frame-of-mind/src/base-environments/transition/code/fahrplan.gd

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GDScript3
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class_name Fahrplan extends Node3D
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## easy graph: <station> : [Track1Train1 (next halt), Track1Train2], [Track2Train1(next halt), ...]
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@onready var fahrplan : Dictionary[Node3D, Array] = {
$station_hirschfeld: [[$station_university_mensa, $station_parity_square],[]],
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$station_hirschfeld : [[$station_university_mensa, $station_parity_square],[]],
$station_university_mensa : [[$station_university_main],[]],
$station_university_main: [[$station_ministry],[$station_rosenthal, $station_university_mensa]],
$station_parity_square : [[$station_saint_exupery],[$station_rosenthal]],
$station_saint_exupery : [[$station_saint_exupery],[$station_rosenthal]],
$station_ministry : [null,null], # Endstation
$station_rosenthal : [null,null], # Endstation
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}
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@onready var tracks : Array[Dolly] = [%Track0Dolly, %Track1Dolly]
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@export var random_wait : Vector2 = Vector2(1.0, 10.0)
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func _set_signage_texts(group: StringName, message: String) -> void:
get_tree().call_group(group, "set_text", "")
for i in range(len(message)):
get_tree().call_group(group, "set_text", message.substr(0, i+1))
await get_tree().create_timer(0.05).timeout
func _ready() -> void:
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var x : Node3D = $station_hirschfeld
print(x.name)
await get_tree().process_frame
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tracks[0].departure.connect(player_departed)
tracks[1].departure.connect(player_departed)
enter_station($station_hirschfeld)
var current_station : Node3D = null
var stop := false
var destinations : Array[Node3D] = [null, null]
func train_traffic_loop(track: Dolly, cancel: Array) -> void:
if fahrplan[current_station][track.index] == null: # empty array (just no routes) would be falsy
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track.arrive(true)
_set_signage_texts(track.signage_group, "Endstation")
return
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var routes : Array = fahrplan[current_station][track.index]
if routes.is_empty():
_set_signage_texts(track.signage_group, "Verkehr z. Zt.\nunregelmäßig")
return
while true:
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if cancel.is_empty(): return # abort the loop
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var next : Node = routes.pop_front()
routes.append(next) # It's a ring buffer
destinations[track.index] = next
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_set_signage_texts(track.signage_group, next.name) # TODO: load nice string
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await get_tree().create_timer(randf_range(random_wait.x, random_wait.y)).timeout
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if cancel.is_empty(): return # abort the loop
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await track.cycle() # arrive and depart
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var cancellation_token : Array
func enter_station(station: Node):
prints("------------", "ENTER STATION", station, station.name, "------------")
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if current_station: current_station.visible = false
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current_station = station
current_station.visible = true
cancellation_token = ["go"] # Allocate a new stopping token
train_traffic_loop(tracks[0], cancellation_token)
train_traffic_loop(tracks[1], cancellation_token)
func player_departed(track_index : int) -> void:
cancellation_token.clear()
enter_station(destinations[track_index])