Files
VRyHungry1/abstract/work_station.gd
T
2026-08-16 09:08:18 +02:00

123 lines
4.3 KiB
GDScript

class_name WorkStation
extends Station
### Abstract 'class', should never be instantiated ###
# This script serves two main jobs:
# - Keep all logic all workstations (sink, hob...) share.
# - Contain as much of the networking code syncing stations as possible.
## Sounds
@export var process_sound: AudioStream
@export var complete_sound: AudioStream
## Node references. These are all required snd should be set in the inspector
@export var progress_bar: ProgressBar3D
## Synced by MultiplayerSyncronizer ##
var current_work: float # How far a FoodItem conversion is toward completion
var max_work: float # How much work has to be acheived to trigger conversion
var result_id: String # Station active if not empty. What FoodItem id the conversion turns the current FoodItem into.
# The child station has to call super.ready() for this to be called
func ready() -> void:
super.ready()
if not progress_bar:
SweetLogger.warning("{0} missing progress_bar reference", [name])
# Configure Multiplayer Syncronizer
# Base Station creates the config, here we append to it:
var properties: Array[NodePath] = [ ".:current_work", ".:max_work", ".:result_id"]
for property_path in properties:
sync_config.add_property(property_path)
sync_config.property_set_spawn(property_path, false)
sync_config.property_set_replication_mode(property_path, SceneReplicationConfig.REPLICATION_MODE_ON_CHANGE)
# The child station has to call super.process(delta) for this to be called
func process(delta: float) -> void:
super.process(delta)
#SweetLogger.debug("station process result_id: {0}, work: {1}, max_work: {2}", [result_id, current_work, max_work])
refresh_display()
# Propagate events to clients
@rpc("authority", "call_local", "reliable")
func _everyone_on_work_complete():
on_work_complete()
## Virutal methods ##
# The child station implements these if it cares about them.
func on_work_complete() -> void:
SweetLogger.debug("Not implemented in {0}", [name])
# The child station has to call super.refresh_display for this to be called
func refresh_display() -> void:
super.refresh_display()
var is_active: bool = not result_id.is_empty()
progress_bar.set_bar_visible(is_active)
progress_bar.set_progress((current_work / max_work) if is_active else 0.0)
## Public methods ##
# Will be called by clients to the server, and server to server
func add_work(work: float) -> void:
SweetLogger.debug("Add work: {0} current: {1} max_work: {2}", [snappedf(work, 0.01), snappedf(current_work, 0.01), snappedf(max_work, 0.01)])
if work <= 0:
SweetLogger.warning("Work to add must be positive, work: {0}", [work])
return
if not NetworkManager.owns_world():
server_add_work.rpc_id(1, work)
return
if not result_id or result_id.is_empty():
SweetLogger.warning("Work can not be added when result_id is empty")
return
current_work += work
if current_work >= max_work:
_everyone_on_work_complete.rpc()
@rpc("any_peer", "call_remote", "reliable")
func server_add_work(work: float) -> void:
add_work(work)
# Converts the currenly held item into result_id, by despawning it and instantiating a new item
func convert_item() -> Node3D:
if not NetworkManager.owns_world():
return
SweetLogger.info("Convert item, result_id: {0}", [result_id])
if not NetworkManager.owns_world:
SweetLogger.warning("Only the server should ever call this!")
return null
if not result_id or result_id.is_empty():
SweetLogger.warning("Station tried to convert item, but result_id is null or empty!")
return
var old_pickable = snap_zone.picked_up_object
if not old_pickable:
SweetLogger.warning("Station tried to convert item, but item is missing!")
return null
var target_id := result_id
var original_transform = old_pickable.global_transform
var new_scene_instance = NetworkManager.spawn_item(RecipeManager.get_item_scene(target_id).resource_path, original_transform)
reset()
# Drop and free the old item and pick up the new one
SweetLogger.debug("Freeing old_pickable {0}", [old_pickable])
snap_zone.drop_object()
NetworkManager.despawn_item(old_pickable)
snap_zone.pick_up_object(new_scene_instance)
SweetLogger.info("Convert item into id: {0}, node name: {1}", [target_id, new_scene_instance.name])
return new_scene_instance
func reset() -> void:
SweetLogger.debug("->[]")
current_work = 0
max_work = 0
result_id = ""