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tli/scripts/units/ant_gatherer.gd

76 lines
1.5 KiB
GDScript

extends ControlledAntUnit
class_name AntGatherer
enum State {
WANDERING,
MOVING,
GATHERING,
}
const ITEM_BONE_NAME = "Gatherer_item_"
const MAX_CARRY: int = 8
var state: State = State.WANDERING
@onready var gathering: Gathering = $Gathering
static func get_cost() -> int:
return 15
func _ready() -> void:
assert(gathering != null, "gathering missing!")
super._ready()
moving_started.connect(_on_moving_started)
moving_ended.connect(_on_moving_ended)
nav_agent.navigation_finished.connect(gathering.on_nav_agent_navigation_finished)
var item_bones: Array[int] = []
for i in MAX_CARRY:
item_bones.append(_skeleton.find_bone(ITEM_BONE_NAME + str(i)))
gathering.initialize(_anthill, _skeleton, item_bones, MAX_CARRY, 0.4, 1)
gathering.navigate_to.connect(_on_gathering_navigate_to)
func _process(delta: float) -> void:
super._process(delta)
if _is_relocating:
state = State.MOVING
_handle_wandering(delta)
_handle_gathering()
func _interact(with: Interactable) -> void:
if with is Honeydew:
state = State.GATHERING
gathering.start_gathering(with as Honeydew)
func _handle_wandering(delta: float) -> void:
if state != State.WANDERING:
return
_wander(delta)
func _handle_gathering() -> void:
gathering.handle_gathering(_showing_info)
func _on_moving_ended() -> void:
state = State.WANDERING
func _on_moving_started() -> void:
if state == State.GATHERING:
gathering.stop_gathering()
state = State.MOVING
func _on_gathering_navigate_to(pos: Vector3) -> void:
if state != State.GATHERING:
return
navigate(pos)