143 lines
5.3 KiB
GDScript
143 lines
5.3 KiB
GDScript
extends StaticBody2D
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export(Constants.MACHINE_TYPE) var machine_type = Constants.MACHINE_TYPE.SMELTER
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export var max_idle_time := 8.0
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export var max_input_buffer := 3
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var num_inputs = 0
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var working := false setget set_working
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var idle_time := 0.0
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var work_time := 0.0
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var anim_speed = 1.0
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onready var rect = $sprite.get_rect()
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onready var width = rect.size.x
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onready var height = rect.size.y
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onready var w_cells = width/8
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onready var h_cells = height/8
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onready var beltmap = $"../../BeltTiles"
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var surrounding_tilename_indices
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var surrounding_tilename_indices_internal
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var surrounding_tilename_indices_dir
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var was_started = false
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var dir_vectors = [Vector2(1,0), Vector2(0,-1), Vector2(-1,0), Vector2(0,1)]
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var dir_angles = [0, 90, 0, 90] # Angles to rotate output by
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func get_belt_direction(tx, ty):
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var xflip = beltmap.is_cell_x_flipped(tx, ty)
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var tp = beltmap.is_cell_transposed(tx, ty)
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return int(tp) + int(xflip)*2
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onready var recipe = Constants.RECIPES[machine_type]
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func _ready():
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var top_left_corner_tile = position - Vector2(width/2-4, height/2-4)
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var tlct = beltmap.world_to_map(top_left_corner_tile)
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surrounding_tilename_indices = []
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surrounding_tilename_indices_internal = []
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surrounding_tilename_indices_dir = []
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# Add all orthogonal cells in clockwise order
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for i in w_cells:
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surrounding_tilename_indices.append(tlct+Vector2(i,-1))
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surrounding_tilename_indices_internal.append(tlct+Vector2(i,0))
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surrounding_tilename_indices_dir.append(1)
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for i in h_cells:
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surrounding_tilename_indices.append(tlct+Vector2(w_cells,i))
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surrounding_tilename_indices_internal.append(tlct+Vector2(w_cells-1,i))
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surrounding_tilename_indices_dir.append(0)
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for i in w_cells:
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surrounding_tilename_indices.append(tlct+Vector2(w_cells-1-i,h_cells))
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surrounding_tilename_indices_internal.append(tlct+Vector2(w_cells-1-i,h_cells-1))
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surrounding_tilename_indices_dir.append(3)
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for i in h_cells:
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surrounding_tilename_indices.append(tlct+Vector2(-1,h_cells-1-i))
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surrounding_tilename_indices_internal.append(tlct+Vector2(0,h_cells-1-i))
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surrounding_tilename_indices_dir.append(2)
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func _process(delta):
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if num_inputs < max_input_buffer and recipe.input != Constants.MATERIAL_TYPE.iMOLTEN:
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suck_materials()
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if working:
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if work_time >= recipe.time:
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output()
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else:
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work_time += delta
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return
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if num_inputs <= 0:
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self.working = false
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if not was_started:
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return
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idle_time += delta
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if idle_time >= max_idle_time:
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$"/root/Main".game_over()
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var overspeed = clamp(floor(idle_time/2)*2, 1, 8)
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$sprite.material.set_shader_param('rps', overspeed*anim_speed)
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else:
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self.working = true
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was_started = true
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num_inputs -= 1
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work_time = 0
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idle_time = 0
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func output():
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if recipe.output == Constants.MATERIAL_TYPE.iMOLTEN:
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for i in len(surrounding_tilename_indices):
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var ind = surrounding_tilename_indices[i]
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if beltmap.get_cell(ind.x, ind.y) == 4: # Channel
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var dir = get_belt_direction(ind.x, ind.y)
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if dir != surrounding_tilename_indices_dir[i]:
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continue
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else:
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var xy = ind
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while(true):
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xy += dir_vectors[dir]
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if beltmap.get_cell(xy.x, xy.y) == 4:
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if get_belt_direction(xy.x, xy.y) == dir:
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continue
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else:
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for child in get_parent().get_children(): # Check if a suitable machine is on this tile
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if child.rect.has_point(child.to_local(beltmap.map_to_world(xy) + Vector2(4,4))):
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child.feed(null)
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return
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break
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else:
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for i in len(surrounding_tilename_indices):
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var ind = surrounding_tilename_indices[i]
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var celltype = beltmap.get_cell(ind.x, ind.y)
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if celltype >= 0 and celltype != 4: # Belt
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# For correct logic on 2wide outputs, we'd have to check for 2 adjacent belts
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# Since we have no time, we'll just throw it out as if there was a second belt
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# If people think they're exploiting the game, they're only playing themselves
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var dir = get_belt_direction(ind.x, ind.y)
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if dir != surrounding_tilename_indices_dir[i]:
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continue
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var product = Constants.MATERIAL_SCENES[recipe.output].instance()
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var outpos = beltmap.map_to_world(surrounding_tilename_indices_internal[i]) + Vector2(4, 4)
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if recipe.output > 2: # Make a proper check later
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outpos += dir_vectors[surrounding_tilename_indices_dir[i]-1]*4 # the list progresses CCW, we want CW
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product.position = outpos
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product.rotation_degrees = dir_angles[surrounding_tilename_indices_dir[i]]
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outpos -= dir_vectors[surrounding_tilename_indices_dir[i]] # Hack to make feed exit work
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product.leave_machine(self, outpos)
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$"../../Objects".add_child(product)
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return
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func set_working(state):
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working = state
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$sprite.material.set_shader_param('rps', int(state)*anim_speed)
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func suck_materials():
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for candidate in $SuckArea.get_overlapping_bodies():
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if candidate.has_method('enter_machine'):
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if candidate.material_type == recipe.input and not candidate.entering_machine:
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var displacement = candidate.position - position
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var nearest_col = clamp(round((displacement.x + width/2 - 4)/8), 0, w_cells-1)
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var nearest_row = clamp(round((displacement.y + height/2 - 4)/8), 0, h_cells-1)
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var port = position + Vector2(nearest_col*8-width/2+4, nearest_row*8-height/2+4)
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candidate.enter_machine(self, port)
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func feed(object):
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if object:
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object.get_parent().remove_child(object)
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object.queue_free()
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num_inputs += 1
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