Add Table handles Sides

This commit is contained in:
JonShard
2026-07-31 14:03:53 +02:00
parent 3d616bf4a5
commit 48c9845624
15 changed files with 528 additions and 79 deletions
+124 -57
View File
@@ -4,9 +4,9 @@ extends StaticBody3D
const GAME_MANAGER = preload("res://GameManager.gd")
@export var thinking_duration: float = 3.0
@export var ordering_duration: float = 40.0
@export var primary_duration: float = 40.0
@export var friend_duration: float = 10.0
@export var ordering_duration: float = 50.0
@export var primary_duration: float = 70.0
@export var friend_duration: float = 12.0
@export var eating_duration: float = 5.0
@export var money_sound: AudioStream
@@ -43,9 +43,59 @@ enum TableState {
var _state: TableState = TableState.EMPTY
var _state_time: float = 0.0
var _state_duration: float = 0.0 # set in _set_state_time
var _original_orders: Array[String] = []
var _unsatisfied_orders: Array[String] = []
var _players_count: int = 0
func place_order() -> void:
print("Table place_order()")
var new_orders: Array[String] = _unsatisfied_orders.duplicate()
new_orders.append(GAME_MANAGER.get_random_meal())
new_orders.append(GAME_MANAGER.get_random_meal())
new_orders.append(GAME_MANAGER.get_random_side())
_unsatisfied_orders = new_orders
_original_orders = _unsatisfied_orders.duplicate()
func absorb_items():
print("Table: absorb_items()")
for snap_zone_node in snap_zones:
var held_object = snap_zone_node.picked_up_object
if not held_object:
continue
_absorb_item_if_correct(held_object)
func satisfyAllOrders() -> void:
print("Table: satisfyAllOrders()")
_unsatisfied_orders.clear()
_original_orders.clear()
clearAllFood()
_setState(TableState.EMPTY)
func clearAllFood() -> void:
print("Table: clearAllFood()")
for zone in snap_zones:
var held_object = zone.picked_up_object
if not held_object:
continue
var plate: PlateController = _get_plate_controller_from_item(held_object)
var food_item: FoodItem = Helper.find_food_item(held_object)
if plate:
plate.container.clear()
plate.is_dirty = true
# Side or other food item directly on table
elif food_item and food_item.type == FoodItem.Type.SIDE:
zone.drop_object()
NetworkManager.despawn_item(held_object)
func _ready() -> void:
if not label_3d:
push_error("Table is missing reference to Label3D")
@@ -85,10 +135,21 @@ func _on_object_picked_up(_item) -> void:
_absorb_item_if_correct(_item)
func _on_object_dropped() -> void:
print("Table: object dropped ")
func _on_object_dropped(_item) -> void:
print("Table: object dropped, item: ", _item)
# If then player picks up a food_item (side) the table has already registerd, unregister
var food_item: FoodItem = Helper.find_food_item(_item)
if food_item and food_item.type == FoodItem.Type.SIDE:
var original_count = _original_orders.count(food_item.id)
var unsatisfied_count = _unsatisfied_orders.count(food_item.id)
if original_count > unsatisfied_count:
_unsatisfied_orders.append(food_item.id)
# original : burger cube, cube
# unsatisfied : burger cube
# table :
# There is no on_stay signal, we have to track player with bool
func _on_player_enter(_body):
_players_count += 1
@@ -107,33 +168,62 @@ func _place_order_if_player():
place_order()
_setState(TableState.WAITING_PRIMARY)
func _get_plate_from_item(_item: Node) -> PlateController:
return _item.get_children().filter(func(c): return c is PlateController).front() as PlateController
# TODO: Handle a case where a side is added to a plate after it's served.
# func _get_plate_controller_from_item(_item: Node) -> PlateController:
# return _item.get_children().filter(func(c): return c is PlateController).front() as PlateController
func _get_plate_controller_from_item(_item: Node) -> PlateController:
if not _item:
print("_item is null")
return null
for child in _item.get_children():
if child is PlateController:
print("found child")
return child
print("no match")
return null
func _absorb_item_if_correct(_item: Node) -> void:
print("Table _absorb_item_if_correct, item: ", _item)
if not _item:
return
# Get plate controller in childer of _item (hopefully a plate XRpickable)
var plate_controller = _get_plate_from_item(_item)
if not plate_controller:
print("Table: held object is not a Plate")
if not (_state == TableState.WAITING_PRIMARY or _state == TableState.WAITING_FRIEND):
return
#print("Table: held a Plate!")
