Refactor Table to use new SharedInventoryStation
This commit is contained in:
+64
-31
@@ -1,5 +1,5 @@
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class_name Table
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extends StaticBody3D
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extends SharedInventoryStation
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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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@@ -32,22 +32,22 @@ enum TableState {
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EATING
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}
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## State is server-authoritative and synced (see table.tscn's Sync node);
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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 _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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@export var _state: TableState = TableState.EMPTY
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@export var _state_time: float = 0.0
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@export var _state_duration: float = 0.0 # set in _set_state_time
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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
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var _original_orders: Array[String] = []
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@export var _unsatisfied_orders: Array[String] = []
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var _unsatisfied_orders: Array[String] = []
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var _players_count: int = 0
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var _is_leader: bool = true # Only the group leader orchestrates the state and shows its own visuals; see _on_group_changed().
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func place_order() -> void:
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SweetLogger.debug("->[]")
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if not NetworkManager.owns_world():
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server_place_order.rpc_id(1)
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SweetLogger.debug(" []-> rpc")
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return
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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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# new_orders.append(GameManager.get_random_meal())
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@@ -56,9 +56,12 @@ func place_order() -> void:
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new_orders.append(GameManager.get_random_meal())
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_unsatisfied_orders = new_orders
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_original_orders = _unsatisfied_orders.duplicate()
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_set_state(TableState.WAITING_PRIMARY)
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SweetLogger.info("Placed order, orders: {0}", [_unsatisfied_orders])
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@rpc("any_peer", "call_remote", "reliable")
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func server_place_order() -> void:
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SweetLogger.debug("->[]")
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if NetworkManager.owns_world():
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place_order()
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@@ -71,8 +74,36 @@ func absorb_items():
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continue
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_absorb_item_if_correct(held_object)
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# Flattens items held across all of this table's snap zones
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func get_exposed_food_items() -> Array[FoodItem]:
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var items: Array[FoodItem] = []
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for zone in snap_zones:
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var held_object = zone.picked_up_object
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if not held_object:
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continue
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var plate: PlateController = _get_plate_controller_from_item(held_object)
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if plate:
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items.append_array(plate.container.contained_items)
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continue
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var food_item: FoodItem = Helper.find_food_item(held_object)
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if food_item:
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items.append(food_item)
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return items
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# Only the group leader orchestrates the FSM and shows its visuals
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func _on_group_changed() -> void:
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_is_leader = is_group_leader()
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if label_3d:
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label_3d.visible = _is_leader
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if label_3d_time:
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label_3d_time.visible = _is_leader
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if progress_bar:
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progress_bar.set_bar_visible(_is_leader and progress_bar.is_bar_visible())
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func satisfyAllOrders() -> void:
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SweetLogger.debug("->[]")
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_unsatisfied_orders.clear()
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@@ -109,7 +140,18 @@ func try_consume_customer() -> bool:
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return false
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func _enter_tree() -> void:
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super._enter_tree()
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var properties: Array[NodePath] = [".:_state_duration", ".:_state", ".:_state_time", ".:_unsatisfied_orders", "Customers:visible"]
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for property_path in properties:
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sync_config.add_property(property_path)
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sync_config.property_set_spawn(property_path, false)
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sync_config.property_set_replication_mode(property_path, SceneReplicationConfig.REPLICATION_MODE_ON_CHANGE)
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SweetLogger.info("DEBUG sync_config properties: {0} | root_path: {1} | authority: {2} | peer: {3}", [sync_config.get_properties(), synchronizer.root_path, get_multiplayer_authority(), multiplayer.get_unique_id()]) # temp diagnostic
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func _ready() -> void:
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super.ready()
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if not label_3d:
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SweetLogger.warning("{0} missing label_3d reference", [name])
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if not label_3d_time:
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@@ -137,13 +179,6 @@ func _ready() -> void:
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for snap_zone_node in snap_zones:
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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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# Never on a client: the state machine is server-authoritative and _state is
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# synced down. NetworkManager._gate_station() already turned processing off,
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# but a spawned station is gated BEFORE its _ready() runs, so an unconditional
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# set_process(true) here would quietly re-arm the FSM on every client — and
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# _state_end(EATING) re-enables the snap zones, which then fight the server
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# for items sitting on the table.
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set_process(NetworkManager.owns_world())
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_set_state(TableState.EMPTY)
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@@ -185,11 +220,6 @@ 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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_set_state(TableState.WAITING_PRIMARY)
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# func _get_plate_controller_from_item(_item: Node) -> PlateController:
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# return _item.get_children().filter(func(c): return c is PlateController).front() as PlateController
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func _get_plate_controller_from_item(_item: Node) -> PlateController:
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@@ -271,9 +301,9 @@ func _collect_money_from_food():
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func _set_snap_zones_enabled(value: bool) -> void:
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# Enabling is the world owner's call only — a client's zones stay gated no
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# matter what state its copy of the FSM thinks it is in.
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var enabled := value and NetworkManager.owns_world()
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var is_enabled := value and NetworkManager.owns_world()
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for zone in snap_zones:
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zone.enabled = enabled
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zone.enabled = is_enabled
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## Server-only state transition: sets the new state's timer and assigns
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@@ -302,8 +332,8 @@ func _set_state(newState: TableState) -> void:
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_state_time = primary_duration
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_state_duration = primary_duration
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_state = newState
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# Absorm meals that were already in the table when the state starts
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for zone in snap_zones:
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# Absorm meals that were already in the table when the state starts (We missed the pickup event)
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for zone in snap_zones:
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_absorb_item_if_correct(zone.picked_up_object)
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TableState.WAITING_FRIEND:
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_state_time = friend_duration
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@@ -383,12 +413,15 @@ func _refresh_display() -> void:
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func _process(delta: float) -> void:
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super.process(delta)
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#SweetLogger.debug("State {0} time: {1} duration: {2} is_leader: {3}", [TableState.keys()[_state], _state_time, _state_duration, _is_leader])
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_refresh_display()
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if not _is_leader:
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return # Follower: the group leader orchestrates the FSM, we just mirror its synced state.
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_place_order_if_player()
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#SweetLogger.error("State {0} time: {1} duration: {2}", [TableState.keys()[_state], _state_time, _state_duration])
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if not NetworkManager.owns_world():
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SweetLogger.debug("Not server, skipping state update")
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# SweetLogger.debug("Not server, skipping state update")
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return
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if GameManager.game_state == GameManager.GameState.GAME_OVER:
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