Change log levels and add more logging
This commit is contained in:
@@ -73,11 +73,12 @@ func _on_body_entered(body: Node3D) -> void:
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# Instantiate the result of combination and free the two ingredient items
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# Instantiate the result of combination and free the two ingredient items
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func _combine(other_body: Node3D, result: PackedScene) -> void:
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func _combine(other_body: Node3D, result: PackedScene) -> void:
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SweetLogger.debug("Combining {0} + {1} into {2}", [_food_item.id, Helper.find_food_item(other_body).id, result.resource_path])
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SweetLogger.info("Combining {0} + {1} into {2}", [_food_item.id, Helper.find_food_item(other_body).id, result.resource_path])
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# Get Snapzone
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# Get Snapzone
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var snap_zone := _pickable.get_picked_up_by()
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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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if not snap_zone or not snap_zone.has_method("pick_up_object"):
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SweetLogger.warning("{0}: combine triggered but base item is not in a snap zone, aborting", [_pickable.name])
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return
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return
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# Spawn the result through the server (so it replicates to every peer,
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# Spawn the result through the server (so it replicates to every peer,
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@@ -50,7 +50,7 @@ func _process(delta: float) -> void:
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#print("DayController: customers_at_this_time: ", customers_at_this_time)
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#print("DayController: customers_at_this_time: ", customers_at_this_time)
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if customers_spawned < customers_at_this_time:
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if customers_spawned < customers_at_this_time:
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customers_spawned += 1
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customers_spawned += 1
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SweetLogger.debug("Spawning customer")
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SweetLogger.info("Spawning customer")
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Signals.request_customer_spawn.emit()
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Signals.request_customer_spawn.emit()
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# If day complete
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# If day complete
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if GameManager.customers_per_day == customers_served and customers_spawned == GameManager.customers_per_day:
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if GameManager.customers_per_day == customers_served and customers_spawned == GameManager.customers_per_day:
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+2
-2
@@ -147,7 +147,7 @@ func _enter_tree() -> void:
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sync_config.add_property(property_path)
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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_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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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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SweetLogger.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()])
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func _ready() -> void:
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func _ready() -> void:
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@@ -241,7 +241,6 @@ func _absorb_item_if_correct(_item: Node) -> void:
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# Plate: Get plate controller in child of _item (hopefully a plate XRpickable)
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# Plate: Get plate controller in child of _item (hopefully a plate XRpickable)
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var plate_controller = _get_plate_controller_from_item(_item)
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var plate_controller = _get_plate_controller_from_item(_item)
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SweetLogger.debug("Plate_controller ref: {0}", [plate_controller])
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SweetLogger.debug("Plate_controller ref: {0}", [plate_controller])
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_item.print_tree_pretty()
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if plate_controller:
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if plate_controller:
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# Absorm items from the plate we want
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# Absorm items from the plate we want
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@@ -361,6 +360,7 @@ func _state_end(oldState: TableState):
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_set_state(TableState.EMPTY)
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_set_state(TableState.EMPTY)
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TableState.ORDERING, TableState.WAITING_PRIMARY, TableState.WAITING_FRIEND:
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TableState.ORDERING, TableState.WAITING_PRIMARY, TableState.WAITING_FRIEND:
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SweetLogger.info("{0}: order timed out in state {1}, game over", [name, TableState.keys()[oldState]])
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label_3d.text = lbl_gameover
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label_3d.text = lbl_gameover
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GameManager.game_over()
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GameManager.game_over()
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@@ -21,7 +21,7 @@ func _process(_delta: float) -> void:
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func _on_button_pressed() -> void:
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func _on_button_pressed() -> void:
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SweetLogger.debug("Buy {0}", [station_name])
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SweetLogger.info("Buy {0}", [station_name])
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_buy_station()
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_buy_station()
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+3
-3
@@ -20,7 +20,7 @@ var sync_config: SceneReplicationConfig
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var enabled: bool: # When disabled the station only updated display and sounds.
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var enabled: bool: # When disabled the station only updated display and sounds.
