straywild/gathering/gathering_controller.gd

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class_name GatheringController
extends Node3D
const FishingShopStockType = preload("res://economy/fishing_shop_stock.gd")
const FishingSpotType = preload("res://fishing/fishing_spot.gd")
const NetworkWorldSpawnServiceType = preload(
"res://network/network_world_spawn_service.gd"
)
const MARKER_INVALID_COLOR := Color(1.0, 1.0, 1.0, 1.0)
const MARKER_VALID_COLOR := Color(0.25, 0.9, 0.36, 1.0)
const MARKER_DISC_THICKNESS := 0.006
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signal status_changed(message: String)
@export_range(0.5, 5.0, 0.05) var marker_distance: float = 0.85
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@export_range(0.025, 2.0, 0.025) var marker_radius: float = 0.175
@export_range(0.0, 1.0, 0.01) var marker_surface_offset: float = 0.045
@export_range(0.0, 2.0, 0.05) var forward_probe_extra_distance: float = 0.6
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@export_flags_3d_physics var terrain_collision_mask: int = 1
@export_range(0.5, 20.0, 0.5) var ray_height: float = 5.0
@export_range(0.5, 20.0, 0.5) var ray_depth: float = 8.0
var _player: Player
var _bag: PlayerBag
var _hotbar: PlayerHotbar
var _fishing_spot: FishingSpotType
var _service: NetworkWorldSpawnServiceType
var _marker: MeshInstance3D
var _marker_invalid_material: StandardMaterial3D
var _marker_valid_material: StandardMaterial3D
var _marker_position: Vector3
var _marker_has_surface: bool = false
var _target_entity_id: String = ""
var _charging: bool = false
var _charge_elapsed: float = 0.0
var _charge_duration: float = 2.0
var _request_id: String = ""
var _active_tool_id: StringName
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var _gameplay_input_enabled: bool = false
func _ready() -> void:
_build_marker()
set_process_unhandled_input(true)
func setup(
player: Player,
bag: PlayerBag,
hotbar: PlayerHotbar,
fishing_spot: FishingSpotType,
service: NetworkWorldSpawnServiceType,
) -> void:
_player = player
_bag = bag
_hotbar = hotbar
_fishing_spot = fishing_spot
_service = service
_service.local_interaction_finished.connect(
_on_interaction_finished
)
func set_gameplay_input_enabled(enabled: bool) -> void:
_gameplay_input_enabled = enabled
if not enabled:
_cancel_charge()
func is_net_selected() -> bool:
return (
_bag != null
and _hotbar != null
and _hotbar.get_selected_item_id()
== FishingShopStockType.CRAB_NET_ID
and _bag.owns_item(FishingShopStockType.CRAB_NET_ID)
)
func is_shovel_selected() -> bool:
return _is_owned_tool_selected(FishingShopStockType.STANDARD_SHOVEL_ID)
func _is_owned_tool_selected(tool_id: StringName) -> bool:
return (
_bag != null
and _hotbar != null
and _hotbar.get_selected_item_id() == tool_id
and _bag.owns_item(tool_id)
)
func _get_selected_gathering_tool_id() -> StringName:
if is_net_selected():
return FishingShopStockType.CRAB_NET_ID
if is_shovel_selected():
return FishingShopStockType.STANDARD_SHOVEL_ID
return StringName()
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func _process(delta: float) -> void:
var selected_tool_id := _get_selected_gathering_tool_id()
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var input_available: bool = (
_gameplay_input_enabled
and not selected_tool_id.is_empty()
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and _player != null
and _player.is_local_control_enabled()
and _fishing_spot != null
and _fishing_spot.can_change_hotbar_selection()
)
if _charging and selected_tool_id != _active_tool_id:
_cancel_charge()
input_available = false
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if not input_available:
if _charging:
_cancel_charge()
_set_marker_visible(false)
return
if not _charging:
_set_marker_visible(false)
return
_charge_elapsed += delta
_update_marker_target()
_update_target_entity()
var target_entry: GatherableData = _service.get_entry_for_entity(
_target_entity_id
)
if target_entry != null:
_charge_duration = target_entry.charge_duration
var fully_charged: bool = _charge_elapsed >= _charge_duration
var valid_target: bool = (
fully_charged
and not _target_entity_id.is_empty()
and (
target_entry == null
or not target_entry.requires_sneaking
or _player.is_sneaking()
)
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)
_marker.material_override = (
_marker_valid_material if valid_target else _marker_invalid_material
)
_set_marker_visible(_marker_has_surface)
func _unhandled_input(event: InputEvent) -> void:
if not event.is_action("fish_primary"):
return
if event.is_pressed():
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if (
_gameplay_input_enabled
and _player != null
and _player.release_net_strike_hold()
):
get_viewport().set_input_as_handled()
return
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if (
_charging
or not _gameplay_input_enabled
or _get_selected_gathering_tool_id().is_empty()
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or _fishing_spot == null
or not _fishing_spot.can_change_hotbar_selection()
):
return
_request_id = _service.begin_local_interaction()
if _request_id.is_empty():
return
_charging = true
_active_tool_id = _get_selected_gathering_tool_id()
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_charge_elapsed = 0.0
_charge_duration = maxf(
_service.get_charge_duration_for_tool(
_active_tool_id
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),
0.1,
)
_update_marker_target()
_update_target_entity()
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_player.begin_net_draw_visual()
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get_viewport().set_input_as_handled()
return
if not _charging:
return
var fully_charged: bool = _charge_elapsed >= _charge_duration
var target_entry: GatherableData = _service.get_entry_for_entity(
_target_entity_id
)
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var valid_capture: bool = (
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fully_charged
and _marker_has_surface
and not _target_entity_id.is_empty()
and (
target_entry == null
or not target_entry.requires_sneaking
or _player.is_sneaking()
)
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)
_player.play_net_strike_visual()
if valid_capture:
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_service.finish_local_interaction(
_request_id,
_target_entity_id,
_marker_position,
)
else:
