83 lines
1.9 KiB
GDScript
83 lines
1.9 KiB
GDScript
extends ControlledUnit
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class_name AntGatherer
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enum AntGathererState {
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WANDERING,
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MOVING,
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GATHERING,
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}
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const ITEM_BONE_NAME = "Gatherer_item_"
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const MAX_CARRY: int = 8
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var state: AntGathererState = AntGathererState.WANDERING
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@onready var gathering: Gathering = $Gathering
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@onready var skeleton: Skeleton3D = $AntModel/Armature/Skeleton3D
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static func get_cost() -> int:
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return 15
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func _ready() -> void:
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assert(gathering != null, "gathering missing!")
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assert(skeleton != null, "skeleton 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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var item_bones: Array[int] = []
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for i in MAX_CARRY:
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item_bones.append(skeleton.find_bone(ITEM_BONE_NAME + str(i)))
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gathering.initialize(anthill, skeleton, item_bones, MAX_CARRY, 0.4, 1)
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gathering.target_set.connect(_on_gathering_target_set)
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gathering.stopped_gathering.connect(_on_stopped_gathering)
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func _process(delta: float) -> void:
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super._process(delta)
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if moving_to_target:
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state = AntGathererState.MOVING
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_handle_wandering(delta)
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_handle_gathering()
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func _interact(with: Interactable) -> void:
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if with is Honeydew:
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state = AntGathererState.GATHERING
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gathering.start_gathering(with as Honeydew)
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func _handle_wandering(delta: float) -> void:
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if state != AntGathererState.WANDERING:
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return
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_wander(delta)
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func _handle_gathering() -> void:
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gathering.handle_gathering(state != AntGathererState.GATHERING, showing_info)
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func _on_moving_ended() -> void:
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state = AntGathererState.WANDERING
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func _on_moving_started() -> void:
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if state == AntGathererState.GATHERING:
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gathering.stop_gathering()
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state = AntGathererState.MOVING
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func _on_gathering_target_set(pos: Vector3) -> void:
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if state != AntGathererState.GATHERING:
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return
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nav_agent.set_target_position(pos)
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func _on_stopped_gathering() -> void:
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state = AntGathererState.WANDERING
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