Files
VRyHungry1/Stations/table.gd
T

301 lines
9.9 KiB
GDScript

class_name Table
extends StaticBody3D
const GAME_MANAGER = preload("res://GameManager.gd")
@export var thinking_duration: float = 3.0
@export var ordering_duration: float = 40.0
@export var primary_duration: float = 40.0
@export var friend_duration: float = 10.0
@export var eating_duration: float = 5.0
@export var money_sound: AudioStream
@onready var label_3d: Label3D = $Label3D
@onready var label_3d_time: Label3D = $Label3DTime
@onready var snap_zones: Array[XRToolsSnapZone] = []
@onready var progress_bar: ProgressBar3D = $ProgressBar3D
@onready var audio_player: AudioStreamPlayer3D = $AudioStreamPlayer3D
@onready var customers: Node3D = $Customers
@onready var player_detect_area_3d: Area3D = $PlayerDetectArea3D
const lbl_thinking: String = "..."
const lbl_ordering: String = "!"
const lbl_gameover: String = "Game Over!"
const lbl_eating: String = "Eating..."
### Finite State Machine ####
enum TableState {
EMPTY, # Just finished eating or havent eaten yet
THINKING,
ORDERING, # Wating for player to take their order
WAITING_PRIMARY, # Inital wait to be served
WAITING_FRIEND, # Waiting for friends food to arrive
EATING
}
## 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
var _state_time: float = 0.0
var _state_duration: float = 0.0 # set in _set_state_time
var _unsatisfied_orders: Array[String] = []
var _players_count: int = 0
func _ready() -> void:
if not label_3d:
push_error("Table is missing reference to Label3D")
if not label_3d_time:
push_error("Table is missing reference to Label3DTime")
if not progress_bar or progress_bar is not ProgressBar3D:
push_error("Table missing reference to progressbar, or wrong type:", progress_bar)
progress_bar.y_billboard = true
progress_bar.exponential = true
# Render whatever state already arrived from the server before we were in
# the tree (see the guard in _refresh_display).
_refresh_display.call_deferred()
if not audio_player:
push_error("Table is missing reference to AudioStreamPlayer3D")
# Get snap_zones for plates, store in array snap_zones
for child in get_children():
var snap_zone_node = child as XRToolsSnapZone
if snap_zone_node:
snap_zones.append(snap_zone_node)
if snap_zones.is_empty():
push_error("Table is missing XRToolsSnapZone children")
return
for snap_zone_node in snap_zones:
snap_zone_node.has_picked_up.connect(_on_object_picked_up)
snap_zone_node.has_dropped.connect(_on_object_dropped)
set_process(true)
_setState(TableState.EMPTY)
func _on_object_picked_up(_item) -> void:
print("Table: object picked up: ", _item)
if _state == TableState.EATING:
return
_absorb_item_if_correct(_item)
func _on_object_dropped() -> void:
print("Table: object dropped ")
# There is no on_stay signal, we have to track player with bool
func _on_player_enter(_body):
_players_count += 1
print("Table _on_player_enter() pleryers_count: ", _players_count)
func _on_player_exit(_body):
_players_count -= 1
print("Table _on_player_exit() pleryers_count: ", _players_count)
func _place_order_if_player():
if _state != TableState.ORDERING:
return
if _players_count > 0:
place_order()
_setState(TableState.WAITING_PRIMARY)
func _get_plate_from_item(_item: Node) -> PlateController:
return _item.get_children().filter(func(c): return c is PlateController).front() as PlateController
# TODO: Handle a case where a side is added to a plate after it's served.
func _absorb_item_if_correct(_item: Node) -> void:
if not _item:
return
# Get plate controller in childer of _item (hopefully a plate XRpickable)
var plate_controller = _get_plate_from_item(_item)
if not plate_controller:
print("Table: held object is not a Plate")
return
#print("Table: held a Plate!")
