Fix all tables consumed the same customer.
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+24
-10
@@ -1,3 +1,4 @@
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class_name QueueController
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extends Node3D
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@export var queue_patience: float = 120
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@@ -7,26 +8,42 @@ extends Node3D
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var _customers: Array[float] = [] # Temp. Array of their patience
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var _tables: Array[Node3D] = []
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func _ready() -> void:
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progress_bar_3d.override_fill_color(Color.YELLOW)
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progress_bar_3d.exponential = true
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Signals.request_customer_spawn.connect(_on_request_customer_spawn)
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Signals.consumed_customer.connect(on_consumed_customer)
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Signals.game_state_changed.connect(_on_game_state_changed)
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func _on_game_state_changed(new_state: GameManager.GameState) -> void:
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if new_state == GameManager.GameState.RUNNING:
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_rebuild_table_list()
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func _on_request_customer_spawn() -> void:
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spawn_customer()
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func on_consumed_customer() -> void:
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_customers.pop_front()
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func spawn_customer() -> void:
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_customers.append(queue_patience)
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func _rebuild_table_list() -> void:
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_tables.clear()
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_tables.append_array(get_tree().get_nodes_in_group("table"))
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print("QueueController _rebuild_table_list complete: ", _tables)
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func _try_to_assign_customers() -> void:
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for customer in _customers:
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for table: Table in _tables:
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var result: bool = table.try_consume_customer()
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if result == true:
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_customers.pop_front()
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break
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func _process(delta: float) -> void:
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# Process customers patience
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for i in range(0, _customers.size()):
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@@ -34,10 +51,7 @@ func _process(delta: float) -> void:
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if _customers[i] <= 0:
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GameManager.game_over()
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# Try to assign customers to tables
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for customer in _customers:
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get_tree().call_group("table", "try_consume_customer")
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_try_to_assign_customers()
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# Update visuals
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if not _customers.is_empty():
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