create ant gathering routine
This commit is contained in:
@@ -8,6 +8,7 @@
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radius = 0.213583
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[node name="Honeydew" type="CharacterBody3D"]
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collision_mask = 0
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script = ExtResource("1_6fg3d")
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[node name="Sprite3D" type="Sprite3D" parent="."]
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@@ -19,8 +19,12 @@ func _ready() -> void:
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super._ready()
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func space_left() -> int:
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return max_honeydew - honeydew
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## Returns amount of honeydew that did not fit
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func put_honeydew(amount: int) -> int:
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func deposit_honeydew(amount: int) -> int:
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var new_honeydew_amount := honeydew + amount
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var leftover: int = 0
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if new_honeydew_amount > max_honeydew:
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@@ -1,6 +1,6 @@
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extends Node
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var honeydews: Array[Honeydew] = []
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var honeydews: Dictionary = {}
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var honeydew_scene := preload("res://scenes/items/honeydew.tscn")
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@@ -9,7 +9,7 @@ var honeydew_scene := preload("res://scenes/items/honeydew.tscn")
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func _ready() -> void:
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assert(items_holder != null, "items_holder missing!")
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spawn_a_bunch(Vector3.ZERO, 5, 0.5)
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spawn_a_bunch(Vector3.ZERO, 125, 3)
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func spawn_honeydew(pos: Vector3) -> Honeydew:
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@@ -24,5 +24,19 @@ func spawn_a_bunch(pos: Vector3, amount: int, spread: float) -> void:
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var new_pos := pos
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new_pos.x += randf_range(-spread, spread)
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new_pos.z += randf_range(-spread, spread)
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var new_honeydew :=spawn_honeydew(new_pos)
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honeydews.append(new_honeydew)
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var new_honeydew := spawn_honeydew(new_pos)
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put_honeydew(new_honeydew)
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func put_honeydew(item: Honeydew) -> void:
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var item_id := item.get_instance_id()
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if honeydews.keys().has(item_id):
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return
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honeydews[item_id] = item
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func erase_honeydew(item: Honeydew) -> void:
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var item_id := item.get_instance_id()
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if not honeydews.keys().has(item_id):
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return
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honeydews.erase(item_id)
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@@ -30,8 +30,8 @@ func _ready() -> void:
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frustrum_polygon.points = frustrum_polygon_points
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frustrum_collision_shape.shape = frustrum_polygon
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rect_panel.visible = false
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frustrum_area.body_entered.connect(_on_frustrum_area_unit_entered)
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frustrum_area.body_exited.connect(_on_frustrum_area_unit_exited)
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frustrum_area.body_entered.connect(_on_frustrum_area_body_entered)
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frustrum_area.body_exited.connect(_on_frustrum_area_body_exited)
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frustrum_area.input_ray_pickable = false
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rect_panel.mouse_filter = Control.MOUSE_FILTER_IGNORE
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rect_panel.add_theme_stylebox_override("panel", rect_style)
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@@ -108,29 +108,30 @@ func _handle_unit_selection() -> void:
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func _set_selection_state(hover: bool) -> void:
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var rect_abs := selection_rect.abs()
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for unit: Node3D in visible_units.values():
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for unit: ControlledUnit in visible_units.values():
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var point := camera.unproject_position(
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unit.global_position
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+ (Vector3.UP * UNIT_SELECT_OFFSET)
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)
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if unit is ControlledUnit:
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var controlled_unit := unit as ControlledUnit
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if hover:
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controlled_unit.set_hovered_rect(rect_abs.has_point(point))
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unit.set_hovered_rect(rect_abs.has_point(point))
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else:
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controlled_unit.set_selected(rect_abs.has_point(point))
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controlled_unit.set_hovered_rect(false)
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unit.set_selected(rect_abs.has_point(point))
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unit.set_hovered_rect(false)
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func _on_frustrum_area_unit_entered(unit: Node3D) -> void:
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func _on_frustrum_area_body_entered(unit: Node3D) -> void:
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if unit is not ControlledUnit:
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return
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var unit_id := unit.get_instance_id()
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if visible_units.keys().has(unit_id):
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return
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visible_units[unit_id] = unit
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visible_units[unit_id] = unit as ControlledUnit
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func _on_frustrum_area_unit_exited(unit: Node3D) -> void:
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func _on_frustrum_area_body_exited(unit: Node3D) -> void:
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var unit_id := unit.get_instance_id()
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if not visible_units.keys().has(unit_id):
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return
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@@ -4,6 +4,7 @@ class_name Interactable
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const MIN_DRAG_DISTANCE: float = 15
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var hovered: bool = false
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var can_interact: bool = true
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var click_position: Vector2 = Vector2.ZERO
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@onready var hover_sprite: Sprite3D = $HoverSprite
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@@ -15,10 +16,15 @@ func _ready() -> void:
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func _process(_delta: float) -> void:
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hovered = HoveringManager.hovered_node == self
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if not can_interact:
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hovered = false
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return
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hover_sprite.visible = hovered
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func _input(event: InputEvent) -> void:
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if not can_interact:
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return
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if event is InputEventMouseButton and hovered:
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var button_event := event as InputEventMouseButton
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if button_event.button_index != MOUSE_BUTTON_LEFT:
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@@ -2,7 +2,24 @@ extends Interactable
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class_name Honeydew
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const HEIGHT_OFFSET: float = 0.1
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const DROP_SPREAD: float = 0.1
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var carried: bool = false
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@onready var collision_shape: CollisionShape3D = $CollisionShape3D
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func _ready() -> void:
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assert(collision_shape != null, "collision_shape missing!")
