Add Recipemanager that loads recipes from YAML
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class_name CombinableItem
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extends Node
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## Identity of this item, referenced by other items' recipes.
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@export var id: StringName
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const RECIPE_MANAGER = preload("res://RecipeManager.gd")
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## Recipes describing what the item holding this component turns into when
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## another item is combined into it while snapped. Recipes are directional:
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## only the snapped (base) item's recipes are consulted.
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@export var recipes: Array[CombineRecipe] = []
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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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# Guard so a combine only fires once.
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var _combining: bool = false
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var _food_item: FoodItem
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func _ready() -> void:
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if id.is_empty():
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push_error("CombinableItem on ", get_parent().name, " has no 'id' set.")
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print("CombinableItem _ready(): ", _pickable.name)
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_food_item = get_parent().get_node_or_null("FoodItem") as FoodItem
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if not _food_item:
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push_error("CombinableItem is missing FoodItem reference. must be a sibling of a FoodItem on ", get_parent().name, ".")
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# Detect items whether held (layer 17 "Held Objects") or loose
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# (layer 3 "Pickable Objects"). Don't advertise a layer of our own.
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combine_area_3d.collision_mask = 0b0000_0000_0000_0001_0000_0000_0000_0100
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combine_area_3d.collision_layer = 0
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# Deferred: _ready can run during a physics signal flush (when a combine
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# spawns the result), where toggling monitoring directly is forbidden.
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set_deferred("monitoring", false)
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set_deferred("monitorable", false)
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if not _pickable:
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push_error("CombineZone must be a grand child of an XRToolsPickable.")
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return
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if not _food_item:
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push_error("CombineZone requires a FoodItem sibling on ", _pickable.name, ".")
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return
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_pickable.picked_up.connect(_on_item_picked_up)
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_pickable.dropped.connect(_on_item_dropped)
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combine_area_3d.body_entered.connect(_on_body_entered)
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## Returns the scene this item becomes when combined with [param other_id],
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## or null if there is no matching recipe.
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func get_result_for(other_id: StringName) -> PackedScene:
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for recipe in recipes:
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if recipe and recipe.ingredient_id == other_id:
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return recipe.result
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return RECIPE_MANAGER.get_combination(_food_item.id, other_id)
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## Trigger area that lets a snapped item combine with another item pushed into
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## it. The zone only monitors while its owning item is held by an
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## [XRToolsSnapZone]; when an item carrying a matching [FoodItem.id]
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## enters, the snapped (base) item transforms into the recipe result and the
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## incoming item is consumed.
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# Enable the trigger only while snapped into a snap zone (not hand-held).
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func _on_item_picked_up(_item: Node3D) -> void:
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var by := _pickable.get_picked_up_by()
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var snapped: bool = by != null and by.has_method("is_xr_class") and by.is_xr_class("XRToolsSnapZone")
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set_deferred("monitoring", snapped)
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func _on_item_dropped(_item: Node3D) -> void:
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set_deferred("monitoring", false)
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func _on_body_entered(body: Node3D) -> void:
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print("CombinableItem _on_body_entered")
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if _combining or body == _pickable:
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print("CombinableItem _on_body_entered: other is our own pickable")
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return
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var other := _find_food_item(body)
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if not other:
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print("CombinableItem _on_body_entered: other is not a foodItem")
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return
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var result: PackedScene = RecipeManager.get_combination(_food_item.id, other.id)
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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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return
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_combine(body, result)
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# Transform the base item into [param result], consuming the incoming item.
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func _combine(other_body: Node3D, result: PackedScene) -> void:
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print("CombinableItem _combine: combining %s + %s into %s" % [_food_item.id, _find_food_item(other_body).id, result.resource_path])
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_combining = true
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var snap_zone := _pickable.get_picked_up_by()
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if not snap_zone or not snap_zone.has_method("pick_up_object"):
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push_warning("CombineZone: base item is not held by a snap zone; cannot combine.")
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_combining = false
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return
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# Spawn the result at the base item's location, in world space.
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var base_transform := _pickable.global_transform
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var result_instance: Node3D = result.instantiate()
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_pickable.get_tree().current_scene.add_child(result_instance)
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result_instance.global_transform = base_transform
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# Free the base item and consume the incoming item.
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snap_zone.drop_object()
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_pickable.queue_free()
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if other_body.has_method("drop_and_free"):
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other_body.drop_and_free()
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else:
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other_body.queue_free()
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# Snap the result into the now-empty zone.
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snap_zone.pick_up_object(result_instance)
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# Find a FoodItem among the direct children of [param node].
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func _find_food_item(node: Node) -> FoodItem:
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if not node:
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return null
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for child in node.get_children():
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if child is FoodItem:
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return child
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return null
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