116 lines
5.7 KiB
Markdown
116 lines
5.7 KiB
Markdown
# Recipes
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## FoodItem
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Every ingredient, meal, and side in the game is a `FoodItem` node (`prefabs/food_item.gd`), a sibling component on the pickable item's scene. It's just three exported fields:
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- `id: String` — the recipe key this item is looked up by in `recipes.yaml` (e.g. `"raw_burger"`).
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- `type: Type` — `MEAL`, `SIDE`, `INGREDIENT`, or `NONE`. Used for things like which plate slot an item lands in.
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- `sell_value: int` — money paid out when the item is sold/consumed.
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`id` is the link between a spawned scene and its entry in `recipes.yaml` — every process below keys off it.
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## `recipes.yaml`
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`RecipeManager` loads a single file, `res://recipes.yaml`, with one top-level section per process plus an `items` section mapping each `id` to its scene:
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```yaml
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items:
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raw_burger:
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scene: res://items/burger.tscn
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cooked_burger:
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scene: res://items/cooked_burger.tscn
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combining: # instant, two items -> one
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hamburger:
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- [cooked_burger, burger_buns]
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cooking: # timed, one item -> one (a station's work meter)
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cooked_burger:
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ingredient: raw_burger
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time: 4
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chopping: # timed, one item -> one
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chopped_potato:
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ingredient: potato
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work: 30
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rolling: # parsed, no station consumes it yet
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pie_base:
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ingredient: dough
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work: 80
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augmenting: # parsed, no station consumes it yet
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cooked_burger:
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has_tomato: sliced_tomato
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```
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`cooking` entries may also be a list, so multiple ingredients can produce the same result (see `charcoal` in the real file, which can be made by overcooking three different things).
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## RecipeManager
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`RecipeManager` (`global/RecipeManager.gd`) is a static class — no instance needed. On first use it lazily parses `recipes.yaml` (via the `YAML` addon) into five internal maps (`_combining_map`, `_cooking_map`, `_chopping_map`, `_rolling_map`, `_augmenting_map`) plus `_scene_paths`, and never re-parses after (`_loaded` guard).
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It doesn't hand out those raw maps. Instead it exposes narrow getters that the rest of the game calls:
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| Function | Returns |
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|---|---|
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| `get_combination_result(a, b)` | `PackedScene` for combining two ids (order-independent) |
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| `get_cooking_result(ingredient)` | result id, or `""` if not cookable |
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| `get_cooking_time(ingredient)` | seconds of work needed |
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| `get_chopping_result(ingredient)` | result id, or `""` if not choppable |
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| `get_chopping_work(ingredient)` | work needed |
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| `get_item_scene(id)` | `PackedScene` for any item id |
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| `print_all_recipes()` | debug dump of every loaded recipe, called once from `main.gd` at startup |
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`rolling` and `augmenting` are parsed and included in `print_all_recipes()`, but currently have no matching getters or station — they're not wired into a conversion process yet.
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## Conversion processes
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Two different mechanisms turn one `FoodItem` into another today:
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**Combining** — instant, no station involved. `CombinableItem` (`prefabs/combinable_item.gd`) sits on every pickable item; while the item is snapped into a zone, its trigger area watches for another `FoodItem` entering. On contact it asks `RecipeManager.get_combination_result(a, b)` — if a recipe exists, it despawns both ingredients and spawns the result in their place.
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**Cooking / chopping** — timed, driven by `WorkStation`'s shared work meter (`current_work` / `max_work` / `result_id`, see [Stations.md](Stations.md)). When a `Hob` or `Counter` picks up a `FoodItem`, it asks `RecipeManager` whether that ingredient has a recipe for its process (`get_cooking_result`/`get_chopping_result`) and, if so, how much work it needs (`get_cooking_time`/`get_chopping_work`), then starts accumulating work — a `Hob` ticks it every frame, a `Counter` adds it per knife swipe. Once `current_work` reaches `max_work`, `WorkStation.convert_item()` calls `RecipeManager.get_item_scene(result_id)`, despawns the original item, and spawns the result in the same snap zone.
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Separately, `ItemContainer` (`Containers/container.gd`) calls `get_item_scene(id)` too, but only to instantiate the correct visual mesh for each id in a plate's synced contents list — that's a display lookup, not a conversion.
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## Diagram
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```mermaid
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flowchart TD
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YAML["recipes.yaml"] -->|"YAML.load_file()"| RM["RecipeManager<br/>(global/RecipeManager.gd)"]
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RM --> Maps["_combining_map / _cooking_map / _chopping_map / _scene_paths<br/>(_rolling_map / _augmenting_map parsed, not yet consumed)"]
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subgraph Instant["Instant conversion"]
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direction TB
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CI["CombinableItem<br/>(prefabs/combinable_item.gd)"]
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end
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subgraph Timed["Timed conversion"]
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direction TB
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Hob["Hob<br/>(stations/hob.gd)"]
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Counter["Counter<br/>(stations/counter.gd)"]
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WS["WorkStation.convert_item()<br/>(abstract/work_station.gd)"]
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Hob -.->|"result_id, max_work"| WS
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Counter -.->|"result_id, max_work"| WS
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end
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subgraph Display["Display only, not a conversion"]
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direction TB
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Container["ItemContainer<br/>(Containers/container.gd)"]
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end
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CI -->|"get_combination_result(a, b)"| RM
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Hob -->|"get_cooking_result / get_cooking_time"| RM
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Counter -->|"get_chopping_result / get_chopping_work"| RM
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WS -->|"get_item_scene(result_id)"| RM
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Container -->|"get_item_scene(id)"| RM
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Spawn(("NetworkManager.spawn_item"))
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CI ==>|"instantiates result"| Spawn
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WS ==>|"instantiates result"| Spawn
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```
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Solid arrows are calls into `RecipeManager`; dotted arrows are `Hob`/`Counter` handing their recipe off to `WorkStation`'s shared work meter; thick arrows are the actual item conversion. `CombinableItem` and `WorkStation` are grouped in adjacent lanes so both paths to `NetworkManager.spawn_item` stay short; `ItemContainer` sits in its own lane since it never spawns anything.
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