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72 lines
2 KiB
GDScript
72 lines
2 KiB
GDScript
@icon("res://behaviours/summoning_circle.svg")
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extends Node2D
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class_name SummoningCircle
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## Emitted when a recipe is matched, before the components are sacrificed.
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signal recipe_matched(m: SummoningRecipe.Match, recipe: SummoningRecipe)
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## The [SacrificeStone]s part of this summoning circle.
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var stones: Array[SacrificeStone] = []
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## The [SummoningRecipe]s performable by this summoning circle.
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var recipes: Array[SummoningRecipe] = []
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var _recipes_matched_signals: Array[Callable] = []
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## Refresh the value of [field stones], and reconnect signals accordingly.
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func refresh_stones() -> void:
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# Disconnect signals
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for stone in stones:
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if stone == null:
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return
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if stone.sacrifice_changed.is_connected(_on_sacrifice_changed):
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stone.sacrifice_changed.disconnect(_on_sacrifice_changed)
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# Find the new stones
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stones.assign(
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find_children("*", "SacrificeStone", true, false)
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)
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# Reconnect signals
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for stone in stones:
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stone.sacrifice_changed.connect(_on_sacrifice_changed)
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## Refresh the value of [field recipes], and reconnect signals accordingly.
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func refresh_recipes() -> void:
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# Disconnect signals
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var idx: int = 0
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for recipe in recipes:
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var callable = _recipes_matched_signals[idx]
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if recipe.matched.is_connected(callable):
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recipe.matched.disconnect(callable)
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idx += 1
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_recipes_matched_signals = []
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# Find the new recipes
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recipes.assign(
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find_children("*", "SummoningRecipe", true, false)
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)
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# Reconnect signals
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for recipe in recipes:
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var callable = _on_recipe_matched.bind(recipe)
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recipe.matched.connect(callable)
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_recipes_matched_signals.push_back(callable)
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func _ready() -> void:
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refresh_stones()
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refresh_recipes()
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func _on_sacrifice_changed(_entity: Node2D) -> void:
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var entities: Array[Node2D] = []
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entities.assign(
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stones.map(func(stone): return stone.entity)
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)
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for recipe in recipes:
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if recipe.do_match(entities):
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break
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func _on_recipe_matched(m: SummoningRecipe.Match, _recipe: SummoningRecipe) -> void:
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recipe_matched.emit()
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for sacrificable in m.sacrificables:
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sacrificable.sacrifice()
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