netfishing/fishing/fishing_presentation.gd

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GDScript3
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class_name FishingPresentation
extends Node3D
signal cast_completed
signal outcome_completed(outcome: StringName)
enum VisualMode {
NONE,
AIMING,
CASTING,
FISHING,
OUTCOME,
}
enum LineMode {
HIDDEN,
TAUT,
SLACK,
}
@export_category("Water")
@export var water_surface_offset_y: float = -0.72
@export_range(0.1, 10.0, 0.1) var pickup_distance_from_player: float = 5.5
@export_category("Fishing Line")
@export_flags_3d_physics var line_obstacle_mask: int = 1
@export_range(1.0, 30.0, 0.5) var routing_probe_height: float = 8.0
@export_range(0.1, 2.0, 0.05) var obstruction_sample_spacing: float = 0.4
@export_range(0.01, 1.0, 0.01) var terrain_clearance: float = 0.1
@export_range(1, 3, 1) var maximum_obstruction_ranges: int = 1
@export_range(2, 12, 1) var maximum_contact_anchors_per_range: int = 5
@export_range(0.0, 3.0, 0.05) var route_lead_in_distance: float = 0.8
@export_range(0.0, 3.0, 0.05) var route_lead_out_distance: float = 0.8
@export_range(0.05, 2.0, 0.05) var fallback_arch_height: float = 0.35
@export_range(0.0, 0.5, 0.01) var slack_amount: float = 0.08
@export_range(0.0, 2.0, 0.01) var minimum_slack: float = 0.08
@export_range(0.0, 3.0, 0.01) var maximum_slack: float = 0.65
@export_range(2, 20, 1) var clear_span_interpolation_count: int = 8
@export_range(1, 8, 1) var contact_span_interpolation_count: int = 2
@export_range(0.1, 30.0, 0.1) var line_transition_speed: float = 7.0
@export_category("Cast")
@export_range(0.1, 30.0, 0.1) var target_movement_smoothing: float = 14.0
@export_range(0.1, 3.0, 0.05) var cast_travel_duration: float = 0.65
@export_range(0.1, 5.0, 0.1) var cast_arc_height: float = 2.0
@export_range(0.0, 90.0, 1.0) var maximum_rod_cock_degrees: float = 50.0
@export_range(0.0, 60.0, 1.0) var rod_forward_swing_degrees: float = 22.0
@export_range(0.05, 1.0, 0.01) var rod_forward_swing_duration: float = 0.12
@export_range(0.05, 1.0, 0.01) var rod_recovery_duration: float = 0.22
@export var valid_target_material: Material
@export var invalid_target_material: Material
@onready var _target_marker: MeshInstance3D = %CastTargetMarker
@onready var _invalid_cross_a: MeshInstance3D = %InvalidCrossA
@onready var _invalid_cross_b: MeshInstance3D = %InvalidCrossB
@onready var _bobber: MeshInstance3D = %Bobber
@onready var _line: MeshInstance3D = %FishingLine
var _mode: VisualMode = VisualMode.NONE
var _line_mode: LineMode = LineMode.HIDDEN
var _line_mesh: ImmediateMesh = ImmediateMesh.new()
var _route_points: PackedVector3Array = PackedVector3Array()
var _contact_start_anchor_index: int = -1
var _contact_end_anchor_index: int = -1
var _current_sag: float = 0.0
var _rod: Node3D
var _rod_tip: Marker3D
var _rod_neutral_rotation: Vector3
var _target_goal: Vector3
var _cast_position: Vector3
var _pickup_position: Vector3
var _active_tween: Tween
var _rod_tween: Tween
func _ready() -> void:
_line.mesh = _line_mesh
cleanup()
func _process(delta: float) -> void:
if _mode == VisualMode.AIMING:
var weight: float = 1.0 - exp(-target_movement_smoothing * delta)
_target_marker.global_position = _target_marker.global_position.lerp(
_target_goal,
weight
)
if _line_mode != LineMode.HIDDEN:
_update_line(delta)
func get_water_surface_height() -> float:
return global_position.y + water_surface_offset_y
func set_line_mode(mode: LineMode) -> void:
_line_mode = mode
_line.visible = mode != LineMode.HIDDEN
if mode == LineMode.HIDDEN:
_current_sag = 0.0
_route_points.clear()
_contact_start_anchor_index = -1
_contact_end_anchor_index = -1
_line_mesh.clear_surfaces()
func begin_aim(
rod_tip: Marker3D,
rod: Node3D,
minimum_target: Vector3,
target_is_fishable: bool,
) -> void:
cleanup()
if rod_tip == null or rod == null:
return
_mode = VisualMode.AIMING
_rod = rod
_rod_tip = rod_tip
_rod_neutral_rotation = _rod.rotation
_target_goal = minimum_target
_target_marker.global_position = minimum_target
_target_marker.scale = Vector3.ONE
_target_marker.visible = true
_set_target_validity(target_is_fishable)
func update_rod_charge(charge: float) -> void:
if _mode != VisualMode.AIMING or _rod == null:
return
var cock_rotation: Vector3 = _rod_neutral_rotation
cock_rotation.x += deg_to_rad(maximum_rod_cock_degrees) * clampf(charge, 0.0, 1.0)
_rod.rotation = cock_rotation
func update_aim_target(
target: Vector3,
charge: float,
target_is_fishable: bool,
) -> void:
if _mode != VisualMode.AIMING:
return
_target_goal = target
var maximum_response: float = smoothstep(0.9, 1.0, clampf(charge, 0.0, 1.0))
_target_marker.scale = Vector3.ONE * lerpf(1.0, 1.15, maximum_response)
