222 lines
8.1 KiB
GDScript
222 lines
8.1 KiB
GDScript
class_name ItemContainer
|
|
extends Node3D
|
|
|
|
const RECIPE_MANAGER = preload("res://scripts/recipe_Manager.gd")
|
|
|
|
@export var enabled: bool = true
|
|
@export var target_group : String # Items with this tag can be added to the container
|
|
@export var meal_positions: Array[Node3D] = []
|
|
@export var side_positions: Array[Node3D] = []
|
|
|
|
@onready var area_3d: Area3D = $Area3D
|
|
@onready var xr_pickable: XRToolsPickable = get_parent() as XRToolsPickable
|
|
|
|
@onready var _meal_container: Node3D = $MealContainer
|
|
@onready var _side_container: Node3D = $SidesContainer
|
|
|
|
var contained_items: Array[FoodItem] # Expose nice list of others to read
|
|
|
|
|
|
# Called when the node enters the scene tree for the first time.
|
|
func _ready() -> void:
|
|
area_3d.body_entered.connect(_on_body_entered)
|
|
if not area_3d:
|
|
push_error("Area3D node not found in container.gd")
|
|
if not xr_pickable:
|
|
push_error("XRPickable node not found in container.gd")
|
|
|
|
|
|
# Absorbing items is a server decision (the container's holder is server-
|
|
# snapped into a station, matching table.gd/hob.gd's convention).
|
|
func _on_body_entered(body: Node3D) -> void:
|
|
#if not NetworkManager.owns_world():
|
|
#return
|
|
print("Container enabled: ", enabled)
|
|
if not enabled:
|
|
print("Container disabled in _on_body_entered body")
|
|
return
|
|
if not body.is_in_group(target_group):
|
|
return
|
|
print("Container _on_body_entered body: ", body)
|
|
|
|
|
|
# If one of us is in a station
|
|
var picked_by = xr_pickable.get_picked_up_by()
|
|
var body_pickable = body as XRToolsPickable
|
|
var body_picked_by = body_pickable.get_picked_up_by() if body_pickable else null
|
|
if (picked_by and picked_by.is_in_group("station")) or (body_picked_by and body_picked_by.is_in_group("station")):
|
|
|
|
# If enough space, add item
|
|
var food_item = body.get_node("FoodItem")
|
|
print("Container in station found %s of type %s: %s" % [target_group, FoodItem.Type.keys()[food_item.type], body.name])
|
|
var meal_count := contained_items.filter(func(f): return f.type == FoodItem.Type.MEAL).size()
|
|
var side_count := contained_items.filter(func(f): return f.type == FoodItem.Type.SIDE).size()
|
|
if food_item.type == FoodItem.Type.MEAL and meal_count < meal_positions.size():
|
|
print("Container adding meal")
|
|
_add_item(body)
|
|
if food_item.type == FoodItem.Type.SIDE and side_count < side_positions.size():
|
|
print("Container adding side")
|
|
_add_item(body)
|
|
|
|
|
|
|
|
# Contents are synced as data (ids on the plate's PlateController), not
|
|
# reparented nodes: reparenting a MultiplayerSpawner-tracked item out of
|
|
# WorldContent would despawn it on every client the instant it happened.
|
|
func _add_item(item: Node3D) -> void:
|
|
var pickable = item as XRToolsPickable
|
|
if pickable and pickable.is_picked_up():
|
|
pickable.drop()
|
|
|
|
var food_node := item.get_node_or_null("FoodItem") as FoodItem
|
|
if not food_node:
|
|
return
|
|
|
|
# Copy the data out before despawning the real item.
|
|
var data := FoodItem.new()
|
|
data.id = food_node.id
|
|
data.type = food_node.type
|
|
data.sell_value = food_node.sell_value
|
|
contained_items.append(data)
|
|
|
|
var plate_controller := xr_pickable.get_node_or_null("PlateController") as PlateController
|
|
if plate_controller:
|
|
# Reassign rather than append in place. contained_ids has a setter that
|
|
# rebuilds the plate's visuals, and mutating the array never triggers it —
|
|
# so the peer that actually added the food was the one peer that never
|
|
# redrew the plate. Remote peers looked right (the synchronizer assigns
|
|
# the value there, which does fire the setter), and the stale peer only
|
|
# caught up if someone else took the plate and sent the value back.
|
|
# duplicate() keeps the Array[String] typing that the property requires.
|
|
var updated := plate_controller.contained_ids.duplicate()
|
|
updated.append(food_node.id)
|
|
plate_controller.contained_ids = updated
|
|
|
|
item.queue_free()
|
|
|
|
|
|
func erase_item(item: FoodItem) -> void:
|
|
contained_items.erase(item)
|
|
var plate_controller := xr_pickable.get_node_or_null("PlateController") as PlateController
|
|
if plate_controller:
