101 lines
2.5 KiB
GDScript
101 lines
2.5 KiB
GDScript
extends StaticBody2D
|
|
|
|
class_name Base
|
|
|
|
enum DockState { Ready, Process, Busy }
|
|
|
|
signal dock_requested
|
|
|
|
## Reference to star system
|
|
@onready var star_system: StarSystem = get_tree().current_scene
|
|
|
|
@onready var gate_static = $Gate
|
|
|
|
@onready var gate_area = $GateArea
|
|
|
|
@onready var dock_area = $DockingArea
|
|
|
|
@export var faction: Game.Faction
|
|
|
|
var dock_state: DockState = DockState.Ready
|
|
|
|
var touching_gate = false
|
|
var touching_dock = false
|
|
|
|
var player_ship = null
|
|
|
|
func _ready():
|
|
mouse_entered.connect(star_system.set_targeted_node.bind(self))
|
|
mouse_exited.connect(star_system.clear_targeted_node)
|
|
gate_area.body_entered.connect(gate_area_body_entered)
|
|
gate_area.body_exited.connect(gate_area_body_exited)
|
|
dock_area.body_entered.connect(dock_area_body_entered)
|
|
dock_area.body_exited.connect(dock_area_body_exited)
|
|
dock_requested.connect(on_dock_requested)
|
|
dock_ready()
|
|
|
|
## Switches dock state
|
|
func on_dock_requested():
|
|
player_ship = star_system.player_ship
|
|
match dock_state:
|
|
DockState.Ready:
|
|
dock_process()
|
|
DockState.Process:
|
|
dock_ready()
|
|
|
|
func gate_area_body_entered(body):
|
|
if body is PlayerShip:
|
|
touching_gate = true
|
|
|
|
func gate_area_body_exited(body):
|
|
if body is PlayerShip:
|
|
touching_gate = false
|
|
|
|
func dock_area_body_entered(body):
|
|
if body is PlayerShip:
|
|
touching_dock = true
|
|
|
|
func dock_area_body_exited(body):
|
|
if body is PlayerShip:
|
|
touching_dock = false
|
|
|
|
func _process(_delta):
|
|
if dock_state == DockState.Process:
|
|
var distance_to_player = global_position.distance_to(player_ship.global_position)
|
|
print(touching_dock, " ", touching_gate)
|
|
if touching_dock and !touching_gate:
|
|
dock_busy()
|
|
if !touching_dock and !touching_gate and distance_to_player > 2048:
|
|
dock_ready()
|
|
|
|
## Sets dock state to Ready
|
|
func dock_ready():
|
|
print("no shit")
|
|
dock_state = DockState.Ready
|
|
gate_static.visible = true
|
|
gate_static.process_mode = Node.PROCESS_MODE_INHERIT
|
|
gate_area.visible = false
|
|
dock_area.visible = false
|
|
touching_gate = false
|
|
touching_dock = false
|
|
## Sets dock state to Process
|
|
func dock_process():
|
|
print("wanna dock")
|
|
dock_state = DockState.Process
|
|
gate_static.visible = false
|
|
gate_static.process_mode = Node.PROCESS_MODE_DISABLED
|
|
gate_area.visible = true
|
|
dock_area.visible = true
|
|
touching_gate = false
|
|
touching_dock = false
|
|
## Sets dock state to Busy
|
|
func dock_busy():
|
|
dock_state = DockState.Busy
|
|
gate_static.visible = true
|
|
gate_static.process_mode = Node.PROCESS_MODE_INHERIT
|
|
gate_area.visible = false
|
|
dock_area.visible = false
|
|
touching_gate = false
|
|
touching_dock = true
|
|
print("busy kozyzy")
|
|
# TODO: implement opening the base menu
|