Base docking system (areas don't monitor ship somehow)
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11 changed files with 190 additions and 18 deletions
101
scripts/Base/base.gd
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101
scripts/Base/base.gd
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extends StaticBody2D
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class_name Base
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enum DockState { Ready, Process, Busy }
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signal dock_requested
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## Reference to star system
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@onready var star_system: StarSystem = get_tree().current_scene
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@onready var gate_static = $Gate
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@onready var gate_area = $GateArea
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@onready var dock_area = $DockingArea
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@export var faction: Game.Faction
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var dock_state: DockState = DockState.Ready
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var touching_gate = false
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var touching_dock = false
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var player_ship = null
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func _ready():
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mouse_entered.connect(star_system.set_targeted_node.bind(self))
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mouse_exited.connect(star_system.clear_targeted_node)
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gate_area.body_entered.connect(gate_area_body_entered)
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gate_area.body_exited.connect(gate_area_body_exited)
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dock_area.body_entered.connect(dock_area_body_entered)
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dock_area.body_exited.connect(dock_area_body_exited)
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dock_requested.connect(on_dock_requested)
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dock_ready()
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## Switches dock state
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func on_dock_requested():
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player_ship = star_system.player_ship
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match dock_state:
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DockState.Ready:
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dock_process()
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DockState.Process:
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dock_ready()
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func gate_area_body_entered(body):
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if body is PlayerShip:
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touching_gate = true
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func gate_area_body_exited(body):
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if body is PlayerShip:
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touching_gate = false
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func dock_area_body_entered(body):
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if body is PlayerShip:
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touching_dock = true
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func dock_area_body_exited(body):
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if body is PlayerShip:
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touching_dock = false
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func _process(_delta):
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if dock_state == DockState.Process:
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var distance_to_player = global_position.distance_to(player_ship.global_position)
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print(touching_dock, " ", touching_gate)
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if touching_dock and !touching_gate:
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dock_busy()
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if !touching_dock and !touching_gate and distance_to_player > 2048:
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dock_ready()
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## Sets dock state to Ready
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func dock_ready():
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print("no shit")
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dock_state = DockState.Ready
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gate_static.visible = true
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gate_static.process_mode = Node.PROCESS_MODE_INHERIT
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gate_area.visible = false
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dock_area.visible = false
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touching_gate = false
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touching_dock = false
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## Sets dock state to Process
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func dock_process():
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print("wanna dock")
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dock_state = DockState.Process
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gate_static.visible = false
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gate_static.process_mode = Node.PROCESS_MODE_DISABLED
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gate_area.visible = true
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dock_area.visible = true
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touching_gate = false
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touching_dock = false
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## Sets dock state to Busy
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func dock_busy():
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dock_state = DockState.Busy
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gate_static.visible = true
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gate_static.process_mode = Node.PROCESS_MODE_INHERIT
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gate_area.visible = false
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dock_area.visible = false
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touching_gate = false
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touching_dock = true
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print("busy kozyzy")
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# TODO: implement opening the base menu
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