netfishing/fishing/fishing_spot.gd

413 lines
12 KiB
GDScript3
Raw Normal View History

2026-07-25 11:05:37 -04:00
class_name FishingSpot
extends Area3D
const FishDataType = preload("res://fish/fish_data.gd")
const FishingPresentationType = preload("res://fishing/fishing_presentation.gd")
2026-07-25 11:05:37 -04:00
const PlayerType = preload("res://player/player.gd")
signal status_changed(status: String)
signal reel_progress_changed(progress: float, visible: bool)
enum FishingState {
READY,
AIMING_CAST,
CASTING,
2026-07-25 11:05:37 -04:00
WAITING_FOR_BITE,
BITE_ACTIVE,
REELING,
COOLDOWN,
}
@export_category("Cast")
@export_range(0.1, 30.0, 0.05) var minimum_cast_distance: float = 0.5
@export_range(0.1, 30.0, 0.1) var maximum_cast_distance: float = 14.0
@export_range(0.1, 10.0, 0.1) var cast_charge_duration: float = 2.75
@export_flags_3d_physics var fishable_surface_mask: int = 4
@export_category("Withdrawal")
@export_range(0.1, 20.0, 0.1) var withdrawal_rate: float = 4.9
@export_range(0.1, 10.0, 0.1) var withdrawal_cancel_distance: float = 1.0
2026-07-25 11:05:37 -04:00
@export_category("Timing")
@export_range(0.1, 30.0, 0.1) var wait_time: float = 2.0
@export_range(0.1, 10.0, 0.1) var bite_window_duration: float = 1.5
@export_range(0.1, 10.0, 0.1) var cooldown_duration: float = 1.0
@export_range(0.01, 5.0, 0.01) var reel_gain_rate: float = 0.67
@export_range(0.01, 5.0, 0.01) var reel_decay_rate: float = 0.2
@export_range(0.0, 0.95, 0.05) var hooked_starting_progress: float = 0.25
@export_category("Catch")
@export var catchable_fish: FishDataType
@onready var _presentation: FishingPresentationType = %FishingPresentation
2026-07-25 11:05:37 -04:00
var state: FishingState = FishingState.READY
var _nearby_player: PlayerType
var _active_player: PlayerType
var _state_time_remaining: float = 0.0
var _cast_charge: float = 0.0
var _cast_direction: Vector3 = Vector3.FORWARD
var _cast_origin_position: Vector3
var _cast_target: Vector3
var _cast_landing_is_fishable: bool = false
var _withdrawal_endpoint: Vector3
var _withdrawal_progress: float = 0.0
var _withdrawal_input_held: bool = false
var _new_cast_press_armed: bool = true
2026-07-25 11:05:37 -04:00
var _reel_progress: float = 0.0
var _reel_input_held: bool = false
var _cooldown_status: String = ""
func _ready() -> void:
body_entered.connect(_on_body_entered)
body_exited.connect(_on_body_exited)
_presentation.cast_completed.connect(_on_cast_completed)
2026-07-25 11:05:37 -04:00
func _process(delta: float) -> void:
if state == FishingState.READY and not Input.is_action_pressed("fish_primary"):
_new_cast_press_armed = true
2026-07-25 11:05:37 -04:00
match state:
FishingState.AIMING_CAST:
_update_cast_charge(delta)
if not Input.is_action_pressed("fish_primary"):
_confirm_cast()
2026-07-25 11:05:37 -04:00
FishingState.WAITING_FOR_BITE:
_state_time_remaining -= delta
if _state_time_remaining <= 0.0:
_activate_bite()
else:
if (
_withdrawal_input_held
and not Input.is_action_pressed("fish_primary")
):
_withdrawal_input_held = false
if _withdrawal_input_held:
_update_withdrawal(delta)
2026-07-25 11:05:37 -04:00
FishingState.BITE_ACTIVE:
_state_time_remaining -= delta
if _state_time_remaining <= 0.0:
_miss_bite()
FishingState.REELING:
if _reel_input_held and not Input.is_action_pressed("fish_primary"):
_reel_input_held = false
_update_reel_progress(delta)
FishingState.COOLDOWN:
_state_time_remaining -= delta
if _state_time_remaining <= 0.0:
_return_to_ready()
func _unhandled_input(event: InputEvent) -> void:
if (
event.is_action_pressed("ui_cancel")
and _active_player != null
and state in [
FishingState.AIMING_CAST,
FishingState.CASTING,
FishingState.WAITING_FOR_BITE,
FishingState.BITE_ACTIVE,
FishingState.REELING,
]
):
_cancel_attempt()
get_viewport().set_input_as_handled()
return
2026-07-25 11:05:37 -04:00
if _nearby_player == null or not _nearby_player.is_local_control_enabled():
return
if not event.is_action("fish_primary"):
return
if event.is_pressed():
match state:
FishingState.READY:
if not _new_cast_press_armed:
return
_begin_aiming(_nearby_player)
FishingState.WAITING_FOR_BITE:
