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# Hurry Curry! - a game about cooking
# Copyright (C) 2025 Hurry Curry! contributors
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as published by
# the Free Software Foundation, version 3 of the License only.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
#
class_name Tile
extends Node3D
var base = Node3D.new()
var base_mesh
var item: Item = null
var item_base: Node3D
enum Facing {
NEG_Y = 0,
NEG_X = 1,
Y = 2,
X = 3,
}
func _init(ctx: TileFactory.TileCC):
base.name = "Base"
base.position += Vector3(0.5, 0, 0.5)
add_child(base)
self.name = str(ctx.position)
var item_base_ = Node3D.new()
# this method is supposed to be overriden
@warning_ignore("static_called_on_instance")
item_base_.position = interact_target()
item_base_.name = "ItemBase"
base.add_child(item_base_)
item_base = item_base_
base_mesh = get_base_mesh()
if base_mesh != null:
var m: Node3D = base_mesh
m.position += Vector3(0.5, 0, 0.5)
add_child(m)
func turn_facing(facing: Facing):
base.rotation.y = facing * 0.5 * PI + PI
# defines where items go when interacting
static func interact_target() -> Vector3:
return Vector3(0, 0, 0)
# actions when interacting, e.g. animations
func interact():
pass
func progress(position_: float, speed: float, warn: bool, _acting_player):
if item != null:
item.progress(position_, speed, warn)
func finish():
if item != null:
item.finish()
func put_item(i: Item):
if item != null:
push_error("already holding an item")
set_item(i)
func pass_to(tile: Tile):
var i = take_item()
if tile.item != null:
push_error("target is already holding an item")
tile.set_item(i)
func set_item(i: Item):
if item != null: item.remove()
item = i
if i != null: i.owned_by = item_base
func take_item() -> Item:
var i = item
item = null
return i
func get_base_mesh():
return null
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