NPCs can now carry objects.

This commit is contained in:
Patrick 2024-12-13 21:18:52 +01:00
parent a6c9909f26
commit c0d3c68fb3
8 changed files with 130 additions and 23 deletions

View file

@ -1,16 +1,19 @@
## SPDX-License-Identifier: GPL-3.0-or-later
## Copyright (c) 2024 interstellardevelopment.org
class_name NPC
extends CharacterBody3D
var movement_speed: float = 3.0
var angry_meter: int = 5
var angry_meter: int = 0
var target: Node3D
var carrying: bool = false
# Legend:
# 0 - get an objective
# 1 - wait
# 2 - chase a player
# 2 - get carryable object
# 3 - chase a player
var phase: int = 0
@onready var timer: Timer = $Timer
@ -23,7 +26,7 @@ func _ready() -> void:
if Networking.isManager:
if timer.timeout.connect(_timer_done):
pass
find_rest()
find_objective()
func _timer_done() -> void:
if angry_meter > 0:
@ -32,12 +35,12 @@ func _timer_done() -> void:
($Label3D as Label3D).text = "%s %ds left" % [(target as Objective).displayed, angry_meter]
else:
($Label3D as Label3D).text = ""
(target as Objective).occupied = false
timer.stop()
phase = 2
find_player(99999999999999)
# determines the closest resting place and navigates to it.
func find_rest() -> void:
func find_objective() -> void:
var lowest_distance: float = 99999999999999
for child: Node in get_tree().root.get_node("/root/"+Game.mapname+"/NPCRestPlaces").get_children():
if child is Objective and position.distance_to((child as Objective).position) < lowest_distance and !(child as Objective).occupied:
@ -45,6 +48,15 @@ func find_rest() -> void:
navigation_agent.set_target_position(target.position)
# determines the closest resting place and navigates to it.
func find_carryable() -> void:
var lowest_distance: float = 99999999999999
for child: Node in get_tree().root.get_node("/root/"+Game.mapname+"/NPCCarryables").get_children():
if child is Carryable and position.distance_to((child as Carryable).position) < lowest_distance and !(child as Carryable).carried:
target = child
navigation_agent.set_target_position(target.position)
# determines the closest player and navigates to them.
func find_player(lowest_distance: float) -> void:
for child: Node in get_tree().root.get_node("/root/"+Game.mapname+"/").get_children():
@ -53,19 +65,43 @@ func find_player(lowest_distance: float) -> void:
navigation_agent.set_target_position(target.position)
func pick_up(node: Carryable) -> void:
carrying = true
node.get_parent().remove_child(node)
node.carry()
node.position = Vector3(0, 1, -1)
add_child(node)
find_player(99999999999)
phase = 3
func set_down(node: Carryable) -> void:
carrying = false
node.get_parent().remove_child(node)
node.uncarry()
node.position = position + Vector3(0,0,1)
get_tree().root.get_node("/root/"+Game.mapname+"/NPCCarryables").add_child(node)
find_player(99999999999)
phase = 0
func _physics_process(_delta: float) -> void:
if Networking.isManager and phase != 1:
if phase == 2:
if phase == 3:
find_player(position.distance_to(target.position))
elif phase == 2 and target is Objective:
find_carryable()
elif phase == 0 and target is Player:
find_rest()
find_objective()
if navigation_agent.is_navigation_finished():
if phase == 0:
if target is Objective:
(target as Objective).occupied = false
phase = 1
timer.start()
if !(target as Objective).occupied:
find_objective()
(target as Objective).occupied = true
phase = 1
angry_meter = (target as Objective).time + 1
_timer_done()
timer.start()
return
var current_agent_position: Vector3 = global_position
@ -73,6 +109,8 @@ func _physics_process(_delta: float) -> void:
velocity = current_agent_position.direction_to(next_path_position) * movement_speed
look_at(Vector3(target.position.x, position.y, target.position.z))
if move_and_slide():
pass

View file

@ -76,6 +76,5 @@ func _input(event: InputEvent) -> void:
camera.rotation.x = -1.6
rotate(Vector3.DOWN, camera_rotation.x)
# this way we can check for the player.
func playerstub() -> void:
func incapacitate() -> void:
pass