Refactor: Added explicit typing and void return types
- Introduced explicit typing to variables and functions across multiple scripts for better code clarity. - Specified 'void' as the return type for functions that do not return a value. - Removed redundant code in some scripts.
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37 changed files with 216 additions and 248 deletions
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@ -1,10 +1,10 @@
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extends State
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class_name BeeDeath
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@onready var bee = get_parent().get_parent() as Bee
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@onready var bee : Bee = get_parent().get_parent() as Bee
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func enter(_msg := {}):
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func enter(_msg : Dictionary = {}) -> void:
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GameState.bee_died()
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bee.bee_position_animation.play("Death")
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bee.bee_wing_animation.stop()
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@ -2,13 +2,13 @@ extends State
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class_name BeeGathering
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@export var animator : AnimationPlayer
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@onready var bee = get_parent().get_parent() as Bee # I think this is bad but I dont care it works
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@onready var bee : Bee= get_parent().get_parent() as Bee # I think this is bad but I dont care it works
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var time_at_patch : float = 0.0
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var target : Vector2 = Vector2.ZERO
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func enter(_msg := {}):
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func enter(_msg : Dictionary = {}) -> void:
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bee.just_gathering = true
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Log.pr("Gathering now...")
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@ -16,7 +16,7 @@ func enter(_msg := {}):
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randomize()
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target = bee.get_global_position() + Vector2(randi_range(-100, 100), randi_range(-100, 100))
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func update(_delta : float):
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func update(_delta : float) -> void:
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if bee.in_range_of_flowers:
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#animator.play("Gathering")
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@ -1,7 +1,7 @@
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extends State
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class_name BeeIdle
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@onready var bee = get_parent().get_parent() as Bee # I think this is bad but I dont care it works
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@onready var bee : Bee = get_parent().get_parent() as Bee # I think this is bad but I dont care it works
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var idle_time : float = 0.0
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@ -10,14 +10,14 @@ var target : Vector2 = Vector2.ZERO
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var acquire_new_target : bool = false
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func enter(_msg := {}):
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func enter(_msg : Dictionary = {}) -> void:
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if acquire_new_target:
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target = bee.get_global_position() + Vector2(randi_range(-60, 60), randi_range(-60, 60))
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func exit():
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func exit() -> void:
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acquire_new_target = true
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func update(delta : float):
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func update(delta : float) -> void:
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if target == Vector2.ZERO:
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randomize()
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@ -39,7 +39,7 @@ func physics_update(delta : float) -> void:
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bee.move_and_collide(bee.velocity)
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bee.bee_body.look_at(target)
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func find_something_to_do():
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func find_something_to_do() -> void:
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if bee.nectar > 0:
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Log.pr("I have pollen, time to move..")
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## Bee has pollen - head home
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@ -1,10 +1,10 @@
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extends State
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class_name BeeReturning
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@onready var bee = get_parent().get_parent() as Bee # I think this is bad but I dont care it works
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@onready var target = get_tree().get_first_node_in_group("beehive")
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@onready var bee : Bee = get_parent().get_parent() as Bee # I think this is bad but I dont care it works
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@onready var target : Beehive = get_tree().get_first_node_in_group("beehive")
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func enter(_msg := {}) -> void:
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func enter(_msg : Dictionary = {}) -> void:
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Log.pr("Returning to the hive")
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bee.bee_position_animation.play("Flying")
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@ -5,10 +5,10 @@ class_name BeeSleeping
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var time_at_patch : float = 0.0
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func enter(_msg := {}) -> void:
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func enter(_msg : Dictionary = {}) -> void:
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pass
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func update(_delta) -> void:
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func update(_delta : float) -> void:
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pass
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func physics_update(_delta : float) -> void:
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@ -3,12 +3,12 @@ class_name BeeTravelling
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@export var target : Drone = null
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@onready var bee = get_parent().get_parent() as Bee # I think this is bad but I dont care it works
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@onready var bee : Bee = get_parent().get_parent() as Bee # I think this is bad but I dont care it works
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var return_to_hive : bool = false
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var moving_to : Vector2 = Vector2(0,0)
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func enter(_msg := {}):
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func enter(_msg : Dictionary = {}) -> void:
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return_to_hive = false
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## Get the next target location from the bee
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if bee.just_gathering:
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