bordello/Scripts/PlayerStateMachine/shift_state.gd

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GDScript3
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class_name ShiftState
extends State
func enter():
player.pad_shift_deck()
self.visible = true
$TurnCounter.text = "Turn: " + str(player.board.turn_num)
player.camera.position.y = 0
for x in player.hand.size():
player.hand[x].in_hand = true
if player.hand_hidden == false:
player.hand_hiding = true
player.pile_draw.disabled = false
player.task_drawn = false
player.clients_left.text = str(player.shift_deck.size())
player.money += player.payout
player.payout = 0
if player.client_assignment != null and player.current_client != null:
player.active_clients[player.client_assignment] = player.current_client
if player.active_workers[player.client_assignment].increase_stress(player.current_client.initial_stress):
player.worker_exceeded_capacity(player.client_assignment)
player.client_assignment = -1
player.current_client = null
elif player.client_assignment == -1 and player.current_client != null:
player.poor_discard.append(player.current_client)
player.current_client = null
$Money.text = "$" + str(player.money)
player.pile_poor.disabled = true
#Pretty sure these are done in the right order even though it looks the wrong way around
for x in player.active_workers.size():
if player.active_workers[x] != null and player.active_clients[x] == null:
player.active_workers[x].decrease_stress(1)
if player.active_workers[x] != null and player.active_clients[x] != null:
if player.active_workers[x].increase_stress(1):
player.worker_exceeded_capacity(x)
player.active_clients[x].turns_left -= 1
player.active_clients[x].update_counter()
if player.active_clients[x].turns_left == 0:
player.evaluate_task_success(x)
var tasks_done = true
for client in player.active_clients:
if client != null:
tasks_done = false
if player.shift_deck.size() == 0:
if tasks_done:
player.round_completed = true
#enter_management_overview_state()
else:
$HoldingClient/EndTurn.visible = true
player.pile_draw.disabled = true
func exit():
self.visible = false