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.
This commit is contained in:
Dan 2024-05-15 10:42:16 +01:00
parent a62cd6018e
commit 2a9e78b52e
37 changed files with 216 additions and 248 deletions

View file

@ -1,11 +1,11 @@
extends Node2D
class_name Bee
@onready var fsm = $StateMachine as FiniteStateMachine
@onready var drone_manager = get_tree().get_first_node_in_group("dronemanager") as DroneManager
@onready var bee_position_animation = $BeePositionAnimation as AnimationPlayer
@onready var bee_wing_animation = $WingAnimation as AnimationPlayer
@onready var bee_body = $BeeBody as Sprite2D
@onready var fsm : FiniteStateMachine = $StateMachine as FiniteStateMachine
@onready var drone_manager : DroneManager = get_tree().get_first_node_in_group("dronemanager") as DroneManager
@onready var bee_position_animation : AnimationPlayer = $BeePositionAnimation as AnimationPlayer
@onready var bee_wing_animation : AnimationPlayer = $WingAnimation as AnimationPlayer
@onready var bee_body : Sprite2D = $BeeBody as Sprite2D
@onready var impact_cloud : CPUParticles2D = $ImpactCloud
@export var nectar : int = 0
@ -17,13 +17,13 @@ var latest_target_director : int = 0
var in_range_of_flowers : bool = false
var just_gathering : bool = false # Used to check if the bee has just been gathering to return to their previous director
func _ready():
func _ready() -> void:
modulate = Color(1,1,1,1)
impact_cloud.visible = false
speed = randi_range(35,55) # Randomise the bee speed a bit
bee_wing_animation.play("Fly")
func get_current_director():
func get_current_director() -> DirectorDrone:
return drone_manager.get_director(latest_target_director)
## Get the next target to move to
@ -31,23 +31,23 @@ func get_current_director():
## If we have nectar, we need to go down the director list
## If we are at the lower director, we need to go the hive
## If we are at the highest director, we need to go to a flower
func get_next_target():
func get_next_target() -> Drone:
if nectar == 0:
Log.pr("No nectar!")
## If there is a next directory drone, lets go to it
var next_drone = drone_manager.get_next_director(latest_target_director)
var next_drone : DirectorDrone = drone_manager.get_next_director(latest_target_director)
if next_drone:
latest_target_director = next_drone.visit_order
return next_drone
## If there is no next drone, check for a collector drone
var collector_drone = drone_manager.get_collector()
var collector_drone : CollectorDrone = drone_manager.get_collector()
if collector_drone:
return collector_drone
else:
## Let's go home, we need the previous director drones location
var previous_drone = drone_manager.get_previous_director(latest_target_director)
var previous_drone : DirectorDrone = drone_manager.get_previous_director(latest_target_director)
if previous_drone:
Log.pr("Previous drone", previous_drone)
latest_target_director = previous_drone.visit_order
@ -56,6 +56,8 @@ func get_next_target():
Log.pr("No previous drone")
return null
return null
func deposit_nectar() -> void:
if nectar > 0:
GameState.add_nectar(nectar)