Files
gamedev-the-steward/world/animals/animal_node.gd
T
2026-08-12 20:50:52 +02:00

371 lines
11 KiB
GDScript

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)
signal position_changed(animal_id: StringName, active_position: Vector3)
signal routine_arrived(animal_id: StringName, site_id: StringName, arrival_position: Vector3)
signal navigation_failed(animal_id: StringName, site_id: StringName)
static var _all: Array[AnimalNode] = []
static var _core_animal_catalog: AnimalCatalog
@export var animal_id: StringName
@export var display_name := "Animal"
@export var animal_definition_id: StringName
@export var species_id: StringName
@export var supported_action_ids: Array[StringName] = []
@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
@export var initial_routine_site_id: StringName
@export_range(0, 10000, 1) var initial_next_routine_tick := 12
@export_range(0.1, 10.0, 0.1) var move_speed := 1.6
@export_range(0.05, 1.0, 0.05) var waypoint_reached_distance := 0.25
@export_range(0.05, 1.0, 0.05) var arrival_distance := 0.3
@export_range(0.1, 20.0, 0.1) var rotation_speed := 7.0
@onready var interaction_point: Marker3D = get_node_or_null("InteractionPoint") as Marker3D
var state: AnimalStateRecord
var current_path := PackedVector3Array()
var path_index := 0
var navigation_site_id: StringName
var navigation_target := Vector3.INF
var navigation_request_id := 0
var path_pending := false
var has_reported_navigation_result := true
var _animal_definition: AnimalDefinition
func _ready() -> void:
if not _ensure_animal_definition():
push_error(
(
"AnimalNode at %s has invalid animal_definition_id '%s'"
% [get_path(), animal_definition_id]
)
)
initial_enabled = false
_update_presentation()
return
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")
add_to_group("grass_interactors")
_try_register_with_simulation()
_update_presentation()
func _exit_tree() -> void:
navigation_request_id += 1
_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
or animal_state.get_animal_definition_id() != animal_definition_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()
_stop_navigation()
call_deferred("_sync_navigation_from_state")
_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 in supported_action_ids
func apply_animal_definition(definition: AnimalDefinition) -> bool:
if definition == null or not definition.validate().is_empty():
return false
if state != null and state.get_animal_definition_id() != definition.animal_definition_id:
return false
_animal_definition = definition
animal_definition_id = definition.animal_definition_id
species_id = definition.species_id
supported_action_ids = definition.supported_action_ids.duplicate()
move_speed = definition.movement_speed
var visual := get_node_or_null("Visual")
if visual != null and visual.has_method("apply_animal_definition"):
return bool(visual.apply_animal_definition(definition))
return true
func get_animal_definition() -> AnimalDefinition:
return _animal_definition
func _ensure_animal_definition() -> bool:
if (
_animal_definition != null
and _animal_definition.animal_definition_id == animal_definition_id
):
return true
if animal_definition_id.is_empty():
return false
if _core_animal_catalog == null:
_core_animal_catalog = AnimalCatalog.create_core()
if _core_animal_catalog == null:
return false
return apply_animal_definition(_core_animal_catalog.get_definition(animal_definition_id))
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 is_navigating() -> bool:
return not navigation_site_id.is_empty() and not has_reported_navigation_result
func get_navigation_path() -> PackedVector3Array:
return current_path.duplicate()
func _physics_process(delta: float) -> void:
if (
state == null
or not state.has_active_travel_target()
or navigation_site_id.is_empty()
or has_reported_navigation_result
):
return
if path_pending:
return
if _horizontal_distance_to(navigation_target) <= arrival_distance:
_report_arrival_once()
return
if current_path.is_empty() or path_index >= current_path.size():
_report_navigation_failure_once()
return
var next_position := current_path[path_index]
var offset := next_position - global_position
if offset.length() <= waypoint_reached_distance:
path_index += 1
return
var direction := offset.normalized()
global_position = global_position.move_toward(next_position, move_speed * delta)
position_changed.emit(animal_id, global_position)
var target_angle := atan2(direction.x, direction.z)
rotation.y = lerp_angle(rotation.y, target_angle, rotation_speed * delta)
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())
_sync_navigation_from_state()
_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 visual.has_method("set_moving"):
visual.set_moving(is_navigating())
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 and state.has_active_travel_target():
text += "\n→ %s" % state.get_travel_target_site_id()
elif state != null and not state.get_routine_site_id().is_empty():
text += "\n@ %s" % state.get_routine_site_id()
if state == null:
text += "\nUNBOUND"
label.text = text
func set_debug_label_enabled(is_enabled: bool) -> void:
debug_label_enabled = is_enabled
_update_presentation()
func _sync_navigation_from_state() -> void:
if state == null or not state.has_active_travel_target():
if not navigation_site_id.is_empty():
_stop_navigation()
return
var target_site_id := state.get_travel_target_site_id()
var target_position := state.get_travel_target_position()
if (
navigation_site_id == target_site_id
and navigation_target.is_equal_approx(target_position)
and not has_reported_navigation_result
):
return
_request_navigation(target_site_id, target_position)
func _request_navigation(site_id: StringName, target_position: Vector3) -> void:
navigation_request_id += 1
var request_id := navigation_request_id
navigation_site_id = site_id
navigation_target = target_position
current_path = PackedVector3Array()
path_index = 0
path_pending = true
has_reported_navigation_result = false
_update_presentation()
await get_tree().physics_frame
if request_id != navigation_request_id or state == null:
return
current_path = NavigationServer3D.map_get_path(
get_world_3d().navigation_map, global_position, target_position, true
)
path_pending = false
if current_path.is_empty():
_report_navigation_failure_once()
func _stop_navigation() -> void:
navigation_request_id += 1
current_path = PackedVector3Array()
path_index = 0
navigation_site_id = &""
navigation_target = Vector3.INF
path_pending = false
has_reported_navigation_result = true
var visual := get_node_or_null("Visual")
if visual != null and visual.has_method("set_moving"):
visual.set_moving(false)
func _report_arrival_once() -> void:
if has_reported_navigation_result:
return
has_reported_navigation_result = true
global_position = navigation_target
position_changed.emit(animal_id, global_position)
var arrived_site_id := navigation_site_id
current_path = PackedVector3Array()
path_index = 0
path_pending = false
var visual := get_node_or_null("Visual")
if visual != null and visual.has_method("set_moving"):
visual.set_moving(false)
routine_arrived.emit(animal_id, arrived_site_id, global_position)
func _report_navigation_failure_once() -> void:
if has_reported_navigation_result:
return
has_reported_navigation_result = true
var failed_site_id := navigation_site_id
current_path = PackedVector3Array()
path_index = 0
path_pending = false
var visual := get_node_or_null("Visual")
if visual != null and visual.has_method("set_moving"):
visual.set_moving(false)
navigation_failed.emit(animal_id, failed_site_id)
func _horizontal_distance_to(target_position: Vector3) -> float:
return Vector2(global_position.x, global_position.z).distance_to(
Vector2(target_position.x, target_position.z)
)
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()