Prepare CPU Mode GOAP pattern; initial assign player event patterns

This commit is contained in:
2026-10-25 19:45:31 -05:00
parent cffc4de55f
commit 86434b26d5
10 changed files with 70 additions and 25 deletions
@@ -4,12 +4,25 @@ class_name GameController extends BaseController
func _controller_message(event: BaseEvent) -> void:
if event is GameReadyEvent:
handle_game_ready_event()
elif event is AssignPlayerJet:
assign_player_jet(event)
func handle_game_ready_event() -> void:
controller_message_bus.message.call(
CreateAlliesJetEvent.new()
)
controller_message_bus.message.call( CreateAlliesJetEvent.new() )
controller_message_bus.message.call( CreateAxisJetEvent.new() )
controller_message_bus.message.call(
CreateAxisJetEvent.new()
)
var event: AssignPlayerJet = AssignPlayerJet.new()
event.set_as_allies()
controller_message_bus.message.call_deferred(event)
controller_message_bus.message.call_deferred( InitSpawnsLoadedEvent.new() )
func assign_player_jet(event: AssignPlayerJet) -> void:
for jet: Jet in jets_collection.get_children():
if not jet.faction == event.faction: continue
if jet.controller.control_mode == Globals.ControlMode.PLAYER_MODE: continue
jet.set_as_player()
break