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super._ready()
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global_position.y = HEIGHT_OFFSET
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func set_carried(on: bool) -> void:
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carried = on
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can_interact = not carried
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collision_shape.disabled = carried
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if (not carried):
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global_position.x += randf_range(-DROP_SPREAD, DROP_SPREAD)
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global_position.y = HEIGHT_OFFSET
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global_position.z += randf_range(-DROP_SPREAD, DROP_SPREAD)
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@@ -46,8 +46,8 @@ func _on_nitwit_button_pressed() -> void:
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func _on_add_one_button_pressed() -> void:
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anthill.put_honeydew(1)
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anthill.deposit_honeydew(1)
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func _on_add_five_button_pressed() -> void:
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anthill.put_honeydew(5)
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anthill.deposit_honeydew(5)
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@@ -4,15 +4,27 @@ class_name AntNitwit
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enum AntNitwitState {
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WANDERING,
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MOVING,
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GATHERING,
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}
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var state: AntNitwitState = AntNitwitState.WANDERING
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@onready var gathering: Gathering = $Gathering
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static func get_cost() -> int:
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return 5
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func _ready() -> void:
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assert(gathering != null, "gathering missing!")
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super._ready()
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moving_started.connect(_on_moving_started)
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moving_ended.connect(_on_moving_ended)
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nav_agent.navigation_finished.connect(gathering.on_nav_agent_navigation_finished)
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gathering.anthill = anthill
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gathering.target_set.connect(_on_gathering_target_set)
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gathering.stop_gathering.connect(_on_gathering_stop)
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func _process(delta: float) -> void:
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@@ -21,10 +33,13 @@ func _process(delta: float) -> void:
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state = AntNitwitState.MOVING
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_handle_wandering(delta)
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_handle_gathering()
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static func get_cost() -> int:
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return 5
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func _interact(with: Interactable) -> void:
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if with is Honeydew:
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state = AntNitwitState.GATHERING
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gathering.go_gather(with as Honeydew)
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func _handle_wandering(delta: float) -> void:
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@@ -34,9 +49,29 @@ func _handle_wandering(delta: float) -> void:
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_wander(delta)
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func _handle_gathering() -> void:
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gathering.handle_gathering(state != AntNitwitState.GATHERING)
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func _on_moving_ended() -> void:
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state = AntNitwitState.WANDERING
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func _on_moving_started() -> void:
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if state == AntNitwitState.GATHERING:
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gathering.stop_all_gathering()
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state = AntNitwitState.MOVING
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func _on_gathering_target_set(pos: Vector3) -> void:
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if state != AntNitwitState.GATHERING:
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return
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if pos != Vector3.ZERO:
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nav_agent.set_target_position(pos)
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else:
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nav_agent.set_target_position(anthill.global_position)
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func _on_gathering_stop() -> void:
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state = AntNitwitState.WANDERING
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@@ -1,16 +1,22 @@
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extends Area3D
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class_name Gathering
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signal target_set(pos: Vector3)
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signal stop_gathering
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enum GatherState {
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PICKING_UP,
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DEPOSITING,
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STOP,
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}
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var items: Dictionary = {}
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var nearby_items: Dictionary = {}
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var carrying_items: Array[Honeydew] = []
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var max_carrying: int = 3
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var carrying: int = 0
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var state: GatherState = GatherState.PICKING_UP
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var deposit_leftover: int = 0
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var state: GatherState = GatherState.STOP
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var target: Honeydew
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var anthill: Anthill
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func _ready() -> void:
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@@ -18,9 +24,136 @@ func _ready() -> void:
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body_exited.connect(_on_body_exited)
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func gather(item: Honeydew)->void:
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func _process(_delta: float) -> void:
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for i in range(carrying_items.size()):
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var item := carrying_items[i]
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item.global_position = (
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global_position
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+ (Vector3.UP * 0.5)
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+ (Vector3.UP * 0.1 * i)
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)
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if target != null:
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DebugDraw.circle(target.global_position)
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func go_gather(item: Honeydew) -> void:
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if anthill.space_left() <= 0:
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return
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if carrying_items.size() >= max_carrying:
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go_deposit()
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return
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target = item
