feat: add deterministic goat routine
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@@ -0,0 +1,317 @@
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class_name AnimalNode
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extends Node3D
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signal hunger_changed(animal_id: StringName, hunger: float)
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signal fed(animal_id: StringName, actor_id: int)
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signal reservation_changed(animal_id: StringName, agent_id: int)
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signal position_changed(animal_id: StringName, active_position: Vector3)
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signal routine_arrived(animal_id: StringName, site_id: StringName, arrival_position: Vector3)
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signal navigation_failed(animal_id: StringName, site_id: StringName)
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static var _all: Array[AnimalNode] = []
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@export var animal_id: StringName
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@export var display_name := "Animal"
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@export var species_id: StringName = SimulationIds.SPECIES_GOAT
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@export_range(0.0, 100.0, 0.5) var initial_hunger := 70.0
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@export var initial_enabled := true
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@export var can_npcs_feed := true
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@export var can_player_feed := true
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@export var debug_label_enabled := true
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@export var initial_routine_site_id: StringName
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@export_range(0, 10000, 1) var initial_next_routine_tick := 12
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@export_range(0.1, 10.0, 0.1) var move_speed := 1.6
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@export_range(0.05, 1.0, 0.05) var waypoint_reached_distance := 0.25
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@export_range(0.05, 1.0, 0.05) var arrival_distance := 0.3
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@export_range(0.1, 20.0, 0.1) var rotation_speed := 7.0
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@onready var interaction_point: Marker3D = get_node_or_null("InteractionPoint") as Marker3D
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var state: AnimalStateRecord
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var current_path := PackedVector3Array()
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var path_index := 0
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var navigation_site_id: StringName
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var navigation_target := Vector3.INF
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var navigation_request_id := 0
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var path_pending := false
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var has_reported_navigation_result := true
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func _ready() -> void:
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if animal_id.is_empty():
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push_error("AnimalNode at %s has empty animal_id" % get_path())
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initial_enabled = false
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_update_presentation()
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return
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var existing := get_by_id(animal_id)
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if existing != null:
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push_error(
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(
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"Duplicate AnimalNode animal_id '%s' at %s; first registered at %s"
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% [animal_id, get_path(), existing.get_path()]
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)
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)
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initial_enabled = false
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_update_presentation()
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return
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_all.append(self)
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add_to_group("animal_nodes")
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add_to_group("grass_interactors")
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_try_register_with_simulation()
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_update_presentation()
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func _exit_tree() -> void:
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navigation_request_id += 1
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_all.erase(self)
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_disconnect_state()
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state = null
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func bind_state(animal_state: AnimalStateRecord) -> bool:
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if animal_state == null or animal_state.get_animal_id() != animal_id:
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return false
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_disconnect_state()
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state = animal_state
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if not state.changed.is_connected(_on_state_changed):
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state.changed.connect(_on_state_changed)
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if not state.fed.is_connected(_on_state_fed):
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state.fed.connect(_on_state_fed)
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global_position = state.get_position()
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var visual := get_node_or_null("Visual")
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if visual != null and visual.has_method("reset_transient_feedback"):
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visual.reset_transient_feedback()
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_stop_navigation()
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call_deferred("_sync_navigation_from_state")
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_update_presentation()
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hunger_changed.emit(animal_id, state.get_hunger())
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return true
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func _disconnect_state() -> void:
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if state == null:
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return
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if state.changed.is_connected(_on_state_changed):
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state.changed.disconnect(_on_state_changed)
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if state.fed.is_connected(_on_state_fed):
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state.fed.disconnect(_on_state_fed)
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func _try_register_with_simulation() -> void:
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var managers := get_tree().get_nodes_in_group("simulation_manager")
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if managers.size() != 1:
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return
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var manager := managers[0]
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if "animal_care" in manager and manager.animal_care != null:
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manager.animal_care.register_node(self)
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func get_interaction_position() -> Vector3:
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return interaction_point.global_position if interaction_point != null else global_position
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func supports_action(action_id: StringName) -> bool:
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return action_id == SimulationIds.ACTION_FEED_ANIMAL
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func get_hunger() -> float:
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return state.get_hunger() if state != null else initial_hunger
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func needs_feed() -> bool:
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if state != null:
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return state.needs_feed()
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return initial_enabled and initial_hunger >= AnimalStateRecord.FEED_THRESHOLD
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func is_enabled() -> bool:
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return state.is_enabled() if state != null else initial_enabled
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func is_navigating() -> bool:
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return not navigation_site_id.is_empty() and not has_reported_navigation_result
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func get_navigation_path() -> PackedVector3Array:
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return current_path.duplicate()
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func _physics_process(delta: float) -> void:
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if (
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state == null
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or not state.has_active_travel_target()
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or navigation_site_id.is_empty()
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or has_reported_navigation_result
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):
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return
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if path_pending:
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return
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if _horizontal_distance_to(navigation_target) <= arrival_distance:
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_report_arrival_once()
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return
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if current_path.is_empty() or path_index >= current_path.size():
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_report_navigation_failure_once()
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return
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var next_position := current_path[path_index]
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var offset := next_position - global_position
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if offset.length() <= waypoint_reached_distance:
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path_index += 1
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return
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var direction := offset.normalized()
