feat: add movment based on needs with themed zones

This commit is contained in:
Rijad Zuzo
2026-06-19 08:08:17 +02:00
parent a3ad8d8a07
commit e2549ac50c
4 changed files with 102 additions and 2 deletions
+27 -1
View File
@@ -70,11 +70,17 @@ fov = 65.0
[node name="SimulationManager" type="Node" parent="."]
script = ExtResource("3_lquwl")
[node name="WorldViewManager" type="Node" parent="." node_paths=PackedStringArray("simulation_manager", "active_npcs_parent")]
[node name="WorldViewManager" type="Node" parent="." node_paths=PackedStringArray("simulation_manager", "active_npcs_parent", "farm_zone", "forest_zone", "guard_zone", "study_zone", "rest_zone", "food_zone")]
script = ExtResource("4_1bvp3")
npc_visual_scene = ExtResource("5_lquwl")
simulation_manager = NodePath("../SimulationManager")
active_npcs_parent = NodePath("../ActiveNPCs")
farm_zone = NodePath("../TaskZone/FarmZone")
forest_zone = NodePath("../TaskZone/ForestZone")
guard_zone = NodePath("../TaskZone/GuardZone")
study_zone = NodePath("../TaskZone/StudyZone")
rest_zone = NodePath("../TaskZone/RestZone")
food_zone = NodePath("../TaskZone/FoodZone")
[node name="EventBus" type="Node" parent="."]
@@ -82,3 +88,23 @@ active_npcs_parent = NodePath("../ActiveNPCs")
environment = SubResource("Environment_o5qli")
[node name="ActiveNPCs" type="Node3D" parent="."]
[node name="TaskZone" type="Node3D" parent="."]
[node name="FarmZone" type="Marker3D" parent="TaskZone"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8, 0, -6)
[node name="ForestZone" type="Marker3D" parent="TaskZone"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 8, 0, -6)
[node name="GuardZone" type="Marker3D" parent="TaskZone"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 8)
[node name="StudyZone" type="Marker3D" parent="TaskZone"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6, 0, 6)
[node name="RestZone" type="Marker3D" parent="TaskZone"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4, 0, 5)
[node name="FoodZone" type="Marker3D" parent="TaskZone"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -8)
+32
View File
@@ -1,11 +1,43 @@
extends CharacterBody3D
@export var move_speed := 3.0
@export var rotation_speed := 8.0
var sim_id: int = -1
var npc_name: String = ""
var profession: String = ""
var target_position: Vector3
var has_target := false
func setup_from_sim(npc: SimNPC) -> void:
sim_id = npc.id
npc_name = npc.npc_name
profession = npc.profession
name = "NPC_%s_%s" % [sim_id, npc_name]
target_position = global_position
func set_target_position(pos: Vector3) -> void:
target_position = pos
has_target = true
func _physics_process(delta: float) -> void:
if not has_target:
return
var to_target := target_position - global_position
to_target.y = 0
if to_target.length() < 0.25:
velocity = Vector3.ZERO
move_and_slide()
return
var direction := to_target.normalized()
velocity.x = direction.x * move_speed
velocity.z = direction.z * move_speed
velocity.y = 0
move_and_slide()
var target_angle := atan2(direction.x, direction.z)
rotation.y = lerp_angle(rotation.y, target_angle, rotation_speed * delta)
+1 -1
View File
@@ -24,5 +24,5 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.85, 0)
mesh = SubResource("CapsuleMesh_d844k")
[node name="FaceMarker" type="MeshInstance3D" parent="."]
transform = Transform3D(0.15, 0, 0, 0, 0.15, 0, 0, 0, 0.35, 0, 1.2, -0.5)
transform = Transform3D(0.15, 0, 0, 0, 0.15, 0, 0, 0, 0.35, 0, 1.2, 0.59052056)
mesh = SubResource("BoxMesh_d844k")
+42
View File
@@ -4,6 +4,13 @@ extends Node
@export var simulation_manager: Node
@export var active_npcs_parent: Node3D
@export var farm_zone: Marker3D
@export var forest_zone: Marker3D
@export var guard_zone: Marker3D
@export var study_zone: Marker3D
@export var rest_zone: Marker3D
@export var food_zone: Marker3D
var active_npc_visuals := {} # sim_id -> NPCVisual
func _ready() -> void:
@@ -32,3 +39,38 @@ func spawn_npc_visual(npc: SimNPC) -> void:
visual.setup_from_sim(npc)
active_npc_visuals[npc.id] = visual
func _process(delta: float) -> void:
update_npc_targets()
func update_npc_targets() -> void:
if simulation_manager == null:
return
for npc in simulation_manager.npcs:
if not active_npc_visuals.has(npc.id):
continue
var visual = active_npc_visuals[npc.id]
var target := get_target_for_task(npc.current_task)
if target != null:
visual.set_target_position(target.global_position)
func get_target_for_task(task: String) -> Marker3D:
match task:
"gather_food":
return farm_zone
"gather_wood":
return forest_zone
"patrol":
return guard_zone
"study":
return study_zone
"rest":
return rest_zone
"eat":
return food_zone
_:
return rest_zone