diff --git a/godot/Models/grape_animations/pickup.res b/godot/Models/grape_animations/pickup.res index e98b629..0471c90 100644 Binary files a/godot/Models/grape_animations/pickup.res and b/godot/Models/grape_animations/pickup.res differ diff --git a/godot/Villager.gd b/godot/Villager.gd index c4cfe1e..f83ec06 100644 --- a/godot/Villager.gd +++ b/godot/Villager.gd @@ -1,4 +1,4 @@ -extends Node3D +extends CharacterBody3D var rng = RandomNumberGenerator.new() @export var target_location_xz = transform.origin * Vector3(1, 0, 1) @@ -8,13 +8,13 @@ var rng = RandomNumberGenerator.new() var task = "idle" # Percentage chances of the character performing certain actions while idle. -@export var walk_chance = 0.5 -@export var spin_chance = 0.8 +@export var walk_chance = 0.1 +@export var spin_chance = 0.2 -@export var walk_speed = 1 +@export var walk_speed = 0.5 -# Rate at which character corrects their direction after going off course (decimal percentage). -@export var spin_speed = 0.90 +# 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) @@ -24,54 +24,60 @@ var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") # Called when the node enters the scene tree for the first time. func _ready(): - pass # Replace with function body. + pass # Called every frame. 'delta' is the elapsed time since the previous frame. -func _process(delta): +func _process(_delta): location_xz = transform.origin * Vector3(1, 0, 1) direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized() match task: "idle": - task = rng.randi_range(0, 100) + task = rng.randf_range(0, 100) - target_location_xz = location_xz - - # Chance to walk somewhere. + # 3% chance to walk somewhere. if task <= walk_chance: task = "walk" target_location_xz = transform.origin * Vector3(1, 0, 1) + (direction_xz * 4) - # Chance to rotate. + # 6% chance to rotate. elif task > walk_chance and task <= (walk_chance + spin_chance): task = "spin" - elif task > 50: - task = "wait" + 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": - pass + # 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": - if !spinning: - var spin_amount = rng.randi_range(-360, 360) - spinning = true - - if spin_amount > 0: - rotate_y(5) - spin_amount -= 5 - elif spin_amount < 0: - rotate_y(-5) - spin_amount += 5 + # 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" - spinning = false - - "wait": - # Idle Animation goes here! - wait_time += 1 - if wait_time == 100: - task = "idle" - wait_time = 0 + + + +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":