refactor BunchSpawner
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@@ -1,7 +1,7 @@
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extends ControlledUnit
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class_name AntGatherer
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enum AntGathererState {
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enum State {
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WANDERING,
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MOVING,
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GATHERING,
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@@ -10,7 +10,7 @@ enum AntGathererState {
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const ITEM_BONE_NAME = "Gatherer_item_"
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const MAX_CARRY: int = 8
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var state: AntGathererState = AntGathererState.WANDERING
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var state: State = State.WANDERING
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@onready var gathering: Gathering = $Gathering
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@onready var skeleton: Skeleton3D = $AntModel/Armature/Skeleton3D
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@@ -37,7 +37,7 @@ func _ready() -> void:
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func _process(delta: float) -> void:
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super._process(delta)
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if is_relocating:
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state = AntGathererState.MOVING
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state = State.MOVING
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_handle_wandering(delta)
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_handle_gathering()
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@@ -45,12 +45,12 @@ func _process(delta: float) -> void:
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func _interact(with: Interactable) -> void:
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if with is Honeydew:
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state = AntGathererState.GATHERING
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state = State.GATHERING
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gathering.start_gathering(with as Honeydew)
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func _handle_wandering(delta: float) -> void:
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if state != AntGathererState.WANDERING:
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if state != State.WANDERING:
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return
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_wander(delta)
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@@ -61,17 +61,17 @@ func _handle_gathering() -> void:
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func _on_moving_ended() -> void:
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state = AntGathererState.WANDERING
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state = State.WANDERING
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func _on_moving_started() -> void:
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if state == AntGathererState.GATHERING:
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if state == State.GATHERING:
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gathering.stop_gathering()
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state = AntGathererState.MOVING
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state = State.MOVING
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func _on_gathering_navigate_to(pos: Vector3) -> void:
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if state != AntGathererState.GATHERING:
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if state != State.GATHERING:
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return
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navigate(pos)
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