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

77 lines
2.7 KiB
GDScript

class_name Fahrplan extends Node3D
## easy graph: <station> : [Track1Train1 (next halt), Track1Train2], [Track2Train1(next halt), ...]
@onready var fahrplan : Dictionary[Node3D, Array] = {
$station_hirschfeld: [[$station_university_mensa, $station_parity_square],[]],
$station_hirschfeld : [[$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 : [[],[]], # Endstation
$station_rosenthal : [[],[]], # Endstation
}
@onready var tracks : Array[Dolly] = [%Track0Dolly, %Track1Dolly]
@export var random_wait : Vector2 = Vector2(10.0, 20.0)
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:
var x : Node3D = $station_hirschfeld
print(x.name)
await get_tree().process_frame
tracks[0].departure.connect(player_departed)
tracks[1].departure.connect(player_departed)
enter_station($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:
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:
var next : Node = routes.pop_front()
routes.append(next) # It's a ring buffer
destinations[track.index] = next
_set_signage_texts(track.signage_group, next.name) # TODO: load nice string
await get_tree().create_timer(randf_range(random_wait.x, random_wait.y)).timeout
if cancel.is_empty(): return # abort the loop
await track.cycle()
var cancellation_token : Array
func enter_station(station: Node):
prints("------------", "ENTER STATION", station, station.name, "------------")
if current_station: current_station.visible = false
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()
for track in tracks:
track.reset() # Warps the player to the entry point for that track, too
enter_station(destinations[track_index])