Rework player state system to use an event subscription system to avoid directly calling methods on individual state and having to worry about validity

This commit is contained in:
2026-04-01 11:11:02 -05:00
parent 7cd34cb07e
commit eabfeab91a
35 changed files with 882 additions and 2288 deletions

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@@ -1,10 +0,0 @@
extends Node
@export var state_machine: PlayerStateMachine
# Public Methods
func OnMovementInput(_movement_vector: Vector2) -> void:
var current_state := state_machine.GetCurrentStateEnum()
if current_state == PlayerStateMachine.States.IDLE:
var idle_state := state_machine.current_state as PlayerIdleState
idle_state.QueueMovement()

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@@ -3,8 +3,11 @@ extends Node
@export var state_machine: PlayerStateMachine
var _subscribed_events: Array[String] = []
var _subscribed_events_callables: Array[Callable] = []
func GetStateEnum() -> PlayerStateMachine.States:
push_error("Unimplemented Method: BaseState.GetName")
push_error("Unimplemented Method: BaseState.GetStateEnum")
return PlayerStateMachine.States.IDLE
@@ -31,3 +34,23 @@ func IsActive() -> bool:
func IsStateActionable() -> bool:
return true
func SubscribeToEvent(event_name: String, callback: Callable) -> void:
if _subscribed_events.has(event_name):
return
_subscribed_events.append(event_name)
_subscribed_events_callables.append(callback)
# State Machine Visibility Only
func _StateMachine_OnEventSent(event_name: String, parameters: Variant) -> void:
var idx := _subscribed_events.find(event_name)
if idx == -1:
push_error("THIS SHOULD NEVER HAPPEN LOL")
var callable := _subscribed_events_callables[idx]
if callable.get_argument_count() == 0:
callable.call()
else:
callable.call(parameters)

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@@ -1,52 +1,14 @@
extends BaseState
class_name PlayerIdleState
signal PlayerBecameIdle
# idle_state.gd
@export var player: PlayerCharacter
func _ready() -> void:
SubscribeToEvent("MovementQueued", OnMovementQueued)
var _movement_component: MovementComponent
var _sit_queued := false
var _sit_queue_pos: Vector2
var _sit_queue_dir: Enums.Directions
func OnMovementQueued(dv: Vector2) -> void:
state_machine.QueueStateChange(PlayerStateMachine.States.WALKING, {"dv": dv})
func GetStateEnum() -> PlayerStateMachine.States:
return PlayerStateMachine.States.IDLE
func Enter(_extra_parameters: Dictionary) -> void:
_movement_component = ComponentUtils.GetMovementComponent(player)
if not _movement_component:
print_rich("[color=yellow]Warning: Player does not have a movement component...[/color]")
PlayerBecameIdle.emit()
func Update(_delta: float) -> void:
var item_a := Input.is_action_just_pressed("use_item_a")
if item_a:
state_machine.QueueStateChange(PlayerStateMachine.States.USING_ITEM_A, {})
return
if _sit_queued:
state_machine.QueueStateChange(PlayerStateMachine.States.SITTING, {"pos": _sit_queue_pos, "dir": _sit_queue_dir})
_sit_queued = false
return
if _movement_component and _movement_component.movement_vector != Vector2.ZERO:
state_machine.QueueStateChange(PlayerStateMachine.States.WALKING)
func OnSitOnFurnitureTriggered(sitting_position: Vector2, sitting_direction: Enums.Directions) -> void:
if state_machine.GetCurrentStateEnum() != GetStateEnum():
return
_sit_queued = true
_sit_queue_pos = sitting_position
_sit_queue_dir = sitting_direction
func OnCutsceneStarted() -> void:
state_machine.QueueStateChange(PlayerStateMachine.States.CUTSCENE)

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@@ -1,30 +1,41 @@
extends BaseState
# walking_state.gd
signal StartedWalking
@export var walking_speed := 100
@export var direction_component: FacingDirectionComponent
@export var body: CharacterBody2D
var _movement_component: MovementComponent
var _queued_dv: Vector2
func GetStateEnum() -> PlayerStateMachine.States:
return PlayerStateMachine.States.WALKING
func _ready() -> void:
SubscribeToEvent("MovementQueued", OnMovementQueued)
SubscribeToEvent("NoMovementQueued", OnNoMovementQueued)
func Enter(_extra_parameters: Dictionary) -> void:
_movement_component = ComponentUtils.GetMovementComponent(body)
print("Walking State Entered")
_queued_dv = _extra_parameters["dv"]
StartedWalking.emit()
func Update(_delta: float) -> void:
var movement_vector := _movement_component.movement_vector
if movement_vector == Vector2.ZERO:
if _queued_dv == Vector2.ZERO:
state_machine.QueueStateChange(PlayerStateMachine.States.IDLE)
return
body.velocity = movement_vector * walking_speed
body.velocity = _queued_dv * walking_speed
body.move_and_slide()
direction_component.ChangeDirectionUsingMovementVector(movement_vector)
func OnMovementQueued(dv: Vector2) -> void:
_queued_dv = dv
func OnNoMovementQueued() -> void:
_queued_dv = Vector2.ZERO
func GetStateEnum() -> PlayerStateMachine.States:
return PlayerStateMachine.States.WALKING

