SlimeoosOdyssey/godot/slime_shared.gd

121 lines
3.8 KiB
GDScript

extends CharacterBody3D
class_name SharedSlime
var is_holdable: bool = true
var is_killable: 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)
var wall_timer
# 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()
wall_timer = Timer.new()
wall_timer.wait_time = 5
wall_timer.one_shot = true
wall_timer.timeout.connect(_on_timer_timeout)
add_child(wall_timer)
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) <= 0.1:
target_direction_xz = direction_xz
target_location_xz = location_xz
task = "idle"
if !wall_timer.is_stopped():
wall_timer.stop()
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)
wall_timer.start()
# 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"
# Stops walking if cannot reach destination in 5 sec.
func _on_timer_timeout():
# Try to turn around before walking again.
if task == "walk":
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
# 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) >= 0.1) 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()