_service.cancel_local_interaction(_request_id)
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_player.resolve_net_strike_visual(false)
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_reset_charge_state()
get_viewport().set_input_as_handled()
func _update_marker_target() -> void:
_marker_has_surface = false
if _player == null or get_world_3d() == null:
return
var facing: Vector3 = _player.get_facing_direction()
facing.y = 0.0
if facing.is_zero_approx():
facing = -_player.global_basis.z
facing.y = 0.0
if facing.is_zero_approx():
return
facing = facing.normalized()
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var probe_origin: Vector3 = _player.get_body_center_position()
var probe_direction: Vector3 = _get_surface_probe_direction(facing)
var forward_hit: Dictionary = _cast_marker_ray(
probe_origin,
probe_origin
+ probe_direction
* (marker_distance + forward_probe_extra_distance),
)
if _apply_marker_surface(forward_hit, facing):
return
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var query_center: Vector3 = _player.global_position + facing * marker_distance
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var ground_hit: Dictionary = _cast_marker_ray(
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query_center + Vector3.UP * ray_height,
query_center - Vector3.UP * ray_depth,
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)
_apply_marker_surface(ground_hit, facing)
func _get_surface_probe_direction(facing: Vector3) -> Vector3:
var vertical_aim: float = 0.0
var camera := _player.get_active_gameplay_camera()
if camera != null:
vertical_aim = clampf((-camera.global_basis.z).y, -0.75, 0.75)
return Vector3(facing.x, vertical_aim, facing.z).normalized()
func _cast_marker_ray(from: Vector3, to: Vector3) -> Dictionary:
var query := PhysicsRayQueryParameters3D.create(
from,
to,
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terrain_collision_mask,
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[_player.get_rid()],
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)
query.collide_with_areas = false
query.collide_with_bodies = true
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return get_world_3d().direct_space_state.intersect_ray(query)
func _apply_marker_surface(hit: Dictionary, facing: Vector3) -> bool:
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if hit.is_empty():
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return false
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var position: Variant = hit.get("position")
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var normal_value: Variant = hit.get("normal")
if (
typeof(position) != TYPE_VECTOR3
or typeof(normal_value) != TYPE_VECTOR3
):
return false
var surface_normal := normal_value as Vector3
if not surface_normal.is_finite() or surface_normal.is_zero_approx():
return false
surface_normal = surface_normal.normalized()
_marker_position = (
(position as Vector3) + surface_normal * marker_surface_offset
)
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_marker.global_position = _marker_position
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_marker.global_basis = marker_basis_for_surface(surface_normal, facing)
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_marker_has_surface = true
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return true
static func marker_basis_for_surface(
surface_normal: Vector3,
facing: Vector3,
) -> Basis:
var normal := surface_normal.normalized()
var reference := Vector3.UP
if absf(normal.dot(Vector3.UP)) > 0.95:
reference = facing.normalized()
if reference.is_zero_approx() or absf(normal.dot(reference)) > 0.95:
reference = Vector3.FORWARD
var x_axis := reference.cross(normal).normalized()
if x_axis.is_zero_approx():
x_axis = Vector3.RIGHT
var z_axis := x_axis.cross(normal).normalized()
return Basis(x_axis, normal, z_axis).orthonormalized()
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func _update_target_entity() -> void:
_target_entity_id = (
_service.find_capture_target(
_marker_position,
_active_tool_id,
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)
if _marker_has_surface and _service != null
else ""
)
func _cancel_charge() -> void:
if _charging and not _request_id.is_empty() and _service != null:
_service.cancel_local_interaction(_request_id)
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if _charging and _player != null:
_player.cancel_net_action_visual()
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_reset_charge_state()
func _reset_charge_state() -> void:
_charging = false
_charge_elapsed = 0.0
_request_id = ""
_active_tool_id = StringName()
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_target_entity_id = ""
_marker_has_surface = false
_set_marker_visible(false)
func _on_interaction_finished(accepted: bool, message: String) -> void:
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if _player != null:
_player.resolve_net_strike_visual(accepted)
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_reset_charge_state()
if not accepted or not message.is_empty():
status_changed.emit(message)
func _build_marker() -> void:
_marker_invalid_material = StandardMaterial3D.new()
_marker_invalid_material.albedo_color = MARKER_INVALID_COLOR
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_marker_invalid_material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
_marker_invalid_material.roughness = 1.0
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_marker_valid_material = StandardMaterial3D.new()
_marker_valid_material.albedo_color = MARKER_VALID_COLOR
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_marker_valid_material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
_marker_valid_material.roughness = 1.0
var disc := CylinderMesh.new()
disc.top_radius = marker_radius
disc.bottom_radius = marker_radius
disc.height = MARKER_DISC_THICKNESS
disc.radial_segments = 32
disc.rings = 1
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_marker = MeshInstance3D.new()
_marker.name = "GatheringTargetMarker"
_marker.mesh = disc
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_marker.material_override = _marker_invalid_material
_marker.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
_marker.visible = false
add_child(_marker)
func _set_marker_visible(value: bool) -> void:
if _marker != null:
_marker.visible = value