Files
VRyHungry1/Stations/table.gd
T
2026-07-27 17:07:18 +02:00

218 lines
6.6 KiB
GDScript

class_name Table
extends StaticBody3D
const GAME_MANAGER = preload("res://GameManager.gd")
@export var thinking_duration: float = 6
@export var primary_duration: float = 23
@export var friend_duration: float = 10
@export var eating_duration: float = 4
@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
const lbl_thinking: 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,
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: set = _set_state
var _state_time: float = 0.0: set = _set_state_time
var _state_duration: float = 0.0 # set in _set_state_time
var _unsatisfied_orders: Array[String] = []: set = _set_unsatisfied_orders
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("Hob missing reference to progressbar, or wrong type:", progress_bar)
progress_bar.y_billboard = true
# 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)
_setState(TableState.EMPTY)
func _on_object_picked_up(_item) -> void:
print("Table: object picked up: ", _item)
_absorb_item_if_correct(_item)
func _on_object_dropped() -> void:
print("Table: object dropped ")
func _get_plate_from_item(_item: Node) -> PlateController:
return _item.get_children().filter(func(c): return c is PlateController).front() as PlateController
func _absorb_item_if_correct(_item: Node) -> void:
# Get plate controller in childer of _item (hopefully a plate XRpickable)
var plate = _get_plate_from_item(_item)
if not plate:
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.container.contained_items:
print("Table: held a plate with FoodItem: ", food_item.id)
if food_item.id in _unsatisfied_orders:
print("Table: held FoodItem is in unsatisfied orders, removing it")
_unsatisfied_orders.erase(food_item.id)
GAME_MANAGER.money += food_item.sell_value
_setState(TableState.WAITING_FRIEND)
# Table has everything it wants. Start eating
if _unsatisfied_orders.is_empty():
_setState(TableState.EATING)
func place_order() -> void:
print("Table: place_order()")
_unsatisfied_orders.append(GAME_MANAGER.get_random_meal())
_unsatisfied_orders.append(GAME_MANAGER.get_random_meal())
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
## 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 set _state: ", TableState.keys()[newState])
match newState:
TableState.EMPTY:
_state_time = 0.0
_state_duration = 0.0
TableState.THINKING:
_state_time = eating_duration
_state_duration = eating_duration # Can't be done in _set_state(), will set duration inside timer
TableState.WAITING_PRIMARY:
_state_time = primary_duration
_state_duration = primary_duration
TableState.WAITING_FRIEND:
_state_time = friend_duration
_state_duration = friend_duration
TableState.EATING:
_state_time = eating_duration
_state_duration = eating_duration
_state = newState
## Pure presentation, driven off the current (locally authoritative or
## synced-from-server) state. Runs on every peer.
func _refresh_display() -> void:
match _state:
TableState.EMPTY:
progress_bar.set_bar_visible(false)
label_3d.text = "empty"
TableState.THINKING:
progress_bar.set_bar_visible(false)
label_3d.text = lbl_thinking
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 _set_state(value: TableState) -> void:
_state = value
_refresh_display()
func _set_state_time(value: float) -> void:
_state_time = value
_refresh_display()
func _set_unsatisfied_orders(value: Array[String]) -> void:
_unsatisfied_orders = value
_refresh_display()
func _process(delta: float) -> void:
# Wait for state to finish
if _state_time > 0:
_state_time -= delta
return
# When state timer is finished, do this stuff before moving to next state
match _state:
TableState.EMPTY:
_setState(TableState.THINKING)
TableState.THINKING:
place_order()
_setState(TableState.WAITING_PRIMARY)
TableState.WAITING_PRIMARY:
label_3d.text = lbl_gameover
TableState.WAITING_FRIEND:
label_3d.text = lbl_gameover
TableState.EATING:
clearAllPlates()
_setState(TableState.EMPTY)