## 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 = 0 var target: Node3D var carried_object: Carryable var carrying: bool = false # Legend: # 0 - get an objective # 1 - wait # 2 - get carryable object # 3 - chase a player # 4 - leave the building var phase: int = 0 @onready var timer: Timer = $Timer var skip: bool = false @onready var navigation_agent: NavigationAgent3D = $NavigationAgent3D func _ready() -> void: if ($Area3D as Area3D).body_entered.connect(_on_body_entered): pass if Networking.isManager: if timer.timeout.connect(_timer_done): pass find_objective() func _on_body_entered(body: Node) -> void: if body is Player and target is Objective: (body as Player).serve_chance(target as Objective, self) func _timer_done() -> void: if angry_meter > 0 and target is Objective: angry_meter -= 1 Networking.npc_text_sync_call("I want a %s! (%ds left)" % [(target as Objective).subtype, angry_meter], target as Objective, self) else: (target as Objective).occupied = false Networking.npc_text_sync_call("", target as Objective, self) timer.stop() phase = 2 func set_text_and_target(text: String, new_target: Objective) -> void: target = new_target ($Label3D as Label3D).text = text # determines the closest resting place and navigates to it. #TODO: Desynchronizes the path if there is an obstacle. 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: target = child navigation_agent.set_target_position(target.position) # determines the closest resting place and navigates to it. #TODO: Desynchronizes the path if the box is moved. 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(): if child is Player and position.distance_to((child as Player).position) < lowest_distance and !(child as Player).incapacitated: target = child navigation_agent.set_target_position(target.position) func pick_up(node: Carryable) -> void: carrying = true carried_object = node node.get_parent().remove_child(node) node.carry() node.position = Vector3(0, 1, -1) node.rotation = Vector3(0, 0, 0) add_child(node) find_player(99999999999) phase = 3 func set_down(node: Carryable) -> void: carrying = false carried_object = null node.get_parent().remove_child(node) node.uncarry() node.rotation = rotation node.position += position get_tree().root.get_node("/root/"+Game.mapname+"/NPCCarryables").add_child(node) find_player(99999999999) phase = 0 func served() -> void: set_text_and_target("", null) phase = 4 func _physics_process(_delta: float) -> void: if Networking.isManager and phase != 1: if phase == 3: find_player(position.distance_to(target.position)) elif phase == 2 and target == null: find_carryable() elif phase == 0 and target is Player: find_objective() elif phase == 4 and target == null: target = get_tree().root.get_node("/root/"+Game.mapname+"/NPCExit") navigation_agent.set_target_position(target.position) timer.stop() if navigation_agent.is_navigation_finished(): if phase == 0: if target is Objective: 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() if phase == 4: Networking.npc_free_sync_call(self) return var current_agent_position: Vector3 = global_position var next_path_position: Vector3 = navigation_agent.get_next_path_position() 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 Networking.npc_sync_call(position, rotation, name)