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extends Spatial
const ItemSprite = preload("res://3d/item_sprite/item_sprite.tscn")
var needs
var navigation : Navigation = null
onready var thought_bubble = $thought_bubble
onready var animation = $AnimationPlayer
const speed = 0.1
onready var body = $body
onready var head = $body/head
export(bool) var look_at_camera = false setget set_look_at_camera
export(bool) var body_facing_camera = false setget set_body_facing_camera
export(float) var walking = 0.0 # hint for cylinders to rotate
var scene = null
var path = null
var y_offset = 0
var rotation_target = 0.0
class EventLog:
var time_occured = 0
var type = "hungry"
var during_playtime = true
func _init(time, type_arg, dp):
time_occured = time
type = type_arg
during_playtime = dp
var event_history = []
var active_event = null
onready var body_default_transform = body.transform
onready var head_default_transform = head.transform
func _ready():
if not pause_mode == PAUSE_MODE_STOP:
link_nodes()
# fix_broken_parenting()
needs.food.value = 50
animation.connect("animation_finished", self, "on_animation_ended")
equip_clothing()
y_offset = self.transform.origin.y
func equip_clothing():
var model = load("res://3d/nyoron/outfits/pants.glb").instance()
for c in model.get_children():
if c.name.begins_with("body_arm_l_"):
Global.reparent(c, body.get_node("body_arm_l"), false)
if c.name.begins_with("body_arm_r_"):
Global.reparent(c, body.get_node("body_arm_r"), false)
if c.name.begins_with("body_leg_l_"):
Global.reparent(c, body.get_node("body_leg_l"), false)
if c.name.begins_with("body_leg_r_"):
Global.reparent(c, body.get_node("body_leg_r"), false)
if c.name.begins_with("head_"):
Global.reparent(c, head, false)
if c.name.begins_with("body_"):
Global.reparent(c, body, false)
func link_nodes():
needs = $"./needs"
func _process(_delta):
if pause_mode == PAUSE_MODE_STOP:
return
if scene:
if scene.scene_type == 2:
walking = lerp(walking, 1.0, 0.01)
else:
walking = lerp(walking, 0.0, 0.01)
if body_facing_camera:
if Global.current_camera:
body.look_at(Global.current_camera.global_transform.origin, Vector3(0,1.0,0))
body.transform = body.transform.rotated(Vector3(0.0,1.0,0.0), PI)
elif look_at_camera:
if Global.current_camera:
head.look_at(Global.current_camera.global_transform.origin, Vector3(0,1.0,0))
head.transform = head.transform.rotated(Vector3(0.0,1.0,0.0), PI)
#
if not active_event:
check_for_new_events()
if path and not path.empty():
var next_node = path[0]
var start = self.global_transform.origin
next_node.y += y_offset
var distance = start.distance_to(next_node)
var diff = start - next_node
self.rotation_target = PI+(atan2(diff.x, diff.z))
self.rotation = Vector3(0,lerp_angle(self.rotation.y,rotation_target,0.1),0)
if distance < speed:
self.global_transform.origin = next_node
path.remove(0)
if path.empty():
path = null
else:
var new_pos = lerp(start, next_node, speed/max(0.01,distance))
self.global_transform.origin = new_pos
func set_body_facing_camera(value):
body_facing_camera = value
if not value:
body.transform = body_default_transform
func set_look_at_camera(value):
look_at_camera = value
if not value and head:
head.transform = head_default_transform
func check_for_new_events():
if needs.food.value < 75:
if needs.food.value > 70:
event_timed("slightly_hungry", Global.MINUTE*20)
if needs.food.is_ok():
event_timed("hungry", Global.MINUTE*7)
else:
event_timed("very_hungry", Global.MINUTE*2)
func do_event(type):
if type == "slightly_hungry":
thought_bubble.open_with_icon("food")
elif type == "hungry":
thought_bubble.open_with_icon("food")
animation.play("hungry")
elif type == "very_hungry":
$sounds/stomach.play(0)
thought_bubble.open_with_icon("food")
animation.play("hungry")
func event_timed(type, max_distance):
var now = OS.get_unix_time()
for e in event_history:
if e.time_occured > (now - max_distance):
if e.type == type:
# already did this event recently
return false
else:
break
var event_log = EventLog.new(now, type, true)
event_history.push_front(event_log)
if event_history.size() > 128:
event_history.pop_front()
do_event(type)
func receive_item(name):
var item = $body/body_arm_r/hold_position/item_sprite
item.set_icon(name)
animation.play("receive_food", 1.0)
# var item = ItemSprite.instance()
# item.set_icon(name)
# $body/body_arm_r/hold_position.add_child(item)
func on_animation_ended(name):
if name == "receive_food":
self.needs.food.value.modify(25)
idle_activity()
func idle_activity():
if scene.scene_type != 2:
if navigation:
var random_point = Vector3(
rand_range(-5.0, 0.0),
rand_range(0, 0),
rand_range(0.0, 5.0)
)
random_point.y = y_offset
var start = navigation.get_closest_point(self.global_transform.origin)
var end = navigation.get_closest_point(random_point)
var new_path = navigation.get_simple_path(start, end, true)
for i in new_path.size():
new_path[i] = new_path[i] + navigation.global_transform.origin
self.path = new_path
animation.play("idle")