time = max(0.0, _state_time - delta)