feat: introduce identity-backed goat

This commit is contained in:
Rijad Zuzo
2026-07-26 22:26:00 +02:00
parent 1f09ebe6b6
commit f79c2bb630
47 changed files with 1903 additions and 96 deletions
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class_name AnimalNode
extends Node3D
signal hunger_changed(animal_id: StringName, hunger: float)
signal fed(animal_id: StringName, actor_id: int)
signal reservation_changed(animal_id: StringName, agent_id: int)
static var _all: Array[AnimalNode] = []
@export var animal_id: StringName
@export var display_name := "Animal"
@export var species_id: StringName = SimulationIds.SPECIES_GOAT
@export_range(0.0, 100.0, 0.5) var initial_hunger := 70.0
@export var initial_enabled := true
@export var can_npcs_feed := true
@export var can_player_feed := true
@export var debug_label_enabled := true
@onready var interaction_point: Marker3D = get_node_or_null("InteractionPoint") as Marker3D
var state: AnimalStateRecord
func _ready() -> void:
if animal_id.is_empty():
push_error("AnimalNode at %s has empty animal_id" % get_path())
initial_enabled = false
_update_presentation()
return
var existing := get_by_id(animal_id)
if existing != null:
push_error(
(
"Duplicate AnimalNode animal_id '%s' at %s; first registered at %s"
% [animal_id, get_path(), existing.get_path()]
)
)
initial_enabled = false
_update_presentation()
return
_all.append(self)
add_to_group("animal_nodes")
_try_register_with_simulation()
_update_presentation()
func _exit_tree() -> void:
_all.erase(self)
_disconnect_state()
state = null
func bind_state(animal_state: AnimalStateRecord) -> bool:
if animal_state == null or animal_state.get_animal_id() != animal_id:
return false
_disconnect_state()
state = animal_state
if not state.changed.is_connected(_on_state_changed):
state.changed.connect(_on_state_changed)
if not state.fed.is_connected(_on_state_fed):
state.fed.connect(_on_state_fed)
global_position = state.get_position()
var visual := get_node_or_null("Visual")
if visual != null and visual.has_method("reset_transient_feedback"):
visual.reset_transient_feedback()
_update_presentation()
hunger_changed.emit(animal_id, state.get_hunger())
return true
func _disconnect_state() -> void:
if state == null:
return
if state.changed.is_connected(_on_state_changed):
state.changed.disconnect(_on_state_changed)
if state.fed.is_connected(_on_state_fed):
state.fed.disconnect(_on_state_fed)
func _try_register_with_simulation() -> void:
var managers := get_tree().get_nodes_in_group("simulation_manager")
if managers.size() != 1:
return
var manager := managers[0]
if "animal_care" in manager and manager.animal_care != null:
manager.animal_care.register_node(self)
func get_interaction_position() -> Vector3:
return interaction_point.global_position if interaction_point != null else global_position
func supports_action(action_id: StringName) -> bool:
return action_id == SimulationIds.ACTION_FEED_ANIMAL
func get_hunger() -> float:
return state.get_hunger() if state != null else initial_hunger
func needs_feed() -> bool:
if state != null:
return state.needs_feed()
return initial_enabled and initial_hunger >= AnimalStateRecord.FEED_THRESHOLD
func is_enabled() -> bool:
return state.is_enabled() if state != null else initial_enabled
func _on_state_changed(changed_state: AnimalStateRecord) -> void:
if changed_state != state:
return
if not global_position.is_equal_approx(state.get_position()):
global_position = state.get_position()
hunger_changed.emit(animal_id, state.get_hunger())
reservation_changed.emit(animal_id, state.get_reserved_by())
_update_presentation()
func _on_state_fed(fed_state: AnimalStateRecord, actor_id: int) -> void:
if fed_state != state:
return
var visual := get_node_or_null("Visual")
if visual != null and visual.has_method("play_fed_response"):
visual.play_fed_response()
fed.emit(animal_id, actor_id)
func _update_presentation() -> void:
var visual := get_node_or_null("Visual")
if visual != null:
visual.visible = is_enabled()
if visual.has_method("set_hungry"):
visual.set_hungry(needs_feed())
if not has_node("DebugLabel"):
return
var label := $DebugLabel as Label3D
label.visible = debug_label_enabled
if not debug_label_enabled:
return
var text := "%s\n%s · hunger %.0f" % [display_name, animal_id, get_hunger()]
if needs_feed():
text += "\nHUNGRY"
if state != null and state.get_reserved_by() >= 0:
text += "\nheld:%d" % state.get_reserved_by()
if state == null:
text += "\nUNBOUND"
label.text = text
func set_debug_label_enabled(is_enabled: bool) -> void:
debug_label_enabled = is_enabled
_update_presentation()
static func get_by_id(search_id: StringName) -> AnimalNode:
for node in _all:
if node.animal_id == search_id:
return node
return null
static func get_all() -> Array[AnimalNode]:
return _all.duplicate()
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uid://6s3isttop6a6