_withdrawal_input_held = true
2026-07-25 11:05:37 -04:00
FishingState.BITE_ACTIVE:
_confirm_hook()
FishingState.REELING:
_reel_input_held = true
_:
return
get_viewport().set_input_as_handled()
elif state == FishingState.AIMING_CAST:
_confirm_cast()
get_viewport().set_input_as_handled()
elif state == FishingState.WAITING_FOR_BITE:
_withdrawal_input_held = false
get_viewport().set_input_as_handled()
2026-07-25 11:05:37 -04:00
elif state == FishingState.REELING:
_reel_input_held = false
get_viewport().set_input_as_handled()
func _begin_aiming(player: PlayerType) -> void:
2026-07-25 11:05:37 -04:00
if state != FishingState.READY or _active_player != null:
return
_active_player = player
_active_player.set_movement_enabled(false)
_cast_direction = _capture_cast_direction(_active_player)
_cast_origin_position = _active_player.get_cast_origin_position()
_cast_charge = 0.0
_cast_target = _calculate_cast_target(minimum_cast_distance)
state = FishingState.AIMING_CAST
status_changed.emit("Hold left click to aim • Release to cast")
_presentation.begin_aim(
_active_player.get_fishing_rod_tip(),
_active_player.get_fishing_rod(),
_cast_target
)
func _update_cast_charge(delta: float) -> void:
if state != FishingState.AIMING_CAST:
return
_cast_charge = minf(_cast_charge + delta / cast_charge_duration, 1.0)
var maximum_distance: float = maxf(minimum_cast_distance, maximum_cast_distance)
var distance: float = lerpf(minimum_cast_distance, maximum_distance, _cast_charge)
_cast_target = _calculate_cast_target(distance)
_presentation.update_aim_target(_cast_target, _cast_charge)
_presentation.update_rod_charge(_cast_charge)
func _confirm_cast() -> void:
if state != FishingState.AIMING_CAST:
return
_cast_landing_is_fishable = _is_landing_fishable(_cast_target)
state = FishingState.CASTING
status_changed.emit("Casting...")
_presentation.begin_cast(_cast_target)
func _on_cast_completed() -> void:
if state != FishingState.CASTING:
return
if not _cast_landing_is_fishable:
_cleanup_attempt("Can't fish there.", &"invalid")
return
2026-07-25 11:05:37 -04:00
state = FishingState.WAITING_FOR_BITE
_state_time_remaining = wait_time
_withdrawal_progress = 0.0
_withdrawal_input_held = false
_withdrawal_endpoint = Vector3(
_cast_origin_position.x + _cast_direction.x * withdrawal_cancel_distance,
_presentation.get_water_surface_height(),
_cast_origin_position.z + _cast_direction.z * withdrawal_cancel_distance
)
2026-07-25 11:05:37 -04:00
status_changed.emit("Waiting for a bite...")
func _update_withdrawal(delta: float) -> void:
if state != FishingState.WAITING_FOR_BITE:
return
var landing_offset: Vector3 = _cast_target - _cast_origin_position
landing_offset.y = 0.0
var landing_distance: float = landing_offset.length()
var withdrawable_distance: float = landing_distance - withdrawal_cancel_distance
if withdrawable_distance <= 0.0:
_cancel_from_withdrawal()
return
_withdrawal_progress = minf(
_withdrawal_progress + withdrawal_rate * delta / withdrawable_distance,
1.0
)
var current_position: Vector3 = _cast_target.lerp(
_withdrawal_endpoint,
_withdrawal_progress
)
_presentation.show_withdrawal_position(current_position)
if is_equal_approx(_withdrawal_progress, 1.0):
_cancel_from_withdrawal()
2026-07-25 11:05:37 -04:00
func _activate_bite() -> void:
if state != FishingState.WAITING_FOR_BITE:
return
state = FishingState.BITE_ACTIVE
_state_time_remaining = bite_window_duration
_withdrawal_input_held = false
2026-07-25 11:05:37 -04:00
status_changed.emit("Bite! Left click to hook")
_presentation.show_bite()
2026-07-25 11:05:37 -04:00
func _confirm_hook() -> void:
if state != FishingState.BITE_ACTIVE or _active_player == null:
return
state = FishingState.REELING
_state_time_remaining = 0.0
_reel_progress = clampf(hooked_starting_progress, 0.0, 0.95)
_reel_input_held = true
status_changed.emit("Hold left click to reel")
reel_progress_changed.emit(_reel_progress, true)
_presentation.begin_reeling(_withdrawal_endpoint)
_presentation.show_reel_progress(_reel_progress, _reel_input_held)
2026-07-25 11:05:37 -04:00
func _update_reel_progress(delta: float) -> void:
