diff --git a/godot/Models/grape_animations/pickup.res b/godot/Models/grape_animations/pickup.res index 0471c90..e98b629 100644 Binary files a/godot/Models/grape_animations/pickup.res and b/godot/Models/grape_animations/pickup.res differ diff --git a/godot/Models/grape_animations/upper_body_holding.res b/godot/Models/grape_animations/upper_body_holding.res index 4fc0701..7badc09 100644 Binary files a/godot/Models/grape_animations/upper_body_holding.res and b/godot/Models/grape_animations/upper_body_holding.res differ diff --git a/godot/Models/grape_animations/upper_body_idle.res.res b/godot/Models/grape_animations/upper_body_idle.res.res index fd30d7a..0f2924d 100644 Binary files a/godot/Models/grape_animations/upper_body_idle.res.res and b/godot/Models/grape_animations/upper_body_idle.res.res differ diff --git a/godot/Models/grape_animations/walk.res b/godot/Models/grape_animations/walk.res index 40403e8..d0c4987 100644 Binary files a/godot/Models/grape_animations/walk.res and b/godot/Models/grape_animations/walk.res differ diff --git a/godot/Villager.gd b/godot/Villager.gd index b637160..3139a5f 100644 --- a/godot/Villager.gd +++ b/godot/Villager.gd @@ -1,92 +1,2 @@ extends SharedSlime - -var rng = RandomNumberGenerator.new() -@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" - -# Percentage chances of the character performing certain actions while idle. -@export var walk_chance = 0.1 -@export var spin_chance = 0.2 - -@export var walk_speed = 0.5 - -# 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") - -# Called when the node enters the scene tree for the first time. -func _ready(): - pass - - -# Called every frame. 'delta' is the elapsed time since the previous frame. -func _process(_delta): - location_xz = transform.origin * Vector3(1, 0, 1) - direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized() - - match task: - "idle": - idle() - task = rng.randf_range(0, 100) - - # 3% chance to walk somewhere. - if task <= walk_chance: - task = "walk" - target_location_xz = transform.origin * Vector3(1, 0, 1) + (direction_xz * 4) - # 6% chance to rotate. - elif task > walk_chance and task <= (walk_chance + spin_chance): - task = "spin" - 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" - - "walk": - walk() - # 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" - - "spin": - # 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) - else: - task = "idle" - - - -func _physics_process(delta): - # Add the gravity. - if not is_on_floor(): - velocity.y -= gravity * delta - - # 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() +class_name Villager diff --git a/godot/cultist.gd b/godot/cultist.gd new file mode 100644 index 0000000..9e4afc6 --- /dev/null +++ b/godot/cultist.gd @@ -0,0 +1,18 @@ +extends SharedSlime +class_name Cultist + +const SPEED = 5.0 +const JUMP_VELOCITY = 4. + +func _on_area_3d_body_entered(body): + var items_in_range = $Area3D.get_overlapping_bodies() + var villagers = [] + + for item in items_in_range: + if is_class("Villager"): + villagers.append(item) + + var rng = RandomNumberGenerator.new() + var victim_num = rng.randi_range(0, villagers.size()) + + diff --git a/godot/cultist.tscn b/godot/cultist.tscn index 2dea629..409ecfc 100644 --- a/godot/cultist.tscn +++ b/godot/cultist.tscn @@ -1,5 +1,6 @@ -[gd_scene load_steps=5 format=3 uid="uid://e0s4phx2jiit"] +[gd_scene load_steps=7 format=3 uid="uid://e0s4phx2jiit"] +[ext_resource type="Script" path="res://cultist.gd" id="1_k6djk"] [ext_resource type="Texture2D" uid="uid://df0xror4t3gbc" path="res://Default Purple.png" id="1_x8j7f"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_y0hcm"] @@ -10,12 +11,21 @@ albedo_texture = ExtResource("1_x8j7f") [sub_resource type="CapsuleMesh" id="CapsuleMesh_17ljq"] material = SubResource("StandardMaterial3D_vxnad") -[node name="Node3D" type="Node3D"] +[sub_resource type="SphereShape3D" id="SphereShape3D_rypky"] +radius = 20.0 -[node name="RigidBody3D" type="RigidBody3D" parent="."] +[node name="Cultist" type="CharacterBody3D"] +script = ExtResource("1_k6djk") -[node name="CollisionShape3D" type="CollisionShape3D" parent="RigidBody3D"] +[node name="CollisionShape3D" type="CollisionShape3D" parent="."] shape = SubResource("CapsuleShape3D_y0hcm") -[node name="MeshInstance3D" type="MeshInstance3D" parent="RigidBody3D/CollisionShape3D"] +[node name="MeshInstance3D" type="MeshInstance3D" parent="CollisionShape3D"] mesh = SubResource("CapsuleMesh_17ljq") + +[node name="Area3D" type="Area3D" parent="."] + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Area3D"] +shape = SubResource("SphereShape3D_rypky") + +[connection signal="body_entered" from="Area3D" to="." method="_on_area_3d_body_entered"] diff --git a/godot/slime_shared.gd b/godot/slime_shared.gd index b57e2e0..eeda09f 100644 --- a/godot/slime_shared.gd +++ b/godot/slime_shared.gd @@ -3,11 +3,97 @@ class_name SharedSlime var is_holdable: bool = true +var rng = RandomNumberGenerator.new() +@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" + +# Percentage chances of the character performing certain actions while idle. +@export var walk_chance = 0.1 +@export var spin_chance = 0.2 + +@export var walk_speed = 0.5 + +# 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") + func _ready(): $slime.idle() func walk(): $slime.walk() + # 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" + +func spin(): + # 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) + else: + task = "idle" func idle(): $slime.idle() + task = rng.randf_range(0, 100) + + # 3% chance to walk somewhere. + if task <= walk_chance: + task = "walk" + target_location_xz = transform.origin * Vector3(1, 0, 1) + (direction_xz * 4) + # 6% chance to rotate. + elif task > walk_chance and task <= (walk_chance + spin_chance): + task = "spin" + 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" + +# Called every frame. 'delta' is the elapsed time since the previous frame. +func _process(_delta): + location_xz = transform.origin * Vector3(1, 0, 1) + direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized() + + match task: + "idle": + idle() + "walk": + walk() + "spin": + spin() + + +func _physics_process(delta): + # Add the gravity. + if not is_on_floor(): + velocity.y -= gravity * delta + + # 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()