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odyssey-old/Actors/Objects/Engine/Engine.gd

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tool
extends StaticBody2D
class_name GameObjectEngine
const LIGHT_STRENGTH_MULT = 0.002
const MAX_ENERGY = 2
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const MAX_USAGE = 0.5
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enum Direction { LEFT, RIGHT, UP, DOWN }
export(Direction) var direction = Direction.DOWN setget set_direction
onready var activationRange = $ActivationRange as ActivationRange
onready var manager = $PowerManager as PowerManager
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export var strength = 1.0 setget set_strength
export var max_force = 0.05
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var force = 0
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static func editor_info():
var editor_icon = AtlasTexture.new()
editor_icon.atlas = preload("res://Graphics/tgstation/engine-big.png")
editor_icon.region = Rect2(0, 0, 96, 96)
return {
"name": "Engine",
"scene": load("res://Actors/Objects/Engine/Engine.tscn"),
"icon": editor_icon
}
func _ready() -> void:
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if not Engine.editor_hint:
activationRange.visible = true
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$Light2D.visible = true
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func set_direction(dir) -> void:
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direction = dir
refresh_sprite()
func set_strength(val: float) -> void:
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strength = val
$Light2D.energy = val * LIGHT_STRENGTH_MULT
func refresh_sprite() -> void:
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var rot = 0
match direction:
Direction.DOWN:
$engine.region_rect.position = Vector2(0, 0)
rot = 0
Direction.UP:
$engine.region_rect.position = Vector2(0, 96)
rot = PI
Direction.LEFT:
$engine.region_rect.position = Vector2(96, 96)
rot = PI/2
Direction.RIGHT:
$engine.region_rect.position = Vector2(96, 0)
rot = -PI/2
$Light2D.rotation = rot
$ActivationRange.rotation = rot
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func _physics_process(_delta: float) -> void:
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if Engine.editor_hint:
return
manager.power_usage = max(1e-3, MAX_USAGE * strength)
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func _input_event(_viewport, event, _shape_idx):
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if Engine.editor_hint:
return
if event is InputEventMouseButton and event.pressed:
if activationRange.in_range():
# TODO
pass
func serialize():
return {
"direction": direction,
"strength": strength
}
func deserialize(data):
set_direction(data["direction"])
set_strength(data["strength"])
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func _power_status_changed(powered):
if powered:
force = max_force
$Light2D.enabled = true
else:
force = 0
$Light2D.enabled = false