asd
This commit is contained in:
+70
-43
@@ -25,9 +25,16 @@ enum TableState {
|
||||
WAITING_FRIEND, # Waiting for friends food to arrive
|
||||
EATING
|
||||
}
|
||||
var _state = TableState.EMPTY # use _setState(), never set directly
|
||||
var _state_time: float = 0.0
|
||||
var _unsatisfied_orders: Array[String]
|
||||
|
||||
## State is server-authoritative and synced (see table.tscn's Sync node);
|
||||
## 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.
|
||||
var _state: TableState = TableState.EMPTY: set = _set_state
|
||||
var _state_time: float = 0.0: set = _set_state_time
|
||||
var _unsatisfied_orders: Array[String] = []: set = _set_unsatisfied_orders
|
||||
|
||||
func _ready() -> void:
|
||||
if not label_3d:
|
||||
@@ -59,8 +66,8 @@ func _on_object_picked_up(_item) -> void:
|
||||
|
||||
func _on_object_dropped() -> void:
|
||||
print("Table: object dropped ")
|
||||
|
||||
|
||||
|
||||
|
||||
func _get_plate_from_item(_item: Node) -> PlateController:
|
||||
return _item.get_children().filter(func(c): return c is PlateController).front() as PlateController
|
||||
|
||||
@@ -70,9 +77,9 @@ func _absorb_item_if_correct(_item: Node) -> void:
|
||||
var plate = _get_plate_from_item(_item)
|
||||
if not plate:
|
||||
print("Table: held object is not a Plate")
|
||||
return
|
||||
return
|
||||
print("Table: held a Plate!")
|
||||
|
||||
|
||||
# Absorm items from the plate we want
|
||||
for food_item in plate.container.contained_items:
|
||||
print("Table: held a plate with FoodItem: ", food_item.id)
|
||||
@@ -81,12 +88,11 @@ func _absorb_item_if_correct(_item: Node) -> void:
|
||||
_unsatisfied_orders.erase(food_item.id)
|
||||
GAME_MANAGER.money += food_item.sell_value
|
||||
_setState(TableState.WAITING_FRIEND)
|
||||
_update_order_text()
|
||||
|
||||
|
||||
# Table has everything it wants. Start eating
|
||||
if _unsatisfied_orders.is_empty():
|
||||
_setState(TableState.EATING)
|
||||
|
||||
|
||||
|
||||
func place_order() -> void:
|
||||
print("Table: place_order()")
|
||||
@@ -94,56 +100,78 @@ func place_order() -> void:
|
||||
_unsatisfied_orders.append(GAME_MANAGER.get_random_meal())
|
||||
|
||||
|
||||
func _update_order_text() -> void:
|
||||
label_3d.text = "%s\n%s" % [TableState.keys()[_state], "\n".join(_unsatisfied_orders)]
|
||||
|
||||
|
||||
## 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:
|
||||
print("Table set _state: ", TableState.keys()[newState])
|
||||
|
||||
if newState == TableState.EMPTY:
|
||||
label_3d.text = "empty"
|
||||
|
||||
if newState == TableState.THINKING:
|
||||
_state_time = initial_eating_time
|
||||
label_3d.text = lbl_thinking
|
||||
|
||||
if newState == TableState.WAITING_PRIMARY:
|
||||
_state_time = initial_primary_time
|
||||
_update_order_text()
|
||||
|
||||
if newState == TableState.WAITING_FRIEND:
|
||||
_state_time = initial_friend_time
|
||||
_update_order_text()
|
||||
|
||||
if newState == TableState.EATING:
|
||||
_state_time = initial_eating_time
|
||||
label_3d.text = lbl_eating
|
||||
match newState:
|
||||
TableState.EMPTY:
|
||||
_state_time = 0.0
|
||||
TableState.THINKING:
|
||||
_state_time = initial_eating_time
|
||||
TableState.WAITING_PRIMARY:
|
||||
_state_time = initial_primary_time
|
||||
TableState.WAITING_FRIEND:
|
||||
_state_time = initial_friend_time
|
||||
TableState.EATING:
|
||||
_state_time = initial_eating_time
|
||||
|
||||
_state = newState
|
||||
|
||||
|
||||
|
||||
## Pure presentation, driven off the current (locally authoritative or
|
||||
## synced-from-server) state. Runs on every peer.
|
||||
func _refresh_display() -> void:
|
||||
if not label_3d:
|
||||
return
|
||||
match _state:
|
||||
TableState.EMPTY:
|
||||
label_3d.text = "empty"
|
||||
TableState.THINKING:
|
||||
label_3d.text = lbl_thinking
|
||||
TableState.WAITING_PRIMARY, TableState.WAITING_FRIEND:
|
||||
label_3d.text = "%s\n%s" % [TableState.keys()[_state], "\n".join(_unsatisfied_orders)]
|
||||
TableState.EATING:
|
||||
label_3d.text = lbl_eating
|
||||
if label_3d_time:
|
||||
label_3d_time.text = "%.1f" % _state_time
|
||||
|
||||
|
||||
func _set_state(value: TableState) -> void:
|
||||
_state = value
|
||||
_refresh_display()
|
||||
|
||||
|
||||
func _set_state_time(value: float) -> void:
|
||||
_state_time = value
|
||||
_refresh_display()
|
||||
|
||||
|
||||
func _set_unsatisfied_orders(value: Array[String]) -> void:
|
||||
_unsatisfied_orders = value
|
||||
_refresh_display()
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
# Wait for state to finish
|
||||
if _state_time > 0:
|
||||
_state_time -= delta
|
||||
label_3d_time.text = "%.1f" % _state_time
|
||||
return
|
||||
|
||||
|
||||
# When state timer is finished, do this stuff before moving to next state
|
||||
match _state:
|
||||
TableState.EMPTY:
|
||||
_setState(TableState.THINKING)
|
||||
|
||||
TableState.THINKING:
|
||||
_setState(TableState.WAITING_PRIMARY)
|
||||
place_order()
|
||||
_update_order_text()
|
||||
|
||||
|
||||
TableState.THINKING:
|
||||
place_order()
|
||||
_setState(TableState.WAITING_PRIMARY)
|
||||
|
||||
|
||||
TableState.WAITING_PRIMARY:
|
||||
label_3d.text = lbl_gameover
|
||||
|
||||
|
||||
TableState.WAITING_FRIEND:
|
||||
label_3d.text = lbl_gameover
|
||||
|
||||
@@ -158,4 +186,3 @@ func _process(delta: float) -> void:
|
||||
plate.container.clear()
|
||||
plate.is_dirty = true
|
||||
_setState(TableState.EMPTY)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user