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tli/scripts/units/ant_gatherer.gd

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GDScript

extends ControlledUnit
class_name AntGatherer
enum AntGathererState {
WANDERING,
MOVING,
GATHERING,
}
const ITEM_BONE_NAME = "Gatherer_item_"
const MAX_CARRY: int = 8
var state: AntGathererState = AntGathererState.WANDERING
@onready var gathering: Gathering = $Gathering
@onready var skeleton: Skeleton3D = $AntModel/Armature/Skeleton3D
static func get_cost() -> int:
return 15
func _ready() -> void:
assert(gathering != null, "gathering missing!")
assert(skeleton != null, "skeleton 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.target_set.connect(_on_gathering_target_set)
gathering.stop_gathering.connect(_on_gathering_stop)
func _process(delta: float) -> void:
super._process(delta)
if moving_to_target:
state = AntGathererState.MOVING
_handle_wandering(delta)
_handle_gathering()
func _interact(with: Interactable) -> void:
if with is Honeydew:
state = AntGathererState.GATHERING
gathering.go_gather(with as Honeydew)
func _handle_wandering(delta: float) -> void:
if state != AntGathererState.WANDERING:
return
_wander(delta)
func _handle_gathering() -> void:
gathering.handle_gathering(state != AntGathererState.GATHERING)
func _on_moving_ended() -> void:
state = AntGathererState.WANDERING
func _on_moving_started() -> void:
if state == AntGathererState.GATHERING:
gathering.stop_all_gathering()
state = AntGathererState.MOVING
func _on_gathering_target_set(pos: Vector3) -> void:
if state != AntGathererState.GATHERING:
return
nav_agent.set_target_position(pos)
func _on_gathering_stop() -> void:
state = AntGathererState.WANDERING