Update Villager.gd
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					 1 changed files with 15 additions and 6 deletions
				
			
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			@ -1,8 +1,8 @@
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extends CharacterBody3D
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var rng = RandomNumberGenerator.new()
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@export var target_location_xz = global_transform.origin * Vector3(1, 0, 1)
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@export var location_xz = global_transform.origin * Vector3(1, 0, 1)
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@export var target_location_xz = transform.origin * Vector3(1, 0, 1)
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@export var location_xz = transform.origin * Vector3(1, 0, 1)
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@export var target_direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
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@export var direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
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var task = "idle"
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			@ -29,7 +29,7 @@ func _ready():
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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	location_xz = global_transform.origin * Vector3(1, 0, 1)
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	location_xz = transform.origin * Vector3(1, 0, 1)
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	direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
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	match task:
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			@ -39,7 +39,7 @@ func _process(delta):
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			# 3% chance to walk somewhere.
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			if task <= walk_chance:
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				task = "walk"
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				target_location_xz = global_transform.origin * Vector3(1, 0, 1) + (direction_xz * 16)
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				target_location_xz = transform.origin * Vector3(1, 0, 1) + (direction_xz * 16)
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			# 6% chance to rotate.
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			elif task > walk_chance and task <= (walk_chance + spin_chance):
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				task = "spin"
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			@ -65,6 +65,11 @@ func _process(delta):
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				task = "idle"
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		"spin":
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			# Continue to correct direction to within a margin of dir_accuracy degrees.
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			if direction_xz.angle_to(target_direction_xz) >= dir_accuracy:
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				# Rotate towards destination at specified percentage rate. 
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				rotate_y(direction_xz.angle_to(target_direction_xz) * dir_correction_rate)
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			else:
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				task = "idle"
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			@ -75,8 +80,12 @@ func _physics_process(delta):
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		velocity.y -= gravity * delta
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	# Walk to target location.
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	if location_xz.distance_to(target_location_xz) > (Vector2(direction_xz.x, direction_xz.z) * walk_speed).length():
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	if (location_xz.distance_to(target_location_xz) > walk_speed) and task == "walk":
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		velocity.x = direction_xz.x * walk_speed
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		velocity.z = direction_xz.z * walk_speed
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	else:
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		velocity.x = 0
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		velocity.z = 0
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	move_and_slide()
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