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global_position = global_position.move_toward(next_position, move_speed * delta)
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position_changed.emit(animal_id, global_position)
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var target_angle := atan2(direction.x, direction.z)
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rotation.y = lerp_angle(rotation.y, target_angle, rotation_speed * delta)
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func _on_state_changed(changed_state: AnimalStateRecord) -> void:
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if changed_state != state:
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return
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if not global_position.is_equal_approx(state.get_position()):
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global_position = state.get_position()
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hunger_changed.emit(animal_id, state.get_hunger())
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reservation_changed.emit(animal_id, state.get_reserved_by())
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_sync_navigation_from_state()
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_update_presentation()
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func _on_state_fed(fed_state: AnimalStateRecord, actor_id: int) -> void:
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if fed_state != state:
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return
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var visual := get_node_or_null("Visual")
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if visual != null and visual.has_method("play_fed_response"):
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visual.play_fed_response()
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fed.emit(animal_id, actor_id)
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func _update_presentation() -> void:
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var visual := get_node_or_null("Visual")
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if visual != null:
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visual.visible = is_enabled()
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if visual.has_method("set_hungry"):
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visual.set_hungry(needs_feed())
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if visual.has_method("set_moving"):
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visual.set_moving(is_navigating())
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if not has_node("DebugLabel"):
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return
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var label := $DebugLabel as Label3D
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label.visible = debug_label_enabled
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if not debug_label_enabled:
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return
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var text := "%s\n%s · hunger %.0f" % [display_name, animal_id, get_hunger()]
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if needs_feed():
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text += "\nHUNGRY"
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if state != null and state.get_reserved_by() >= 0:
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text += "\nheld:%d" % state.get_reserved_by()
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if state != null and state.has_active_travel_target():
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text += "\n→ %s" % state.get_travel_target_site_id()
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elif state != null and not state.get_routine_site_id().is_empty():
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text += "\n@ %s" % state.get_routine_site_id()
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if state == null:
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text += "\nUNBOUND"
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label.text = text
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func set_debug_label_enabled(is_enabled: bool) -> void:
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debug_label_enabled = is_enabled
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_update_presentation()
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func _sync_navigation_from_state() -> void:
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if state == null or not state.has_active_travel_target():
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if not navigation_site_id.is_empty():
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_stop_navigation()
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return
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var target_site_id := state.get_travel_target_site_id()
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var target_position := state.get_travel_target_position()
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if (
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navigation_site_id == target_site_id
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and navigation_target.is_equal_approx(target_position)
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and not has_reported_navigation_result
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):
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return
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_request_navigation(target_site_id, target_position)
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func _request_navigation(site_id: StringName, target_position: Vector3) -> void:
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navigation_request_id += 1
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var request_id := navigation_request_id
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navigation_site_id = site_id
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navigation_target = target_position
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current_path = PackedVector3Array()
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path_index = 0
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path_pending = true
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has_reported_navigation_result = false
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_update_presentation()
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await get_tree().physics_frame
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if request_id != navigation_request_id or state == null:
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return
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current_path = NavigationServer3D.map_get_path(
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get_world_3d().navigation_map, global_position, target_position, true
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)
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path_pending = false
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if current_path.is_empty():
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_report_navigation_failure_once()
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func _stop_navigation() -> void:
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navigation_request_id += 1
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current_path = PackedVector3Array()
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path_index = 0
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navigation_site_id = &""
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navigation_target = Vector3.INF
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path_pending = false
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has_reported_navigation_result = true
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var visual := get_node_or_null("Visual")
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if visual != null and visual.has_method("set_moving"):
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visual.set_moving(false)
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func _report_arrival_once() -> void:
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if has_reported_navigation_result:
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return
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has_reported_navigation_result = true
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global_position = navigation_target
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position_changed.emit(animal_id, global_position)
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var arrived_site_id := navigation_site_id
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current_path = PackedVector3Array()
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path_index = 0
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path_pending = false
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var visual := get_node_or_null("Visual")
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if visual != null and visual.has_method("set_moving"):
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visual.set_moving(false)
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routine_arrived.emit(animal_id, arrived_site_id, global_position)
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func _report_navigation_failure_once() -> void:
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if has_reported_navigation_result:
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return
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has_reported_navigation_result = true
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var failed_site_id := navigation_site_id
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current_path = PackedVector3Array()
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path_index = 0
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path_pending = false
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var visual := get_node_or_null("Visual")
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if visual != null and visual.has_method("set_moving"):
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visual.set_moving(false)
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navigation_failed.emit(animal_id, failed_site_id)
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func _horizontal_distance_to(target_position: Vector3) -> float:
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return Vector2(global_position.x, global_position.z).distance_to(
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Vector2(target_position.x, target_position.z)
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)
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static func get_by_id(search_id: StringName) -> AnimalNode:
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for node in _all:
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if node.animal_id == search_id:
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return node
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return null
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static func get_all() -> Array[AnimalNode]:
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return _all.duplicate()
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