feat: add npc path finding to the zones based on needs
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=12 format=3 uid="uid://rs3hv73svbpa"]
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[gd_scene load_steps=13 format=3 uid="uid://rs3hv73svbpa"]
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[ext_resource type="Script" uid="uid://4mg67crlim53" path="res://player/player.gd" id="1_h2yge"]
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[ext_resource type="Script" uid="uid://ii8ai801jur2" path="res://player/camera_rig.gd" id="2_1bvp3"]
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@@ -6,6 +6,10 @@
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[ext_resource type="Script" uid="uid://c1f3b26n4yntf" path="res://world/world_view_manager.gd" id="4_1bvp3"]
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[ext_resource type="PackedScene" uid="uid://dhxxyprqflotq" path="res://player/npc/NpcVisual.tscn" id="5_lquwl"]
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[sub_resource type="NavigationMesh" id="NavigationMesh_lquwl"]
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vertices = PackedVector3Array(-14.5, 0.4, -14.5, -14.5, 0.4, 14.5, 14.5, 0.4, 14.5, 14.5, 0.4, -14.5)
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polygons = [PackedInt32Array(3, 2, 0), PackedInt32Array(0, 2, 1)]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_o5qli"]
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albedo_color = Color(0.16862746, 0.52156866, 0.30588236, 1)
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@@ -34,10 +38,14 @@ light_energy = 2.0
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[node name="World" type="Node3D" parent="."]
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[node name="Ground" type="MeshInstance3D" parent="World"]
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[node name="NavigationRegion3D" type="NavigationRegion3D" parent="World"]
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navigation_mesh = SubResource("NavigationMesh_lquwl")
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[node name="Ground" type="MeshInstance3D" parent="World/NavigationRegion3D"]
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transform = Transform3D(30, 0, 0, 0, 0.1, 0, 0, 0, 30, 0, -0.05, 0)
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material_override = SubResource("StandardMaterial3D_o5qli")
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mesh = SubResource("BoxMesh_sgp6g")
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skeleton = NodePath("../..")
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[node name="Player" type="CharacterBody3D" parent="." node_paths=PackedStringArray("camera_rig")]
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script = ExtResource("1_h2yge")
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+42
-13
@@ -1,41 +1,70 @@
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extends CharacterBody3D
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const DEBUG_LOGS := false
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@export var move_speed := 3.0
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@export var rotation_speed := 8.0
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@export var waypoint_reached_distance := 0.35
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@onready var nav_agent: NavigationAgent3D = $NavigationAgent3D
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var sim_id: int = -1
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var npc_name: String = ""
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var profession: String = ""
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var target_position: Vector3
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var has_target := false
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var current_path: PackedVector3Array = []
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var path_index := 0
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var current_target := Vector3.INF
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func debug_log(message: String) -> void:
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if DEBUG_LOGS:
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print("[NPCVisual] ", name, " | ", message)
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func setup_from_sim(npc: SimNPC) -> void:
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sim_id = npc.id
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npc_name = npc.npc_name
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profession = npc.profession
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name = "NPC_%s_%s" % [sim_id, npc_name]
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target_position = global_position
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func set_target_position(pos: Vector3) -> void:
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target_position = pos
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has_target = true
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func _physics_process(delta: float) -> void:
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if not has_target:
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if current_target.distance_to(pos) < 0.1:
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return
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var to_target := target_position - global_position
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to_target.y = 0
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current_target = pos
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nav_agent.target_position = pos
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if to_target.length() < 0.25:
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await get_tree().physics_frame
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current_path = NavigationServer3D.map_get_path(
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get_world_3d().navigation_map,
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global_position,
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pos,
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true
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)
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path_index = 0
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debug_log("New target: %s Path points: %s" % [pos, current_path.size()])
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func _physics_process(delta: float) -> void:
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if current_path.is_empty() or path_index >= current_path.size():
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velocity = Vector3.ZERO
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move_and_slide()
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return
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var direction := to_target.normalized()
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var next_pos := current_path[path_index]
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var flat_next_pos := Vector3(next_pos.x, global_position.y, next_pos.z)
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var to_next := flat_next_pos - global_position
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if to_next.length() <= waypoint_reached_distance:
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path_index += 1
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return
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var direction := to_next.normalized()
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velocity.x = direction.x * move_speed
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velocity.z = direction.z * move_speed
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velocity.y = 0
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velocity.y = 0.0
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move_and_slide()
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@@ -26,3 +26,9 @@ mesh = SubResource("CapsuleMesh_d844k")
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[node name="FaceMarker" type="MeshInstance3D" parent="."]
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transform = Transform3D(0.15, 0, 0, 0, 0.15, 0, 0, 0, 0.35, 0, 1.2, 0.59052056)
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mesh = SubResource("BoxMesh_d844k")
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[node name="NavigationAgent3D" type="NavigationAgent3D" parent="."]
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path_desired_distance = 0.3
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target_desired_distance = 0.5
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height = 1.7
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radius = 0.4
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@@ -1,5 +1,7 @@
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extends Node
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const DEBUG_LOGS := true
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@export var npc_visual_scene: PackedScene
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@export var simulation_manager: Node
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@export var active_npcs_parent: Node3D
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@@ -11,11 +13,24 @@ extends Node
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@export var rest_zone: Marker3D
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@export var food_zone: Marker3D
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var active_npc_visuals := {} # sim_id -> NPCVisual
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var active_npc_visuals := {}
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func debug_log(message: String) -> void:
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if DEBUG_LOGS:
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print("[WorldViewManager] ", message)
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func _ready() -> void:
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call_deferred("spawn_initial_npcs")
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var target_update_timer := 0.0
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var target_update_interval := 0.5
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func _process(delta: float) -> void:
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target_update_timer += delta
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if target_update_timer >= target_update_interval:
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target_update_timer = 0.0
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update_npc_targets()
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func spawn_initial_npcs() -> void:
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if simulation_manager == null:
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push_error("WorldViewManager: simulation_manager is missing")
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@@ -25,6 +40,12 @@ func spawn_initial_npcs() -> void:
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push_error("WorldViewManager: npc_visual_scene is missing")
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return
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if active_npcs_parent == null:
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push_error("WorldViewManager: active_npcs_parent is missing")
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return
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debug_log("Spawning NPC visuals. Count: %s" % simulation_manager.npcs.size())
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for npc in simulation_manager.npcs:
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spawn_npc_visual(npc)
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@@ -32,7 +53,7 @@ func spawn_npc_visual(npc: SimNPC) -> void:
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if active_npc_visuals.has(npc.id):
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return
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var visual := npc_visual_scene.instantiate()
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var visual = npc_visual_scene.instantiate()
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active_npcs_parent.add_child(visual)
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visual.global_position = npc.position
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@@ -40,10 +61,8 @@ func spawn_npc_visual(npc: SimNPC) -> void:
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active_npc_visuals[npc.id] = visual
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func _process(delta: float) -> void:
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update_npc_targets()
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debug_log("Spawned visual for %s at %s" % [npc.npc_name, npc.position])
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func update_npc_targets() -> void:
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if simulation_manager == null:
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return
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@@ -55,8 +74,11 @@ func update_npc_targets() -> void:
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var visual = active_npc_visuals[npc.id]
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var target := get_target_for_task(npc.current_task)
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if target != null:
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visual.set_target_position(target.global_position)
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if target == null:
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debug_log("No target for task: %s" % npc.current_task)
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continue
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visual.set_target_position(target.global_position)
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func get_target_for_task(task: String) -> Marker3D:
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match task:
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