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state = GatherState.PICKING_UP
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target_set.emit(item.global_position)
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func go_deposit() -> void:
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state = GatherState.DEPOSITING
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target_set.emit(Vector3.ZERO)
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func handle_gathering(stop: bool) -> void:
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if stop:
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state = GatherState.STOP
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func on_nav_agent_navigation_finished() -> void:
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if state == GatherState.PICKING_UP and target != null:
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_pick_up()
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if state == GatherState.DEPOSITING:
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_deposit()
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func set_leftover(value: int) -> void:
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deposit_leftover = value
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func stop_all_gathering() -> void:
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state = GatherState.STOP
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target = null
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func _pick_up() -> void:
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if not target.carried:
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carrying_items.append(target)
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target.set_carried(true)
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await get_tree().create_timer(0.5).timeout
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if carrying_items.size() >= max_carrying:
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go_deposit()
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return
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var nearest := _find_nearest(nearby_items.values())
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if nearest != null:
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go_gather(nearest)
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return
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go_deposit()
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func _deposit() -> void:
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await get_tree().create_timer(0.5).timeout
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while carrying_items.size() > 0:
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if state != GatherState.DEPOSITING:
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return
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if anthill.space_left() <= 0:
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print('DROP!')
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_drop_everything()
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stop_all_gathering()
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stop_gathering.emit()
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return
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var item := carrying_items.pop_back() as Honeydew
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ItemsManager.erase_honeydew(item)
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_erase_honeydew(item)
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item.queue_free()
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anthill.deposit_honeydew(1)
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await get_tree().create_timer(0.25).timeout
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state = GatherState.PICKING_UP
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var nearest := _find_nearest(nearby_items.values())
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if nearest != null:
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go_gather(nearest)
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return
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var nearest_global := _find_nearest(ItemsManager.honeydews.values())
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if nearest_global != null:
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go_gather(nearest_global)
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return
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stop_all_gathering()
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stop_gathering.emit()
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func _drop_everything() -> void:
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while carrying_items.size() > 0:
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var item := carrying_items.pop_back() as Honeydew
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item.set_carried(false)
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await get_tree().create_timer(0.25).timeout
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func _find_nearest(items: Array) -> Honeydew:
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var nearest: Node3D = null
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var nearest_distance: float = INF
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for item: Honeydew in items:
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if item.carried:
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continue
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var distance := global_position.distance_to(item.global_position)
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if distance < nearest_distance:
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nearest_distance = distance
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nearest = item
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return nearest
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func _erase_honeydew(item: Honeydew) -> void:
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var item_id := item.get_instance_id()
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if not nearby_items.keys().has(item_id):
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return
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nearby_items.erase(item_id)
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func _on_body_entered(item: Node3D) -> void:
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@@ -28,15 +161,14 @@ func _on_body_entered(item: Node3D) -> void:
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return
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var item_id := item.get_instance_id()
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if items.keys().has(item_id):
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if nearby_items.keys().has(item_id):
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return
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items[item_id] = item
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nearby_items[item_id] = item as Honeydew
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func _on_body_exited(item: Node3D) -> void:
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var item_id := item.get_instance_id()
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if not items.keys().has(item_id):
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if item is not Honeydew:
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return
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items.erase(item_id)
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_erase_honeydew(item as Honeydew)
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@@ -16,6 +16,10 @@ var ground_plane: Plane = Plane(Vector3.UP, 0)
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@onready var selection_sprite: Sprite3D = $SelectionSprite
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static func get_cost() -> int:
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return 5
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func _init() -> void:
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max_wander_distance = 2
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min_wander_interval = 0.5
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@@ -73,10 +77,6 @@ func set_hovered_rect(on: bool) -> void:
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hovered_rect = on
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static func get_cost() -> int:
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return 5
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func set_selected(on: bool) -> void:
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selected = on
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Reference in New Issue
Block a user