Fix Plates not disable/lock on clients in multiplayer
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@@ -1,14 +1,31 @@
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class_name PlateController
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extends Node
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@onready var dirty_node: Node3D = $"../Dirty"
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@onready var container: ItemContainer = $"../Container"
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@export var net_pickable: NetPickable
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@export var dirty_node: Node3D
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@export var container: ItemContainer
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## Synced summary of the plate's contents (item ids). The contents themselves
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## are the real item nodes ItemContainer reparents under the plate; this is only
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## what other systems read to ask "what is on this plate" without walking them.
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@export var contained_ids: Array[String] = []
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@export var enabled = true:
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get:
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return enabled
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set(value):
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if NetworkManager.owns_world():
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clients_set_enabled.rpc(value)
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enabled = value
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container.enabled = not is_dirty
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net_pickable.grabbable = value
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SweetLogger.info("Set plate enabled: {0}", [value])
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@rpc("authority", "call_remote", "reliable")
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func clients_set_enabled(value: bool) -> void:
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enabled = value
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@export var is_dirty: bool = false:
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get:
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return is_dirty
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@@ -29,4 +46,6 @@ func get_food_items() -> Array[FoodItem]:
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return container.contained_items
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func _ready() -> void:
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Helper.check_reference(self, dirty_node, Node3D)
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Helper.check_reference(self, dirty_node, Node3D)
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Helper.check_reference(self, net_pickable, NetPickable)
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Helper.check_reference(self, container, ItemContainer)
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