Files
VRyHungry1/Prefabs/combine_zone.gd
T
algodoogle 1869dbf054 multyplayer
2026-07-16 18:36:49 +01:00

109 lines
3.5 KiB
GDScript

class_name CombineZone
extends Area3D
## Trigger area that lets a snapped item combine with another item pushed into
## it. The zone only monitors while its owning item is held by an
## [XRToolsSnapZone]; when an item carrying a matching [CombinableItem.id]
## enters, the snapped (base) item transforms into the recipe result and the
## incoming item is consumed.
# The pickable this zone belongs to (its parent).
@onready var _item: XRToolsPickable = get_parent().get_parent() as XRToolsPickable
# The base item's recipe data.
@onready var _combinable: CombinableItem = _find_combinable(_item)
# Guard so a combine only fires once.
var _combining: bool = false
func _ready() -> void:
# Detect items whether held (layer 17 "Held Objects") or loose
# (layer 3 "Pickable Objects"). Don't advertise a layer of our own.
collision_mask = 0b0000_0000_0000_0001_0000_0000_0000_0100
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)
if not _item:
push_error("CombineZone must be a grand child of an XRToolsPickable.")
return
if not _combinable:
push_error("CombineZone requires a CombinableItem sibling on ", _item.name, ".")
return
_item.picked_up.connect(_on_item_picked_up)
_item.dropped.connect(_on_item_dropped)
body_entered.connect(_on_body_entered)
# Enable the trigger only while snapped into a snap zone (not hand-held).
func _on_item_picked_up(_pickable: Node3D) -> void:
var by := _item.get_picked_up_by()
var snapped: bool = by != null and by.has_method("is_xr_class") and by.is_xr_class("XRToolsSnapZone")
set_deferred("monitoring", snapped)
func _on_item_dropped(_pickable: Node3D) -> void:
set_deferred("monitoring", false)
func _on_body_entered(body: Node3D) -> void:
if _combining or body == _item:
return
# Combining is a world-state change: only the server/offline host runs it.
# (Clients never have the base item snapped, so their zone won't monitor, but
# guard explicitly in case of overlap during authority handoff.)
if not NetworkManager.owns_world():
return
var other := _find_combinable(body)
if not other:
return
var result: PackedScene = _combinable.get_result_for(other.id)
if not result:
return
_combine(body, result)
# Transform the base item into [param result], consuming the incoming item.
func _combine(other_body: Node3D, result: PackedScene) -> void:
_combining = true
var snap_zone := _item.get_picked_up_by()
if not snap_zone or not snap_zone.has_method("pick_up_object"):
push_warning("CombineZone: base item is not held by a snap zone; cannot combine.")
_combining = false
return
# Spawn the result (networked) at the base item's location, in world space.
var base_transform := _item.global_transform
var result_instance := NetworkManager.spawn_item(result.resource_path, base_transform)
# Free the base item and consume the incoming item.
snap_zone.drop_object()
_item.queue_free()
if other_body.has_method("drop_and_free"):
other_body.drop_and_free()
else:
other_body.queue_free()
# Snap the result into the now-empty zone.
if result_instance:
snap_zone.pick_up_object(result_instance)
# Find a CombinableItem among the direct children of [param node].
func _find_combinable(node: Node) -> CombinableItem:
if not node:
return null
for child in node.get_children():
if child is CombinableItem:
return child
return null