class_name CombinableItem extends Node @onready var combine_area_3d: Area3D = $Area3d @onready var _pickable: XRToolsPickable = get_parent() as XRToolsPickable # Guard so a combine only fires once. var _combining: bool = false var _food_item: FoodItem func _ready() -> void: SweetLogger.debug("{0} ready", [_pickable.name]) _food_item = get_parent().get_node_or_null("FoodItem") as FoodItem if not _food_item: SweetLogger.warning("{0} missing FoodItem reference, must be a sibling of a FoodItem", [get_parent().name]) if not _pickable: SweetLogger.error("{0} must be a grandchild of an XRToolsPickable", [get_parent().name]) return if not _food_item: SweetLogger.warning("{0} requires a FoodItem sibling", [_pickable.name]) return # Detect items whether held (layer 17 "Held Objects") or loose # (layer 3 "Pickable Objects"). Don't advertise a layer of our own. combine_area_3d.collision_mask = 0b0000_0000_0000_0001_0000_0000_0000_0100 combine_area_3d.collision_layer = 0 # Deferred: _ready can run during a physics signal flush (when a combine # spawns the result), where toggling monitoring directly is forbidden. set_deferred("monitoring", false) set_deferred("monitorable", false) # Signals _pickable.picked_up.connect(_on_item_picked_up) _pickable.dropped.connect(_on_item_dropped) combine_area_3d.body_entered.connect(_on_body_entered) # Enable the trigger only while snapped into a snap zone (not hand-held). func _on_item_picked_up(_item: Node3D) -> void: var by := _pickable.get_picked_up_by() var is_snapped: bool = by != null and by.has_method("is_xr_class") and by.is_xr_class("XRToolsSnapZone") set_deferred("monitoring", is_snapped) func _on_item_dropped(_item: Node3D) -> void: set_deferred("monitoring", false) # If the other body is a FoodItem, check for a recipe and combine if one exists. # Combining is a server decision (the base item is server-snapped into a zone). func _on_body_entered(body: Node3D) -> void: if not NetworkManager.owns_world(): return if _combining or body == _pickable: SweetLogger.debug("Other is our own pickable") return var other := Helper.find_food_item(body) if not other: SweetLogger.debug("Other is not a FoodItem") return var result: PackedScene = RecipeManager.get_combination_result(_food_item.id, other.id) if not result: SweetLogger.debug("There is no recipe for {0} + {1}", [_food_item.id, other.id]) return _combine(body, result) # Instantiate the result of combination and free the two ingredient items func _combine(other_body: Node3D, result: PackedScene) -> void: SweetLogger.debug("Combining {0} + {1} into {2}", [_food_item.id, Helper.find_food_item(other_body).id, result.resource_path]) # Get Snapzone var snap_zone := _pickable.get_picked_up_by() if not snap_zone or not snap_zone.has_method("pick_up_object"): return # Spawn the result through the server (so it replicates to every peer, # including late joiners) at the base item's location, in world space. var base_transform := _pickable.global_transform var result_instance: Node3D = NetworkManager.spawn_item(result.resource_path, base_transform) # Free the pickable / root of this item and consume the incoming item. snap_zone.drop_object() NetworkManager.despawn_item(_pickable) other_body.drop() NetworkManager.despawn_item(other_body) # Snap the result into the now-empty zone. snap_zone.pick_up_object(result_instance)