|
|
# Same reason as _add_item: assign so the visuals actually refresh.
|
|
var remaining := plate_controller.contained_ids.duplicate()
|
|
remaining.erase(item.id)
|
|
plate_controller.contained_ids = remaining
|
|
|
|
|
|
func clear() -> void:
|
|
contained_items.clear()
|
|
var plate_controller := xr_pickable.get_node_or_null("PlateController") as PlateController
|
|
if plate_controller:
|
|
plate_controller.contained_ids = []
|
|
|
|
|
|
## Rebuilds the purely-cosmetic visual representation of the plate's contents
|
|
## from a synced id list. Runs on every peer (called from PlateController
|
|
## whenever contained_ids changes, whether set locally or by the network).
|
|
func refresh_visuals(ids: Array[String]) -> void:
|
|
for child in _meal_container.get_children():
|
|
child.queue_free()
|
|
for child in _side_container.get_children():
|
|
child.queue_free()
|
|
|
|
var meal_idx := 0
|
|
var side_idx := 0
|
|
for id in ids:
|
|
var scene := RECIPE_MANAGER.get_item_scene(id)
|
|
if not scene:
|
|
continue
|
|
var visual := scene.instantiate()
|
|
var food_node := visual.get_node_or_null("FoodItem") as FoodItem
|
|
|
|
var container_root: Node3D
|
|
var positions: Array[Node3D]
|
|
var idx: int
|
|
if food_node and food_node.type == FoodItem.Type.MEAL and meal_idx < meal_positions.size():
|
|
container_root = _meal_container
|
|
positions = meal_positions
|
|
idx = meal_idx
|
|
meal_idx += 1
|
|
elif food_node and food_node.type == FoodItem.Type.SIDE and side_idx < side_positions.size():
|
|
container_root = _side_container
|
|
positions = side_positions
|
|
idx = side_idx
|
|
side_idx += 1
|
|
else:
|
|
visual.queue_free()
|
|
continue
|
|
|
|
_make_cosmetic(visual)
|
|
container_root.add_child(visual)
|
|
# Must happen after add_child: entering the world is what puts the body
|
|
# into the physics space, so it can only be taken out again afterwards.
|
|
_remove_from_physics(visual)
|
|
visual.position = positions[idx].position
|
|
visual.rotation = positions[idx].rotation
|
|
|
|
|
|
# Strip interactivity/networking from a display-only copy: it's not spawned
|
|
# through NetworkManager, so it must never try to sync (its NetPickable child,
|
|
# if any, would have no corresponding replicated identity on other peers) or
|
|
# be grabbable/collidable.
|
|
func _make_cosmetic(visual: Node3D) -> void:
|
|
var net_pickable := visual.get_node_or_null("NetPickable")
|
|
if net_pickable:
|
|
# Detach and free it outright rather than queue_free(): this runs before
|
|
# `visual` is added to the tree, and a merely-queued node still enters the
|
|
# tree with its parent and runs _ready() (which starts syncing and logging)
|
|
# before the queued deletion lands at the end of the frame.
|
|
visual.remove_child(net_pickable)
|
|
net_pickable.free()
|
|
if visual is RigidBody3D:
|
|
visual.freeze = true
|
|
# STATIC, not KINEMATIC: a kinematic body is still driven by the physics
|
|
# engine (see _remove_from_physics), and "static decoration" is what this
|
|
# actually is.
|
|
visual.freeze_mode = RigidBody3D.FREEZE_MODE_STATIC
|
|
visual.collision_layer = 0
|
|
visual.collision_mask = 0
|
|
if visual is XRToolsPickable:
|
|
visual.enabled = false
|
|
visual.set_process(false)
|
|
visual.set_physics_process(false)
|
|
|
|
|
|
# Take a display-only copy out of the physics simulation completely.
|
|
#
|
|
# Freezing is not enough. Under Jolt (this project's physics engine) a frozen
|
|
# KINEMATIC RigidBody3D is still simulated: it is driven toward its target
|
|
# transform by velocity rather than being teleported. Parented to a plate that
|
|
# gets picked up and carried, it therefore lags behind, keeps its velocity, and
|
|
# overshoots — so the food visibly slid off the plate and ended up metres away,
|
|
# differently on each peer since each simulates its own copy. A body with no
|
|
# space is never touched by the engine, so it simply follows its parent.
|
|
func _remove_from_physics(visual: Node3D) -> void:
|
|
if visual is RigidBody3D:
|
|
PhysicsServer3D.body_set_space((visual as RigidBody3D).get_rid(), RID())
|
|
var despawning_item = visual.get_node_or_null("DespawningItem")
|
|
if despawning_item:
|
|
despawning_item.queue_free()
|
|
|
|
|
|
#plate (Pickalbe)
|
|
#XRGrapPoints
|
|
#container (script) (meal positions[1], side positions[4])
|
|
#area
|
|
#meals
|
|
#meal - burger
|
|
#sides
|
|
#side - chips
|
|
#side - onion rings
|
|
|
|
#tray (Pickalbe)
|
|
#XRGrapPoints
|
|
#container (script) (meal positions[4], side positions[0])
|
|
#food items
|
|
#meals
|
|
#meal - cookie
|
|
#meal - cookie
|
|
#meal - cookie
|
|
#meal - cookie
|