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get: return snap_zone.enabled
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get: return snap_zone.enabled
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set(p_enabled):
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set(p_enabled):
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SweetLogger.info("Set enabled {0} on station {1} on client {2}", [p_enabled, name, multiplayer.get_unique_id()])
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SweetLogger.debug("Set enabled {0} on station {1} on client {2}", [p_enabled, name, multiplayer.get_unique_id()])
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snap_zone.enabled = p_enabled
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snap_zone.enabled = p_enabled
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snap_zone.set_process(p_enabled)
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snap_zone.set_process(p_enabled)
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@@ -75,7 +75,7 @@ func _on_object_dropped_handler(item: Node3D) -> void:
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func _apply_object_picked_up(item: Node3D) -> void:
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func _apply_object_picked_up(item: Node3D) -> void:
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SweetLogger.debug("Pickup: {0}", [item.name])
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SweetLogger.info("{0}: Pickup: {1}", [name, item.name])
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Helper.play_sound(notification_audio, pickup_sound)
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Helper.play_sound(notification_audio, pickup_sound)
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on_object_picked_up(item)
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on_object_picked_up(item)
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var food_item = Helper.find_food_item(item)
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var food_item = Helper.find_food_item(item)
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@@ -85,7 +85,7 @@ func _apply_object_picked_up(item: Node3D) -> void:
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func _apply_object_dropped(item: Node3D) -> void:
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func _apply_object_dropped(item: Node3D) -> void:
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Helper.play_sound(notification_audio, drop_sound, 0.8)
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Helper.play_sound(notification_audio, drop_sound, 0.8)
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SweetLogger.debug("Drop: {0}", [item.name])
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SweetLogger.info("{0}: Drop: {1}", [name, item.name])
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on_object_dropped(item)
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on_object_dropped(item)
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var food_item = Helper.find_food_item(item)
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var food_item = Helper.find_food_item(item)
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if food_item:
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if food_item:
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+22
-16
@@ -20,22 +20,28 @@ static func load_recipes() -> void:
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return
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return
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var yaml_available := ClassDB.class_exists("YAML")
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var yaml_available := ClassDB.class_exists("YAML")
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if yaml_available:
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if not yaml_available:
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var result = ClassDB.class_call_static("YAML", "load_file", recipe_path)
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SweetLogger.error("YAML addon is not available, recipes.yaml can not be loaded")
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if result != null and not result.has_error():
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return
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var data = result.get_data()
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if typeof(data) != TYPE_DICTIONARY:
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var result = ClassDB.class_call_static("YAML", "load_file", recipe_path)
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SweetLogger.warning("YAML addon parsed recipes.yaml but returned an unsupported structure")
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if result == null or result.has_error():
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SweetLogger.error("Failed to parse recipes.yaml: {0}", [result.get_error_message() if result else "null result"])
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_recipes = data
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return
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_build_scene_paths()
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_build_combining_map()
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var data = result.get_data()
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_build_cooking_map()
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if typeof(data) != TYPE_DICTIONARY:
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_build_chopping_map()
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SweetLogger.warning("YAML addon parsed recipes.yaml but returned an unsupported structure")
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_build_rolling_map()
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_build_augmenting_map()
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_recipes = data
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_loaded = true
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_build_scene_paths()
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_build_combining_map()
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_build_cooking_map()
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_build_chopping_map()
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_build_rolling_map()
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_build_augmenting_map()
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_loaded = true
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#print_all_recipes()
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static func get_combination_result(first_id: StringName, second_id: StringName) -> PackedScene:
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static func get_combination_result(first_id: StringName, second_id: StringName) -> PackedScene:
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load_recipes()
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load_recipes()
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@@ -15,13 +15,15 @@ func _unhandled_input(event: InputEvent) -> void:
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# Kill all clients
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# Kill all clients
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@rpc("any_peer", "call_local", "reliable")
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@rpc("any_peer", "call_local", "reliable")
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func all_quit_game():
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func all_quit_game():
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SweetLogger.info("Quit game requested, killing all clients")
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get_tree().quit()
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get_tree().quit()
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# Finds any node of class/type Table and calls satisfyAllOrders()
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# Finds any node of class/type Table and calls satisfyAllOrders()
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func satisfy_table_orders() -> void:
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func satisfy_table_orders() -> void:
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SweetLogger.info("Debug: satisfying all table orders")
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# Searches all nodes in the current running scene matching the class "Table"
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# Searches all nodes in the current running scene matching the class "Table"
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var table_nodes = get_tree().root.find_children("*", "Table", true, false)
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var table_nodes = get_tree().root.find_children("*", "Table", true, false)
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for node in table_nodes:
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for node in table_nodes:
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if node.has_method("satisfyAllOrders"):
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if node.has_method("satisfyAllOrders"):
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node.satisfyAllOrders()
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node.satisfyAllOrders()
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