GUI and pathfinding expansions and resting places.
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parent
26ee79c57d
commit
27964084ff
6 changed files with 70 additions and 16 deletions
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@ -1,8 +1,18 @@
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## SPDX-License-Identifier: GPL-3.0-or-later
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## Copyright (c) 2024 interstellardevelopment.org
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extends CharacterBody3D
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var movement_speed: float = 3.0
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var angry_meter: int = 5
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var target: CharacterBody3D
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var target: Node3D
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# Legend:
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# 0 - get an objective
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# 1 - wait
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# 2 - chase a player
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var phase: int = 0
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@onready var timer: Timer = $Timer
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var skip: bool = false
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@ -13,34 +23,46 @@ func _ready() -> void:
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if Networking.isManager:
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if timer.timeout.connect(_timer_done):
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pass
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first_frame.call_deferred()
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find_rest()
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func _timer_done() -> void:
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if angry_meter > 0:
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angry_meter -= 1
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else:
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timer.stop()
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first_frame()
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phase = 2
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find_player(99999999999999)
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func first_frame() -> void:
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await get_tree().physics_frame
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timer.start()
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actor_setup(999999999)
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# determines the closest resting place and navigates to it.
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func find_rest() -> void:
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var lowest_distance: float = 99999999999999
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for child: Node in get_tree().root.get_node("/root/"+Game.mapname+"/NPCRestPlaces").get_children():
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if child is Rest and position.distance_to((child as Rest).position) < lowest_distance and !(child as Rest).occupied:
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target = child
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navigation_agent.set_target_position(target.position)
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# determines the closest player and navigate.
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func actor_setup(lowest_distance: float) -> void:
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# determines the closest player and navigates to them.
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func find_player(lowest_distance: float) -> void:
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for child: Node in get_tree().root.get_node("/root/"+Game.mapname+"/").get_children():
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if child is Node3D:
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if child.has_method("playerstub") and position.distance_to((child as Node3D).position) < lowest_distance:
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target = child
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if child is Player and position.distance_to((child as Player).position) < lowest_distance:
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target = child
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navigation_agent.set_target_position(target.position)
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func _physics_process(_delta: float) -> void:
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if Networking.isManager and angry_meter == 0:
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actor_setup(position.distance_to(target.position))
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if Networking.isManager and phase != 1:
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if phase == 2:
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find_player(position.distance_to(target.position))
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elif phase == 0 and target is Player:
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find_rest()
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if navigation_agent.is_navigation_finished():
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if phase == 0:
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if target is Rest:
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(target as Rest).occupied = false
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phase = 1
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timer.start()
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return
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var current_agent_position: Vector3 = global_position
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@ -1,6 +1,7 @@
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## SPDX-License-Identifier: GPL-3.0-or-later
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## Copyright (c) 2024 interstellardevelopment.org
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class_name Player
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extends CharacterBody3D
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7
scripts/maps/rest.gd
Normal file
7
scripts/maps/rest.gd
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@ -0,0 +1,7 @@
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## SPDX-License-Identifier: GPL-3.0-or-later
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## Copyright (c) 2024 interstellardevelopment.org
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class_name Rest
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extends Node3D
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var occupied: bool = false
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@ -1,3 +1,6 @@
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## SPDX-License-Identifier: GPL-3.0-or-later
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## Copyright (c) 2024 interstellardevelopment.org
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extends Control
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func _ready() -> void:
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