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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@@ -1,54 +1,54 @@
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extends Node
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class_name BenchInteractionConnector
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# Signals
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signal SitOnBenchTriggered(position: Vector2, sitting_direction: Enums.Directions)
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# Exports
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@export var player: PlayerCharacter
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# Private Variables
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var _benches_in_range: Array[WoodenBench] = []
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# Private Methods
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func _ready() -> void:
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player.interact_scanner.area_entered.connect(_on_interact_scanned)
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player.interact_scanner.area_exited.connect(_on_interact_unscanned)
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player.interact_scanner.InteractionActionTriggered.connect(_on_interact_triggered)
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func _on_interact_scanned(area: Area2D) -> void:
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var parent := area.get_parent()
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if parent == null or parent is not WoodenBench or _benches_in_range.has(parent):
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return
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_benches_in_range.append(parent)
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func _on_interact_unscanned(area: Area2D) -> void:
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var parent: Node = area.get_parent()
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if parent == null or parent is not WoodenBench or !_benches_in_range.has(parent):
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return
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_benches_in_range.erase(parent)
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func _on_interact_triggered() -> void:
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if _benches_in_range.is_empty():
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return
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var bench := _benches_in_range[0]
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var sitting_spots_container := bench.get_node("Sitting Spots") as Node2D
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var sitting_spot_markers := sitting_spots_container.get_children()
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var closest_marker: Marker2D
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var distance_to_player := 9999.0
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for node in sitting_spot_markers:
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var marker := node as Marker2D
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var distance := marker.global_position.distance_to(player.global_position)
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if distance < distance_to_player:
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closest_marker = marker
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distance_to_player = distance
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if !closest_marker:
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return
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player.SitOnFurnitureTriggered.emit(closest_marker.global_position, Enums.Directions.DOWN)
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#class_name BenchInteractionConnector
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#
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## Signals
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#signal SitOnBenchTriggered(position: Vector2, sitting_direction: Enums.Directions)
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#
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## Exports
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#@export var player: PlayerBody
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#
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## Private Variables
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#var _benches_in_range: Array[WoodenBench] = []
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#
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## Private Methods
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#func _ready() -> void:
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#player.interact_scanner.area_entered.connect(_on_interact_scanned)
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#player.interact_scanner.area_exited.connect(_on_interact_unscanned)
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#player.interact_scanner.InteractionActionTriggered.connect(_on_interact_triggered)
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#
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#
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#func _on_interact_scanned(area: Area2D) -> void:
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#var parent := area.get_parent()
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#if parent == null or parent is not WoodenBench or _benches_in_range.has(parent):
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#return
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#_benches_in_range.append(parent)
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#
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#
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#func _on_interact_unscanned(area: Area2D) -> void:
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#var parent: Node = area.get_parent()
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#if parent == null or parent is not WoodenBench or !_benches_in_range.has(parent):
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#return
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#_benches_in_range.erase(parent)
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#
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#
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#func _on_interact_triggered() -> void:
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#if _benches_in_range.is_empty():
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#return
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#
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#var bench := _benches_in_range[0]
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#var sitting_spots_container := bench.get_node("Sitting Spots") as Node2D
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#var sitting_spot_markers := sitting_spots_container.get_children()
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#
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#var closest_marker: Marker2D
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#var distance_to_player := 9999.0
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#for node in sitting_spot_markers:
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#var marker := node as Marker2D
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#var distance := marker.global_position.distance_to(player.global_position)
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#if distance < distance_to_player:
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#closest_marker = marker
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#distance_to_player = distance
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#
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#if !closest_marker:
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#return
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#
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#player.SitOnFurnitureTriggered.emit(closest_marker.global_position, Enums.Directions.DOWN)
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