if state != FishingState.REELING:
return
if _reel_input_held:
_reel_progress = minf(_reel_progress + reel_gain_rate * delta, 1.0)
else:
_reel_progress = maxf(_reel_progress - reel_decay_rate * delta, 0.0)
reel_progress_changed.emit(_reel_progress, true)
_presentation.show_reel_progress(_reel_progress, _reel_input_held)
2026-07-25 11:05:37 -04:00
if is_equal_approx(_reel_progress, 1.0):
_resolve_catch()
elif is_zero_approx(_reel_progress):
_resolve_escape()
func _resolve_catch() -> void:
if state != FishingState.REELING or _active_player == null or catchable_fish == null:
_cancel_attempt()
return
_active_player.inventory.add_fish(catchable_fish)
_cleanup_attempt("Caught %s!" % catchable_fish.display_name, &"catch")
2026-07-25 11:05:37 -04:00
func _resolve_escape() -> void:
if state != FishingState.REELING:
return
var fish_name: String = "The fish"
if catchable_fish != null and not catchable_fish.display_name.is_empty():
fish_name = "The %s" % catchable_fish.display_name
_cleanup_attempt("%s got away!" % fish_name, &"escape")
2026-07-25 11:05:37 -04:00
func _miss_bite() -> void:
if state != FishingState.BITE_ACTIVE:
return
_cleanup_attempt("The fish got away.", &"miss")
2026-07-25 11:05:37 -04:00
func _cleanup_attempt(
cooldown_message: String = "",
visual_outcome: StringName = &"",
) -> void:
2026-07-25 11:05:37 -04:00
if _active_player != null:
_active_player.set_movement_enabled(true)
_active_player = null
_state_time_remaining = 0.0
_cast_charge = 0.0
_cast_direction = Vector3.FORWARD
_cast_origin_position = Vector3.ZERO
_cast_target = Vector3.ZERO
_cast_landing_is_fishable = false
_withdrawal_endpoint = Vector3.ZERO
_withdrawal_progress = 0.0
_withdrawal_input_held = false
2026-07-25 11:05:37 -04:00
_reel_input_held = false
_reel_progress = 0.0
reel_progress_changed.emit(0.0, false)
if visual_outcome.is_empty():
_presentation.cleanup()
else:
_presentation.play_outcome(visual_outcome)
2026-07-25 11:05:37 -04:00
if cooldown_message.is_empty():
state = FishingState.READY
_cooldown_status = ""
if _nearby_player != null:
status_changed.emit("Left click to cast")
else:
status_changed.emit("")
else:
state = FishingState.COOLDOWN
_state_time_remaining = cooldown_duration
_cooldown_status = cooldown_message
status_changed.emit(_cooldown_status)
func _return_to_ready() -> void:
state = FishingState.READY
_state_time_remaining = 0.0
_cooldown_status = ""
if _nearby_player != null:
status_changed.emit("Left click to cast")
else:
status_changed.emit("")
2026-07-25 11:05:37 -04:00
func _cancel_attempt() -> void:
_cleanup_attempt("Fishing cancelled.", &"cancel")
func _cancel_from_withdrawal() -> void:
if state != FishingState.WAITING_FOR_BITE:
return
_new_cast_press_armed = false
_cleanup_attempt("", &"withdrawal")
func _capture_cast_direction(player: PlayerType) -> Vector3:
var direction: Vector3 = player.get_facing_direction()
direction.y = 0.0
if direction.is_zero_approx():
direction = -player.global_basis.z
direction.y = 0.0
if direction.is_zero_approx():
return Vector3.FORWARD
return direction.normalized()
func _calculate_cast_target(distance: float) -> Vector3:
return Vector3(
_cast_origin_position.x + _cast_direction.x * distance,
_presentation.get_water_surface_height(),
_cast_origin_position.z + _cast_direction.z * distance
)
func _is_landing_fishable(target: Vector3) -> bool:
var query := PhysicsPointQueryParameters3D.new()
query.position = target
query.collision_mask = fishable_surface_mask
query.collide_with_areas = true
query.collide_with_bodies = false
var results: Array[Dictionary] = get_world_3d().direct_space_state.intersect_point(
query,
1
)
return not results.is_empty()
2026-07-25 11:05:37 -04:00
func _on_body_entered(body: Node3D) -> void:
if body is not PlayerType or not body.is_local_control_enabled():
return
if _nearby_player != null:
return
_nearby_player = body
if state == FishingState.READY:
status_changed.emit("Left click to cast")
func _on_body_exited(body: Node3D) -> void:
if body != _nearby_player:
return
_nearby_player = null
if body == _active_player:
_cancel_attempt()
else:
status_changed.emit("")