Updates to Villager and Update to Main
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@ -1,6 +1,5 @@
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extends CharacterBody3D
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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@export var horiz_sens = 0.25
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@ -13,9 +12,6 @@ var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _ready():
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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playerCam = get_node("CameraMount") as Node3D
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playerVisuals = get_node("grape_man") as Node3D
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func _process(delta):
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# Brings your mouse out of the window if you press escape. Add pause screen function here?
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@ -28,7 +24,7 @@ func _input(event):
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if event is InputEventMouseMotion:
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# Side to side, first player object then player visuals.
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rotate_y(deg_to_rad(-event.relative.x * horiz_sens))
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playerVisuals.rotate_y(deg_to_rad(event.relative.x * horiz_sens))
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$grape_man.rotate_y(deg_to_rad(event.relative.x * horiz_sens))
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# Vertical camera rotation.
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playerCam.rotate_x(deg_to_rad(-event.relative.y * vert_sens))
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@ -1,67 +1,82 @@
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extends Node3D
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extends CharacterBody3D
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var rng = RandomNumberGenerator.new()
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var spin_amount = 0
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var spinning = false
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var wait_time = 0
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var walking = false
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var walk_dist = 0
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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_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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# Percentage chances of the character performing certain actions while idle.
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@export var walk_chance = 0.1
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@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).
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@export var dir_correction_rate = 0.95
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# Margin of accuracy to which the character will correct their direction when off course (radians).
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@export var dir_accuracy = deg_to_rad(0.1)
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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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.
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func _ready():
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pass # Replace with function body.
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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):
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var task = "idle"
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location_xz = global_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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"idle":
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task = rng.randi_range(0, 100)
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task = rng.randf_range(0, 100)
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if task <= 33:
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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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elif task > 33 and task <= 50:
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target_location_xz = global_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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elif task > 50:
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task = "wait"
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var rotation_angle = rng.randf_range(-2*PI, 2*PI)
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var rotation_vector = Vector3(cos(rotation_angle), 0, sin(rotation_angle))
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target_direction_xz = direction_xz + rotation_vector
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# 90% chance to idle.
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elif task > (spin_chance + walk_chance):
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task = "idle"
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"walk":
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if !walking:
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walk_dist = rng.randi_range(0, 20)
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walking = true
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if walk_dist > 0:
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# Small change to turn a little while walking.
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var spin_chance = rng.randi_range(0, 10)
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if spin_chance <= 1:
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rotate_y(5)
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# Get the direction to the target in z-x plane.
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target_direction_xz = (location_xz.direction_to(target_location_xz) * Vector3(1, 0, 1)).normalized()
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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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if location_xz.distance_to(target_location_xz) <= (Vector2(direction_xz.x, direction_xz.z) * walk_speed).length():
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target_direction_xz = direction_xz
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target_location_xz = location_xz
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task = "idle"
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"spin":
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if !spinning:
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var spin_amount = rng.randi_range(-360, 360)
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spinning = true
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if spin_amount > 0:
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rotate_y(5)
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spin_amount -= 5
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elif spin_amount < 0:
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rotate_y(-5)
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spin_amount += 5
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else:
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task = "idle"
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spinning = false
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"wait":
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# Idle Animation goes here!
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wait_time += 1
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if wait_time == 100:
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task = "idle"
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wait_time = 0
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task = "idle"
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func _physics_process(delta):
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# Add the gravity.
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if not is_on_floor():
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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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velocity.x = direction_xz.x * walk_speed
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velocity.z = direction_xz.z * walk_speed
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move_and_slide()
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@ -6,13 +6,11 @@
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[sub_resource type="CapsuleMesh" id="CapsuleMesh_b3srs"]
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[node name="Node3D" type="Node3D"]
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[node name="Villager" type="CharacterBody3D"]
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script = ExtResource("1_ardgw")
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[node name="RigidBody3D" type="RigidBody3D" parent="."]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="RigidBody3D"]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("CapsuleShape3D_s4x8n")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="RigidBody3D/CollisionShape3D"]
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[node name="MeshInstance3D" type="MeshInstance3D" parent="CollisionShape3D"]
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mesh = SubResource("CapsuleMesh_b3srs")
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