# Absorm items from the plate we want
for food_item in plate_controller.container.contained_items:
#print("Table: held a plate with FoodItem: ", food_item.id)
if food_item.id in _unsatisfied_orders:
print("Table: held a plate with FoodItem that is in unsatisfied orders, removing it")
(plate_controller.get_parent() as XRToolsPickable).get_picked_up_by().enabled = false # Lock meal that is deliverd
_unsatisfied_orders.erase(food_item.id)
_update_state_from_orders()
func _update_state_from_orders():
print("Table _update_state_from_orders: ", _unsatisfied_orders)
if _unsatisfied_orders.size() > 0 and _state != TableState.EATING:
_setState(TableState.WAITING_FRIEND)
# Table has everything it wants. Start eating
elif _unsatisfied_orders.is_empty() and _state != TableState.EATING:
_setState(TableState.EATING)
func _collect_money_from_plates():
for snap_zone_node in snap_zones:
var held_object = snap_zone_node.picked_up_object
if not held_object:
continue
var plate: PlateController = _get_plate_from_item(held_object)
for fi: FoodItem in plate.get_food_items():
GAME_MANAGER.money += fi.sell_value
print("Table _collect_money_from_plates(), money: ", GAME_MANAGER.money)
func place_order() -> void:
print("Table place_order()")
var new_orders = _unsatisfied_orders.duplicate()
new_orders.append(GAME_MANAGER.get_random_meal())
new_orders.append(GAME_MANAGER.get_random_meal())
_unsatisfied_orders = new_orders
func satisfyAllOrders() -> void:
print("Table: satisfyAllOrders()")
_unsatisfied_orders.clear()
clearAllPlates()
_setState(TableState.EMPTY)
func clearAllPlates() -> void:
print("Table: clearAllPlates()")
for snap_zone_node in snap_zones:
var held_object = snap_zone_node.picked_up_object
if not held_object:
continue
var plate = _get_plate_from_item(held_object)
if plate:
plate.container.clear()
plate.is_dirty = true
func _set_snap_zones_enabled(value: bool) -> void:
for zone in snap_zones:
zone.enabled = value
## 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 State START: ", TableState.keys()[newState])
match newState:
TableState.EMPTY:
_state_time = randf_range(3, 7)
_state_duration = _state_time
customers.visible = false
_state = newState
TableState.THINKING:
_state_time = thinking_duration
_state_duration = thinking_duration # Can't be done in _set_state(), will set duration inside timer
_state = newState
TableState.ORDERING:
_state_time = ordering_duration
_state_duration = ordering_duration
_state = newState
TableState.WAITING_PRIMARY:
_state_time = primary_duration
_state_duration = primary_duration
_state = newState
# Absorm meals that were already in the table when the state starts
for zone in snap_zones:
_absorb_item_if_correct(zone.picked_up_object)
TableState.WAITING_FRIEND:
_state_time = friend_duration
_state_duration = friend_duration
_state = newState
TableState.EATING:
_state_time = eating_duration
_state_duration = eating_duration
_collect_money_from_plates()
_set_snap_zones_enabled(false)
audio_player.stream = money_sound
audio_player.play()
_state = newState
# When state timer is finished, do this stuff before moving to next state
func _state_end(oldState: TableState):
print("Table State END : ", TableState.keys()[oldState])
match oldState:
TableState.EMPTY:
customers.visible = true
_setState(TableState.THINKING)
TableState.THINKING:
_setState(TableState.ORDERING)
TableState.EATING:
clearAllPlates()
_set_snap_zones_enabled(true)
_setState(TableState.EMPTY)
TableState.ORDERING, TableState.WAITING_PRIMARY, TableState.WAITING_FRIEND:
label_3d.text = lbl_gameover
GAME_MANAGER.game_over()
## Pure presentation, driven off the current (locally authoritative or
## synced-from-server) state. Runs on every peer.
func _refresh_display() -> void:
# _state, _state_time and _unsatisfied_orders are replicated with spawn=true,
# and MultiplayerSpawner applies a spawn payload BEFORE the node enters the
# tree — so these setters fire while the @onready children below are still
# null. Bail out until _ready() has resolved them; _ready() calls back in
# once it has, so nothing that arrived early is lost.
if not progress_bar or not label_3d or not label_3d_time:
push_error("Table missing progress bar or label")
return
match _state:
TableState.EMPTY:
progress_bar.set_bar_visible(false)
label_3d.text = ""
TableState.THINKING:
progress_bar.set_bar_visible(false)
label_3d.text = lbl_thinking
TableState.ORDERING:
progress_bar.set_bar_visible(true)
progress_bar.override_fill_color(Color.RED if _state_time < 10 else Color.YELLOW)
label_3d.text = lbl_ordering
TableState.WAITING_PRIMARY:
label_3d.text = "%s\n%s" % [TableState.keys()[_state], "\n".join(_unsatisfied_orders)]
progress_bar.set_bar_visible(true)
progress_bar.override_fill_color(Color.RED if _state_time < 10 else Color.YELLOW)
TableState.WAITING_FRIEND:
label_3d.text = "%s\n%s" % [TableState.keys()[_state], "\n".join(_unsatisfied_orders)]
progress_bar.set_bar_visible(true)
progress_bar.override_fill_color(Color.RED if _state_time < 5 else Color.YELLOW)
TableState.EATING:
label_3d.text = lbl_eating
progress_bar.set_bar_visible(false)
label_3d_time.text = "%.1f" % _state_time
progress_bar.set_progress(clampf(float(_state_time) / _state_duration, 0.0, 1.0))
func _process(delta: float) -> void:
_refresh_display()
_place_order_if_player()
# Wait for state to finish
if _state_time > 0.0:
_state_time = max(0.0, _state_time - delta)
return
if GAME_MANAGER.game_state == GAME_MANAGER.GameState.GAME_OVER:
return
_state_end(_state)