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

@ -1,7 +1,7 @@
[gd_scene load_steps=9 format=3 uid="uid://cbyee7drds7qu"]
[ext_resource type="Script" path="res://scripts/maps/map.gd" id="1_4npcs"]
[ext_resource type="Script" path="res://scripts/maps/objectives/objective.gd" id="2_yv1d0"]
[ext_resource type="Script" path="res://scripts/maps/objectives/hungry.gd" id="2_qrp84"]
[ext_resource type="PackedScene" uid="uid://bsghm187n6ykx" path="res://scenes/objects/closet.tscn" id="2_yvpvm"]
[ext_resource type="PackedScene" uid="uid://cvnjpnvchvakj" path="res://scenes/entities/npc.tscn" id="3_x3gyc"]
@ -34,15 +34,20 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3, 15)
[node name="0" type="Node3D" parent="NPCRestPlaces"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6, 2, -28)
script = ExtResource("2_yv1d0")
script = ExtResource("2_qrp84")
[node name="1" type="Node3D" parent="NPCRestPlaces"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 13, 2, -32)
script = ExtResource("2_yv1d0")
script = ExtResource("2_qrp84")
[node name="2" type="Node3D" parent="NPCRestPlaces"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 12, 2, -48)
script = ExtResource("2_yv1d0")
script = ExtResource("2_qrp84")
[node name="NPCCarryables" type="Node3D" parent="."]
[node name="Closet" parent="NPCCarryables" instance=ExtResource("2_yvpvm")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 29, 10, -30)
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
transform = Transform3D(-0.899519, 0.375, 0.224144, -0.224144, -0.836516, 0.5, 0.375, 0.399519, 0.836516, 0, 0, 0)
@ -50,9 +55,6 @@ transform = Transform3D(-0.899519, 0.375, 0.224144, -0.224144, -0.836516, 0.5, 0
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_pq0iv")
[node name="Closet" parent="." instance=ExtResource("2_yvpvm")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2, 10, 2)
[node name="Npc1" parent="." instance=ExtResource("3_x3gyc")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 25, 6, -33)

View file

@ -1,15 +1,26 @@
[gd_scene load_steps=3 format=3 uid="uid://bsghm187n6ykx"]
[gd_scene load_steps=5 format=3 uid="uid://bsghm187n6ykx"]
[ext_resource type="Script" path="res://scripts/maps/carryable/carryable.gd" id="1_ma8bn"]
[sub_resource type="BoxMesh" id="BoxMesh_qilbd"]
size = Vector3(1, 2, 1)
[sub_resource type="BoxShape3D" id="BoxShape3D_by26a"]
[sub_resource type="BoxShape3D" id="BoxShape3D_2lhrk"]
size = Vector3(1, 2, 1)
[sub_resource type="BoxShape3D" id="BoxShape3D_by26a"]
size = Vector3(1.5, 2, 1.5)
[node name="Closet" type="RigidBody3D"]
script = ExtResource("1_ma8bn")
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
mesh = SubResource("BoxMesh_qilbd")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("BoxShape3D_2lhrk")
[node name="Area3D" type="Area3D" parent="."]
[node name="CollisionShape3D" type="CollisionShape3D" parent="Area3D"]
shape = SubResource("BoxShape3D_by26a")

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

View file

@ -0,0 +1,29 @@
class_name Carryable
extends RigidBody3D
var carried: bool = false
var carried_by: NPC
func _ready() -> void:
if ($Area3D as Area3D).body_entered.connect(_on_body_entered):
pass
func carry() -> void:
($CollisionShape3D as CollisionShape3D).disabled = true
freeze = true
carried = true
func uncarry() -> void:
($CollisionShape3D as CollisionShape3D).disabled = false
freeze = false
carried = false
func _on_body_entered(body: Node) -> void:
if Networking.isManager:
if body is NPC and (body as NPC).phase == 2:
carried_by = body
Networking.pick_up_sync_call(carried_by, self)
if body is Player and carried:
Networking.set_down_sync_call(carried_by, self)
(body as Player).incapacitate()

View file

@ -3,3 +3,4 @@ extends Objective
func _ready() -> void:
displayed = "Hungry"
time = 5

View file

@ -5,4 +5,5 @@ class_name Objective
extends Node3D
var occupied: bool = false
var time: int
var displayed: String

View file

@ -271,7 +271,7 @@ func player_sync_call(position: Vector3, rotation: Vector3) -> void:
Log.warning("Couldn't send RPC to %d!" % peer)
# Synchronizes the player state.
@rpc("any_peer", "call_local", "reliable")
@rpc("any_peer", "call_remote", "reliable")
func player_sync(position: Vector3, rotation: Vector3) -> void:
if verify_id(multiplayer.get_remote_sender_id()):
for peer: String in peers:
@ -287,9 +287,35 @@ func npc_sync_call(position: Vector3, rotation: Vector3, node_name: String) -> v
Log.warning("Couldn't send RPC to %d!" % peer)
# Synchronizes the npc state.
@rpc("any_peer", "call_local", "reliable")
@rpc("any_peer", "call_remote", "reliable")
func npc_sync(position: Vector3, rotation: Vector3, node_name: String) -> void:
if managerID == multiplayer.get_remote_sender_id():
var npc: CharacterBody3D = get_node("/root/"+Game.mapname+"/"+node_name)
npc.position = position
npc.rotation = rotation
func pick_up_sync_call(npc: NPC, carryable: Carryable) -> void:
var npc_path: NodePath = npc.get_path()
var carryable_path: NodePath = carryable.get_path()
for peer: int in Networking.get_ids():
if rpc_id(peer, "pick_up_sync", npc_path, carryable_path) != OK:
Log.warning("Couldn't send RPC to %d!" % peer)
# Synchronizes the object that is picked up by the npc.
@rpc("any_peer", "call_local", "reliable")
func pick_up_sync(npc: NodePath, carryable: NodePath) -> void:
if managerID == multiplayer.get_remote_sender_id():
(get_node(npc) as NPC).pick_up(get_node(carryable) as Carryable)
func set_down_sync_call(npc: NPC, carryable: Carryable) -> void:
var npc_path: NodePath = npc.get_path()
var carryable_path: NodePath = carryable.get_path()
for peer: int in Networking.get_ids():
if rpc_id(peer, "set_down_sync", npc_path, carryable_path) != OK:
Log.warning("Couldn't send RPC to %d!" % peer)
# Synchronizes the object that is picked up by the npc.
@rpc("any_peer", "call_local", "reliable")
func set_down_sync(npc: NodePath, carryable: NodePath) -> void:
if managerID == multiplayer.get_remote_sender_id():
(get_node(npc) as NPC).set_down(get_node(carryable) as Carryable)