Merge branch 'master' of https://git.sjkillen.ca/sjkillen/ABGJ-23
This commit is contained in:
commit
db3240dd4c
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@ -1,4 +1,4 @@
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extends Node3D
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extends CharacterBody3D
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var rng = RandomNumberGenerator.new()
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@export var target_location_xz = transform.origin * Vector3(1, 0, 1)
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@ -8,13 +8,13 @@ var rng = RandomNumberGenerator.new()
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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 = 0.5
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@export var spin_chance = 0.8
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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 = 1
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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 (decimal percentage).
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@export var spin_speed = 0.90
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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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@ -24,54 +24,60 @@ 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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func _process(_delta):
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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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"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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target_location_xz = location_xz
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# Chance to walk somewhere.
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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 = transform.origin * Vector3(1, 0, 1) + (direction_xz * 4)
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# Chance to rotate.
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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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pass
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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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# 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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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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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) > walk_speed) and task == "walk":
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