SlimeoosOdyssey/godot/Villager.gd

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GDScript3
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extends SharedSlime
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var rng = RandomNumberGenerator.new()
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@onready var target_location_xz = transform.origin * Vector3(1, 0, 1)
@onready var location_xz = transform.origin * Vector3(1, 0, 1)
@onready var target_direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
@onready var direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
var task = "idle"
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# Percentage chances of the character performing certain actions while idle.
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@export var walk_chance = 0.1
@export var spin_chance = 0.2
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@export var walk_speed = 0.5
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# Rate at which character corrects their direction after going off course (percentage).
@export var dir_correction_rate = 0.95
# Margin of accuracy to which the character will correct their direction when off course (radians).
@export var dir_accuracy = deg_to_rad(0.1)
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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# Called when the node enters the scene tree for the first time.
func _ready():
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pass
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
location_xz = transform.origin * Vector3(1, 0, 1)
direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
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match task:
"idle":
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idle()
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task = rng.randf_range(0, 100)
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# 3% chance to walk somewhere.
if task <= walk_chance:
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task = "walk"
target_location_xz = transform.origin * Vector3(1, 0, 1) + (direction_xz * 4)
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# 6% chance to rotate.
elif task > walk_chance and task <= (walk_chance + spin_chance):
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task = "spin"
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var rotation_angle = rng.randf_range(-2*PI, 2*PI)
var rotation_vector = Vector3(cos(rotation_angle), 0, sin(rotation_angle))
target_direction_xz = direction_xz + rotation_vector
# 90% chance to idle.
elif task > (spin_chance + walk_chance):
task = "idle"
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"walk":
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walk()
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# Get the direction to the target in z-x plane.
target_direction_xz = (location_xz.direction_to(target_location_xz) * Vector3(1, 0, 1)).normalized()
# Continue to correct direction to within a margin of dir_accuracy degrees.
if direction_xz.angle_to(target_direction_xz) >= dir_accuracy:
# Rotate towards destination at specified percentage rate.
rotate_y(direction_xz.angle_to(target_direction_xz) * dir_correction_rate)
if location_xz.distance_to(target_location_xz) <= (Vector2(direction_xz.x, direction_xz.z) * walk_speed).length():
target_direction_xz = direction_xz
target_location_xz = location_xz
task = "idle"
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"spin":
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# Continue to correct direction to within a margin of dir_accuracy degrees.
if direction_xz.angle_to(target_direction_xz) >= dir_accuracy:
# Rotate towards destination at specified percentage rate.
rotate_y(direction_xz.angle_to(target_direction_xz) * dir_correction_rate)
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else:
task = "idle"
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func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
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# Walk to target location.
if (location_xz.distance_to(target_location_xz) > walk_speed) and task == "walk":
velocity.x = direction_xz.x * walk_speed
velocity.z = direction_xz.z * walk_speed
else:
velocity.x = 0
velocity.z = 0
move_and_slide()