Files
VRyHungry1/Stations/table.gd
T
2026-08-11 16:30:24 +02:00

410 lines
14 KiB
GDScript

class_name Table
extends StaticBody3D
@export var thinking_duration: float = 3.0
@export var ordering_duration: float = 50.0
@export var primary_duration: float = 70.0
@export var friend_duration: float = 12.0
@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 {
IDLE, # Don't update table. incorrect GameState
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 _set_state) and clients (via incoming sync) show
## the same text. Use _set_state(), never assign _state directly.
@export var _state: TableState = TableState.EMPTY
@export var _state_time: float = 0.0
@export var _state_duration: float = 0.0 # set in _set_state_time
var _original_orders: Array[String] = []
@export var _unsatisfied_orders: Array[String] = []
var _players_count: int = 0
func place_order() -> void:
SweetLogger.debug("place_order()")
var new_orders: Array[String] = _unsatisfied_orders.duplicate()
# for _i in range(0, randi_range(1, 2)):
# new_orders.append(GameManager.get_random_meal())
# for _i in range(0, randi_range(0, 1)):
# new_orders.append(GameManager.get_random_side())
new_orders.append(GameManager.get_random_meal())
_unsatisfied_orders = new_orders
_original_orders = _unsatisfied_orders.duplicate()
func absorb_items():
SweetLogger.debug("absorb_items()")
for snap_zone_node in snap_zones:
var held_object = snap_zone_node.picked_up_object
if not held_object:
continue
_absorb_item_if_correct(held_object)
func satisfyAllOrders() -> void:
SweetLogger.debug("satisfyAllOrders()")
_unsatisfied_orders.clear()
_original_orders.clear()
clearAllFood()
_set_state(TableState.EMPTY)
func clearAllFood() -> void:
SweetLogger.debug("clearAllFood()")
for zone in snap_zones:
var held_object = zone.picked_up_object
if not held_object:
continue
var plate: PlateController = _get_plate_controller_from_item(held_object)
var food_item: FoodItem = Helper.find_food_item(held_object)
if plate:
plate.container.clear()
plate.is_dirty = true
# Side or other food item directly on table
elif food_item and food_item.type == FoodItem.Type.SIDE:
zone.drop_object()
NetworkManager.despawn_item(held_object)
# Group called from Queue when trying to assign customers to tables
func try_consume_customer() -> bool:
if _state == TableState.EMPTY:
SweetLogger.debug("try_consume_customer, consumed a customer")
_state_end(TableState.EMPTY)
return true
return false
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)
# Never on a client: the state machine is server-authoritative and _state is
# synced down. NetworkManager._gate_station() already turned processing off,
# but a spawned station is gated BEFORE its _ready() runs, so an unconditional
# set_process(true) here would quietly re-arm the FSM on every client — and
# _state_end(EATING) re-enables the snap zones, which then fight the server
# for items sitting on the table.
set_process(NetworkManager.owns_world())
_set_state(TableState.EMPTY)
func _on_object_picked_up(_item) -> void:
SweetLogger.debug("object picked up: {0}", [_item])
if _state == TableState.EATING:
return
_absorb_item_if_correct(_item)
func _on_object_dropped(_item) -> void:
SweetLogger.debug("object dropped, item: {0}", [_item])
# If then player picks up a food_item (side) the table has already registerd, unregister
var food_item: FoodItem = Helper.find_food_item(_item)
if food_item and food_item.type == FoodItem.Type.SIDE:
var original_count = _original_orders.count(food_item.id)
var unsatisfied_count = _unsatisfied_orders.count(food_item.id)
if original_count > unsatisfied_count:
_unsatisfied_orders.append(food_item.id)
# original : burger cube, cube
# unsatisfied : burger cube
# table :
# There is no on_stay signal, we have to track player with bool
func _on_player_enter(_body):
_players_count += 1
SweetLogger.debug("_on_player_enter() players_count: {0}", [_players_count])
func _on_player_exit(_body):
_players_count -= 1
SweetLogger.debug("_on_player_exit() players_count: {0}", [_players_count])
func _place_order_if_player():
if _state != TableState.ORDERING:
return
if _players_count > 0:
place_order()
_set_state(TableState.WAITING_PRIMARY)
# func _get_plate_controller_from_item(_item: Node) -> PlateController:
# return _item.get_children().filter(func(c): return c is PlateController).front() as PlateController
func _get_plate_controller_from_item(_item: Node) -> PlateController:
if not _item:
SweetLogger.debug("_item is null")
return null
for child in _item.get_children():
if child is PlateController:
SweetLogger.debug("found child")
return child
SweetLogger.debug("no match")
return null
func _absorb_item_if_correct(_item: Node) -> void:
SweetLogger.debug("_absorb_item_if_correct, item: {0}", [_item])
if not _item:
return
if not (_state == TableState.WAITING_PRIMARY or _state == TableState.WAITING_FRIEND):
return
# Plate: Get plate controller in child of _item (hopefully a plate XRpickable)
var plate_controller = _get_plate_controller_from_item(_item)
SweetLogger.debug("_absorb_item_if_correct plate_controller ref: {0}", [plate_controller])
_item.print_tree_pretty()
if plate_controller:
# Absorm items from the plate we want
for food_item: FoodItem in plate_controller.container.contained_items: # TOOD: handle registering the meal again when a side is added to the plate
if food_item.id in _unsatisfied_orders and not food_item.is_absorbed:
SweetLogger.debug("_absorb_item_if_correct 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)
food_item.is_absorbed = true
_update_state_from_orders()
return
# Side pickable item, no container
var food_item: FoodItem = Helper.find_food_item(_item)
if food_item and food_item.type == FoodItem.Type.SIDE:
SweetLogger.debug("_absorb_item_if_correct held a side that is in unsatisfied orders, removing it")
# Do not lock snap zone here. Problem if table want many meals, but to many sides have filled up slots, so can't place plates.
