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path: root/client/scripts/tiles/floor.gd
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class_name Floor
extends Node3D

var base = Node3D.new()
var item: Item = null
var item_base: Node3D

enum Facing {
	NEG_Y = 0,
	NEG_X = 1,
	Y = 2,
	X = 3,
}

func _init(rename: String, _neighbors: Array):
	add_child(load("res://models/prefabs/map/floor_kitchen_small.tscn").instantiate())
	base.name = "Base"
	base.position += Vector3(0.5, 0, 0.5)
	add_child(base)
	self.name = rename
	var item_base_ = Node3D.new()
	item_base_.position = interact_target()
	item_base_.name = "ItemBase"
	base.add_child(item_base_)
	item_base = item_base_

func turn_facing(facing: Facing):
	base.rotate_y(facing * 0.5 * PI + PI)

func tile_name(idx):
	if idx == null:
		return null
	return Multiplayer.tile_names[idx]


# 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(p: float, warn: bool):
	if item != null:
		item.progress(p, warn)

func finish(warn: bool):
	if item != null:
		item.finish(warn)

func put_item(i: Item):
	if item != null:
		push_error("already holding an item")
	set_item(i)

func set_item(i: Item):
	if item != null:
		item.queue_free()
	item = i
	i.owned_by = item_base

func take_item() -> Item:
	var i = item
	item = null
	return i