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

153 lines
3.6 KiB
GDScript

extends CharacterBody3D
signal arrived_at_target(sim_id: int)
const DEBUG_LOGS := true
@export var move_speed := 3.0
@export var rotation_speed := 8.0
@export var waypoint_reached_distance := 0.35
@onready var nav_agent: NavigationAgent3D = $NavigationAgent3D
var has_reported_arrival := false
var sim_id: int = -1
var npc_name: String = ""
var profession: String = ""
var current_path: PackedVector3Array = []
var path_index := 0
var current_target := Vector3.INF
var arrival_distance := 1.5
var stuck_counter := 0
var is_dead_visual := false
var dead_material := StandardMaterial3D.new()
func debug_log(message: String) -> void:
if DEBUG_LOGS:
print("[NPCVisual] ", name, " | ", message)
func _ready() -> void:
dead_material.albedo_color = Color(0.25, 0.25, 0.25, 1.0)
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]
func set_target_position(pos: Vector3) -> void:
current_target = pos
has_reported_arrival = false
if global_position.distance_to(pos) <= arrival_distance:
current_path = PackedVector3Array()
path_index = 0
debug_log("Already close to target, will report arrival")
return
nav_agent.target_position = pos
await get_tree().physics_frame
current_path = NavigationServer3D.map_get_path(
get_world_3d().navigation_map,
global_position,
pos,
true
)
path_index = 0
if current_path.is_empty():
debug_log("Path is empty, stuck counter will handle fallback.")
nav_agent.target_position = global_position
else:
debug_log("New target: %s Path points: %s" % [pos, current_path.size()])
func _physics_process(delta: float) -> void:
if is_dead_visual:
velocity = Vector3.ZERO
move_and_slide()
return
if current_target == Vector3.INF:
velocity = Vector3.ZERO
move_and_slide()
return
if global_position.distance_to(current_target) <= arrival_distance:
_report_arrival_once()
velocity = Vector3.ZERO
move_and_slide()
return
if current_path.is_empty() or path_index >= current_path.size():
velocity = Vector3.ZERO
move_and_slide()
stuck_counter += 1
if stuck_counter > 90:
debug_log("Stuck with no valid path, reporting arrival")
_report_arrival_once()
return
var next_pos := current_path[path_index]
var flat_next_pos := Vector3(next_pos.x, global_position.y, next_pos.z)
var to_next := flat_next_pos - global_position
if to_next.length() <= waypoint_reached_distance:
path_index += 1
return
var direction := to_next.normalized()
var prev_pos := global_position
velocity.x = direction.x * move_speed
velocity.z = direction.z * move_speed
velocity.y = 0.0
move_and_slide()
if global_position.distance_squared_to(prev_pos) < 0.001:
stuck_counter += 1
if stuck_counter > 90:
debug_log("Stuck while navigating, reporting arrival")
_report_arrival_once()
return
else:
stuck_counter = 0
var target_angle := atan2(direction.x, direction.z)
rotation.y = lerp_angle(rotation.y, target_angle, rotation_speed * delta)
func _report_arrival_once() -> void:
if has_reported_arrival:
return
has_reported_arrival = true
current_path = PackedVector3Array()
path_index = 0
debug_log("Arrived at target")
arrived_at_target.emit(sim_id)
func apply_dead_visual_state() -> void:
is_dead_visual = true
velocity = Vector3.ZERO
current_path = PackedVector3Array()
path_index = 0
current_target = Vector3.INF
has_reported_arrival = true
scale = Vector3(0.8, 0.25, 1.2)
rotation_degrees.x = 90.0
for child in get_children():
if child is MeshInstance3D:
child.material_override = dead_material
collision_layer = 0
collision_mask = 0
debug_log("Applied dead visual state")