_unsatisfied_orders.erase(food_item.id)
_update_state_from_orders()
return
SweetLogger.debug("absorb_item_if_correct() held object is not a Plate or Side")
func _update_state_from_orders():
SweetLogger.debug("_update_state_from_orders: unsatisfied_orders: {0}", [_unsatisfied_orders])
if _unsatisfied_orders.size() > 0 and _state != TableState.EATING:
_set_state(TableState.WAITING_FRIEND)
# Table has everything it wants. Start eating
elif _unsatisfied_orders.is_empty() and _state != TableState.EATING:
_set_state(TableState.EATING)
func _collect_money_from_food():
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_controller_from_item(held_object)
var food_item: FoodItem = Helper.find_food_item(held_object)
if plate:
for fi: FoodItem in plate.get_food_items():
GameManager.set_money(GameManager.money + fi.sell_value)
elif food_item:
GameManager.set_money(GameManager.money + food_item.sell_value)
SweetLogger.debug("_collect_money_from_food(), money: {0}", [GameManager.money])
func _set_snap_zones_enabled(value: bool) -> void:
# Enabling is the world owner's call only — a client's zones stay gated no
# matter what state its copy of the FSM thinks it is in.
var enabled := value and NetworkManager.owns_world()
for zone in snap_zones:
zone.enabled = enabled
## Server-only state transition: sets the new state's timer and assigns
## _state (whose setter refreshes the display on every peer).
func _set_state(newState: TableState) -> void:
SweetLogger.debug("State START: {0}", [TableState.keys()[newState]], "table.gd", "_set_state")
match newState:
TableState.IDLE:
_state_time = 0.0
_state_duration = 0.0
_state = newState
customers.visible = false
TableState.EMPTY:
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_food()
_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):
SweetLogger.debug("State END: {0}", [TableState.keys()[oldState]], "table.gd", "_state_end")
match oldState:
TableState.EMPTY:
customers.visible = true
_set_state(TableState.THINKING)
TableState.THINKING:
_set_state(TableState.ORDERING)
TableState.EATING:
clearAllFood()
_set_snap_zones_enabled(true)
_set_state(TableState.EMPTY)
TableState.ORDERING, TableState.WAITING_PRIMARY, TableState.WAITING_FRIEND:
label_3d.text = lbl_gameover
GameManager.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.IDLE:
progress_bar.set_bar_visible(false)
label_3d.text = ""
label_3d_time.text = ""
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()
if GameManager.game_state == GameManager.GameState.GAME_OVER:
return
_place_order_if_player()
# If build mode, set, exit loop, be idle
if GameManager.game_state == GameManager.GameState.BUILDING and not _state == TableState.IDLE:
_set_state(TableState.IDLE)
return
# Game running, reenter loop
elif GameManager.game_state == GameManager.GameState.RUNNING and _state == TableState.IDLE:
_set_state(TableState.EMPTY)
return
# Still idle, do nothing
elif _state == TableState.IDLE:
return
# No counting down if wer're empty
if _state == TableState.EMPTY:
return
# Wait for state to finish
if _state_time > 0.0:
_state_time = max(0.0, _state_time - delta)
return
if GameManager.game_state == GameManager.GameState.GAME_OVER:
return
_state_end(_state)