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