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@@ -1,15 +0,0 @@
extends Node
class_name MovementComponent
signal MovementInput(movement_vector: Vector2)
var movement_vector: Vector2
func _physics_process(_delta: float) -> void:
var direction_vector := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
if direction_vector:
movement_vector = direction_vector
MovementInput.emit(movement_vector)
else:
movement_vector = Vector2.ZERO

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@@ -1 +0,0 @@
uid://dwclkwbig1uii

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@@ -1,18 +0,0 @@
extends CharacterBody2D
class_name PlayerCharacter
# Signals
signal SitOnFurnitureTriggered(sitting_position: Vector2, sitting_direction: Enums.Directions)
# Exports
@export var player_sprite: PlayerSprite
@export var state_machine: PlayerStateMachine
@export var interact_scanner: InteractScanner
# Public Methods
func QueueCutsceneState() -> void:
state_machine.QueueStateChange(PlayerStateMachine.States.CUTSCENE)
func QueueEndCutsceneState() -> void:
state_machine.QueueStateChange(PlayerStateMachine.States.IDLE)

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@@ -0,0 +1,4 @@
extends CharacterBody2D
# PlayerBody.gd:
# Represents the player's actual CharacterBody (collision)

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@@ -1,4 +1,4 @@
extends Node2D
extends AnimatedSprite2D
class_name PlayerSprite
# Signals
@@ -6,37 +6,11 @@ signal DrawingBowAnimationFinished
signal FiringArrowAnimationFinished
signal AnimationFinished(animation_name: String)
# Exports
@export var state_machine: PlayerStateMachine
@export var direction_component: FacingDirectionComponent
# OnReady Variables
@onready var full: AnimatedSprite2D = $Full
# Private Variables
var _all_parts: Array[AnimatedSprite2D]
var _current_animation := "idle-down"
var _is_flipped := false
# Public Methods
func UpdateSprite() -> void:
var current_state := state_machine.current_state
var current_direction := direction_component.GetCurrentDirection()
var animation := _build_animation_name(current_state, current_direction)
var should_flip := _should_flip_horizontal()
if animation == _current_animation and should_flip == _is_flipped:
return
_current_animation = animation
_is_flipped = should_flip
for part in _all_parts:
part.animation = animation
part.play()
part.flip_h = should_flip
func OnAnimationFinished() -> void:
if _current_animation.begins_with("drawing-bow-"):
DrawingBowAnimationFinished.emit()
@@ -47,18 +21,8 @@ func OnAnimationFinished() -> void:
func PlaySpecifiedAnimation(animation_name: String) -> void:
_current_animation = animation_name
for part in _all_parts:
part.animation = animation_name
part.play()
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
_all_parts = [
full
]
UpdateSprite()
animation = animation_name
play()
func _build_animation_name(state: BaseState, direction: Enums.Directions) -> String:
@@ -72,7 +36,3 @@ func _direction_to_animation_state(direction: Enums.Directions) -> String:
if direction == Enums.Directions.LEFT or direction == Enums.Directions.RIGHT:
return "side"
return Enums.Directions.keys()[direction].to_lower()
func _should_flip_horizontal() -> bool:
return direction_component.GetCurrentDirection() == Enums.Directions.LEFT

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@@ -0,0 +1,11 @@
extends Node
@export var state_machine: PlayerStateMachine
# Public Methods
func OnMovementQueued(direction_vector: Vector2) -> void:
state_machine.SendEventToCurrentStateIfValid("MovementQueued", direction_vector)
func OnNoMovementQueued() -> void:
state_machine.SendEventToCurrentStateIfValid("NoMovementQueued")

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@@ -25,6 +25,11 @@ func QueueStateChange(to_state_enum: PlayerStateMachine.States, extra_parameters
queued_parameters = extra_parameters
func SendEventToCurrentStateIfValid(signal_name: String, parameters: Variant = null) -> void:
if current_state._subscribed_events.has(signal_name):
current_state._StateMachine_OnEventSent(signal_name, parameters)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
var children := states_container.get_children()