diff --git a/godot/Models/buildings/building_1.tscn b/godot/Models/buildings/building_1.tscn index 8b0bb30..bf287b2 100644 --- a/godot/Models/buildings/building_1.tscn +++ b/godot/Models/buildings/building_1.tscn @@ -1,4 +1,4 @@ -[gd_scene load_steps=4 format=3 uid="uid://ce7jbp7f55cro"] +[gd_scene load_steps=5 format=3 uid="uid://ce7jbp7f55cro"] [ext_resource type="PackedScene" uid="uid://cchgdggcbyk6f" path="res://Models/buildings/building_01.1.glb" id="1_8lstr"] [ext_resource type="Texture2D" uid="uid://b4qbyum6h2mhf" path="res://Textures/building_01.png" id="2_w406q"] @@ -6,7 +6,16 @@ [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_i2ykn"] albedo_texture = ExtResource("2_w406q") +[sub_resource type="BoxShape3D" id="BoxShape3D_hr7fu"] +size = Vector3(0.183504, 0.527655, 0.184908) + [node name="building_01_1" instance=ExtResource("1_8lstr")] [node name="node_id4" parent="root" index="0"] surface_material_override/0 = SubResource("StandardMaterial3D_i2ykn") + +[node name="StaticBody3D" type="StaticBody3D" parent="root" index="1"] + +[node name="CollisionShape3D" type="CollisionShape3D" parent="root/StaticBody3D" index="0"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.251368) +shape = SubResource("BoxShape3D_hr7fu") diff --git a/godot/Models/buildings/building_2.tscn b/godot/Models/buildings/building_2.tscn index 1b6c872..cd2692a 100644 --- a/godot/Models/buildings/building_2.tscn +++ b/godot/Models/buildings/building_2.tscn @@ -1,4 +1,4 @@ -[gd_scene load_steps=4 format=3 uid="uid://cx44bjuxlhq06"] +[gd_scene load_steps=5 format=3 uid="uid://cx44bjuxlhq06"] [ext_resource type="PackedScene" uid="uid://buxxa2rq7s8eg" path="res://Models/buildings/building_01.2.glb" id="1_sy5sk"] [ext_resource type="Texture2D" uid="uid://vnlqr1ob2tss" path="res://Textures/building_02.png" id="2_ns75r"] @@ -6,7 +6,16 @@ [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ktg7d"] albedo_texture = ExtResource("2_ns75r") +[sub_resource type="BoxShape3D" id="BoxShape3D_wy6bt"] +size = Vector3(0.377897, 0.527655, 0.362437) + [node name="building_01_2" instance=ExtResource("1_sy5sk")] [node name="node_id4" parent="root" index="0"] surface_material_override/0 = SubResource("StandardMaterial3D_ktg7d") + +[node name="StaticBody3D" type="StaticBody3D" parent="." index="1"] + +[node name="CollisionShape3D" type="CollisionShape3D" parent="StaticBody3D" index="0"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.00178906, 0.251368) +shape = SubResource("BoxShape3D_wy6bt") diff --git a/godot/Models/buildings/building_3.tscn b/godot/Models/buildings/building_3.tscn index 075b3ee..4045a0f 100644 --- a/godot/Models/buildings/building_3.tscn +++ b/godot/Models/buildings/building_3.tscn @@ -1,4 +1,4 @@ -[gd_scene load_steps=4 format=3 uid="uid://bm65tvb4irjqw"] +[gd_scene load_steps=5 format=3 uid="uid://bm65tvb4irjqw"] [ext_resource type="PackedScene" uid="uid://dgm33vy6bq45y" path="res://Models/buildings/building_01.3.glb" id="1_6oij5"] [ext_resource type="Texture2D" uid="uid://cew7em3xjhrbo" path="res://Textures/building_03.png" id="2_qgmwq"] @@ -6,7 +6,16 @@ [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_h48n6"] albedo_texture = ExtResource("2_qgmwq") +[sub_resource type="BoxShape3D" id="BoxShape3D_t3xdb"] +size = Vector3(0.366655, 0.527655, 0.367689) + [node name="building_01_3" instance=ExtResource("1_6oij5")] [node name="node_id4" parent="root" index="0"] surface_material_override/0 = SubResource("StandardMaterial3D_h48n6") + +[node name="StaticBody3D" type="StaticBody3D" parent="root" index="1"] + +[node name="CollisionShape3D" type="CollisionShape3D" parent="root/StaticBody3D" index="0"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.251368) +shape = SubResource("BoxShape3D_t3xdb") diff --git a/godot/Models/buildings/building_4.tscn b/godot/Models/buildings/building_4.tscn index 4c8cebe..b3f0c64 100644 --- a/godot/Models/buildings/building_4.tscn +++ b/godot/Models/buildings/building_4.tscn @@ -1,4 +1,4 @@ -[gd_scene load_steps=4 format=3 uid="uid://tky3cco2k7v7"] +[gd_scene load_steps=5 format=3 uid="uid://tky3cco2k7v7"] [ext_resource type="PackedScene" uid="uid://ct2lgbtpp3wp" path="res://Models/buildings/building_01.4.glb" id="1_xd1sg"] [ext_resource type="Texture2D" uid="uid://ckmnisf86xgdu" path="res://Textures/building_05.png" id="2_1ortp"] @@ -6,7 +6,16 @@ [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_3mjbs"] albedo_texture = ExtResource("2_1ortp") +[sub_resource type="BoxShape3D" id="BoxShape3D_6nnc6"] +size = Vector3(0.53466, 0.527655, 0.526273) + [node name="building_01_4" instance=ExtResource("1_xd1sg")] [node name="node_id4" parent="root" index="0"] surface_material_override/0 = SubResource("StandardMaterial3D_3mjbs") + +[node name="StaticBody3D" type="StaticBody3D" parent="root" index="1"] + +[node name="CollisionShape3D" type="CollisionShape3D" parent="root/StaticBody3D" index="0"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.251368) +shape = SubResource("BoxShape3D_6nnc6") 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/player.tscn b/godot/player.tscn index 9ae38a9..6de06b2 100644 --- a/godot/player.tscn +++ b/godot/player.tscn @@ -33,7 +33,7 @@ script = ExtResource("3_a68da") [node name="Area3D" type="Area3D" parent="Holster"] [node name="CollisionShape3D" type="CollisionShape3D" parent="Holster/Area3D"] -transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, 0, 0, 0) +transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, 0, 0.0469455, 0) shape = SubResource("SphereShape3D_6l1w6") [connection signal="anim_check_grab" from="grape_man" to="." method="_on_grape_man_anim_check_grab"] 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()