# Absorm items from the plate we want
for food_item in plate_controller.container.contained_items:
#print("Table: held a plate with FoodItem: ", food_item.id)
if food_item.id in _unsatisfied_orders:
print("Table: held a plate with FoodItem that is in unsatisfied orders, removing it")
(plate_controller.get_parent() as XRToolsPickable).get_picked_up_by().enabled = false # Lock meal that is deliverd
_unsatisfied_orders.erase(food_item.id)
_update_state_from_orders()
# Plate: Get plate controller in child of _item (hopefully a plate XRpickable)
var plate_controller = _get_plate_controller_from_item(_item)
print("Table _absorb_item_if_correct plate_controller ref: ", plate_controller)
_item.print_tree_pretty()
if plate_controller:
# Absorm items from the plate we want
for food_item: FoodItem in plate_controller.container.contained_items: # TOOD: handle registering the meal again when a side is added to the plate
if food_item.id in _unsatisfied_orders and not food_item.is_absorbed:
print("Table: _absorb_item_if_correct held a plate with FoodItem that is in unsatisfied orders, removing it")
(plate_controller.get_parent() as XRToolsPickable).get_picked_up_by().enabled = false # Lock meal that is deliverd
_unsatisfied_orders.erase(food_item.id)
food_item.is_absorbed = true
_update_state_from_orders()
return
# Side pickable item, no container
var food_item: FoodItem = Helper.find_food_item(_item)
if food_item and food_item.type == FoodItem.Type.SIDE:
print("Table: _absorb_item_if_correct held a side that is in unsatisfied orders, removing it")
# Do not lock snap zone here. Problem if table want many meals, but to many sides have filled up slots, so can't place plates.
_unsatisfied_orders.erase(food_item.id)
_update_state_from_orders()
return
print("Table: absorb_item_if_correct() held object is not a Plate or Side")
func _update_state_from_orders():
print("Table _update_state_from_orders: ", _unsatisfied_orders)
print("Table _update_state_from_orders: unsatisfied_orders: ", _unsatisfied_orders)
if _unsatisfied_orders.size() > 0 and _state != TableState.EATING:
_setState(TableState.WAITING_FRIEND)
@@ -142,43 +232,21 @@ func _update_state_from_orders():
_setState(TableState.EATING)
func _collect_money_from_plates():
func _collect_money_from_food():
for snap_zone_node in snap_zones:
var held_object = snap_zone_node.picked_up_object
if not held_object:
continue
var plate: PlateController = _get_plate_from_item(held_object)
for fi: FoodItem in plate.get_food_items():
GAME_MANAGER.money += fi.sell_value
print("Table _collect_money_from_plates(), money: ", GAME_MANAGER.money)
func place_order() -> void:
print("Table place_order()")
var new_orders = _unsatisfied_orders.duplicate()
new_orders.append(GAME_MANAGER.get_random_meal())
new_orders.append(GAME_MANAGER.get_random_meal())
_unsatisfied_orders = new_orders
func satisfyAllOrders() -> void:
print("Table: satisfyAllOrders()")
_unsatisfied_orders.clear()
clearAllPlates()
_setState(TableState.EMPTY)
func clearAllPlates() -> void:
print("Table: clearAllPlates()")
for snap_zone_node in snap_zones:
var held_object = snap_zone_node.picked_up_object
if not held_object:
continue
var plate = _get_plate_from_item(held_object)
var plate: PlateController = _get_plate_controller_from_item(held_object)
var food_item: FoodItem = Helper.find_food_item(held_object)
if plate:
plate.container.clear()
plate.is_dirty = true
for fi: FoodItem in plate.get_food_items():
GAME_MANAGER.money += fi.sell_value
elif food_item:
GAME_MANAGER.money += food_item.sell_value
print("Table _collect_money_from_food(), money: ", GAME_MANAGER.money)
func _set_snap_zones_enabled(value: bool) -> void:
@@ -219,14 +287,13 @@ func _setState(newState: TableState) -> void:
TableState.EATING:
_state_time = eating_duration
_state_duration = eating_duration
_collect_money_from_plates()
_collect_money_from_food()
_set_snap_zones_enabled(false)
audio_player.stream = money_sound
audio_player.play()
_state = newState
# When state timer is finished, do this stuff before moving to next state
func _state_end(oldState: TableState):
print("Table State END : ", TableState.keys()[oldState])
@@ -239,7 +306,7 @@ func _state_end(oldState: TableState):
_setState(TableState.ORDERING)
TableState.EATING:
clearAllPlates()
clearAllFood()
_set_snap_zones_enabled(true)
_setState(TableState.EMPTY)