Files
gamedev-the-steward/player/player.gd
T

105 lines
2.7 KiB
GDScript

extends CharacterBody3D
@export var move_speed := 7.0
@export var acceleration := 18.0
@export var rotation_speed := 12.0
@export var camera_rig: Node3D
@export var simulation_manager: Node
@export var food_zone: Marker3D
@export var guard_zone: Marker3D
@export var study_zone: Marker3D
@export var stomach_capacity_for_food := 5
@export var interaction_range := 3.0
func _physics_process(delta: float) -> void:
var input := Input.get_vector(
"move_left",
"move_right",
"move_forward",
"move_backward"
)
var forward := -camera_rig.global_transform.basis.z
var right := camera_rig.global_transform.basis.x
forward.y = 0
right.y = 0
forward = forward.normalized()
right = right.normalized()
var direction := (right * input.x + forward * -input.y).normalized()
var target_velocity := direction * move_speed
velocity.x = move_toward(velocity.x, target_velocity.x, acceleration * delta)
velocity.z = move_toward(velocity.z, target_velocity.z, acceleration * delta)
if not is_on_floor():
velocity.y -= 30.0 * delta
else:
velocity.y = 0.0
move_and_slide()
if direction.length() > 0.01:
var target_angle := atan2(direction.x, direction.z)
rotation.y = lerp_angle(rotation.y, target_angle, rotation_speed * delta)
func _unhandled_input(event: InputEvent) -> void:
# keep your camera mouse code here too
if event.is_action_pressed("interact"):
try_interact()
func try_interact() -> void:
if simulation_manager == null:
return
if try_harvest_resource_node():
return
if is_near(guard_zone):
simulation_manager.add_safety(3.0)
print("Player helped guard the village.")
elif is_near(study_zone):
simulation_manager.add_knowledge(2.0)
print("Player shared knowledge.")
elif is_near(food_zone):
simulation_manager.eat_food(stomach_capacity_for_food)
print("Player ate food from the village supply.")
func try_harvest_resource_node() -> bool:
var node := ResourceNode.find_nearest_for_player(global_position, interaction_range)
if node == null:
return false
if not node.enabled:
print("%s is unavailable." % node.node_id)
return true
if node.is_depleted():
print("%s is depleted." % node.node_id)
return true
if not simulation_manager.has_method("harvest_resource_node"):
push_error("Player: SimulationManager cannot harvest ResourceNodes")
return true
var extracted: float = simulation_manager.harvest_resource_node(node)
if extracted > 0.0:
print("Player gathered %s %s from %s." % [extracted, node.resource_id, node.node_id])
else:
print("%s could not be harvested." % node.node_id)
return true
func is_near(zone: Marker3D) -> bool:
if zone == null:
return false
return global_position.distance_to(zone.global_position) <= interaction_range