_set_target_validity(target_is_fishable)
func begin_cast(target: Vector3) -> void:
if _mode != VisualMode.AIMING or _rod_tip == null:
return
_kill_active_tween()
_mode = VisualMode.CASTING
_target_marker.visible = false
_bobber.visible = true
_bobber.scale = Vector3.ONE
_cast_position = _with_water_height(target)
_pickup_position = _calculate_pickup_position(_cast_position)
var cast_start: Vector3 = _rod_tip.global_position
_bobber.global_position = cast_start
_begin_rod_release()
_active_tween = create_tween()
_active_tween.set_trans(Tween.TRANS_SINE)
_active_tween.set_ease(Tween.EASE_IN_OUT)
_active_tween.tween_method(
_set_cast_sample.bind(cast_start, _cast_position),
0.0,
1.0,
cast_travel_duration
)
_active_tween.finished.connect(_on_cast_tween_finished)
func show_bite() -> void:
if _mode != VisualMode.FISHING:
return
_kill_active_tween()
var bite_position: Vector3 = _with_water_height(_bobber.global_position)
_bobber.global_position = bite_position
_active_tween = create_tween()
_active_tween.set_trans(Tween.TRANS_QUAD)
_active_tween.tween_property(
_bobber,
"global_position:y",
get_water_surface_height() - 0.25,
0.11
)
_active_tween.tween_property(
_bobber,
"global_position:y",
get_water_surface_height() + 0.05,
0.14
)
_active_tween.tween_property(
_bobber,
"global_position:y",
bite_position.y,
0.12
)
func show_withdrawal_position(position: Vector3) -> void:
if _mode != VisualMode.FISHING:
return
_kill_active_tween()
_bobber.global_position = _with_water_height(position)
func begin_reeling() -> void:
if _mode != VisualMode.FISHING:
return
_kill_active_tween()
_cast_position = _with_water_height(_bobber.global_position)
func show_reel_position(position: Vector3, _input_held: bool) -> void:
if _mode != VisualMode.FISHING:
return
_kill_active_tween()
_bobber.scale = Vector3.ONE
_bobber.global_position = _with_water_height(position)
func play_outcome(outcome: StringName) -> void:
if _mode == VisualMode.NONE:
cleanup()
return
_kill_active_tween()
_kill_rod_tween()
_restore_rod_neutral()
_mode = VisualMode.OUTCOME
_active_tween = create_tween()
_active_tween.set_trans(Tween.TRANS_QUAD)
_active_tween.set_ease(Tween.EASE_IN)
if _target_marker.visible and not _bobber.visible:
_active_tween.tween_property(_target_marker, "scale", Vector3.ZERO, 0.18)
else:
_target_marker.visible = false
match outcome:
&"catch":
var catch_target: Vector3 = _bobber.global_position
if _rod_tip != null:
catch_target = _rod_tip.global_position
_active_tween.set_parallel(true)
_active_tween.tween_property(_bobber, "global_position", catch_target, 0.35)
_active_tween.tween_property(_bobber, "scale", Vector3.ZERO, 0.35)
&"escape":
var start_x: float = _bobber.global_position.x
_active_tween.tween_property(
_bobber,
"global_position:x",
start_x - 0.18,
0.08
)
_active_tween.tween_property(
_bobber,
"global_position:x",
start_x + 0.18,
0.08
)
_active_tween.tween_property(
_bobber,
"global_position:y",
get_water_surface_height() - 0.4,
0.2
)
&"miss":
_active_tween.set_parallel(true)
_active_tween.tween_property(
_bobber,
"global_position:y",
get_water_surface_height() - 0.4,
0.3
)
_active_tween.tween_property(_bobber, "scale", Vector3.ONE * 0.65, 0.3)
&"invalid":
var return_target: Vector3 = _bobber.global_position
if _rod_tip != null:
return_target = _rod_tip.global_position
_active_tween.set_parallel(true)
_active_tween.tween_property(_bobber, "global_position", return_target, 0.28)
_active_tween.tween_property(_bobber, "scale", Vector3.ZERO, 0.28)
&"withdrawal":
var withdrawal_target: Vector3 = _bobber.global_position
if _rod_tip != null:
withdrawal_target = _rod_tip.global_position
_active_tween.set_parallel(true)
_active_tween.tween_property(
_bobber,
"global_position",
withdrawal_target,
0.28
)
_active_tween.tween_property(_bobber, "scale", Vector3.ZERO, 0.28)
_:
_active_tween.tween_property(_bobber, "scale", Vector3.ZERO, 0.18)
_active_tween.finished.connect(_on_outcome_finished.bind(outcome))
func cleanup() -> void:
_kill_active_tween()
_kill_rod_tween()
_restore_rod_neutral()
_mode = VisualMode.NONE
_rod = null
_rod_tip = null
_target_marker.visible = false
_target_marker.scale = Vector3.ONE
_invalid_cross_a.visible = false
_invalid_cross_b.visible = false
_bobber.visible = false
_bobber.scale = Vector3.ONE
set_line_mode(LineMode.HIDDEN)
func _on_outcome_finished(outcome: StringName) -> void:
cleanup()
outcome_completed.emit(outcome)
func _set_cast_sample(
progress: float,
start: Vector3,
target: Vector3,
) -> void:
var sample: Vector3 = start.lerp(target, progress)
sample.y += sin(progress * PI) * cast_arc_height
_bobber.global_position = sample
func _on_cast_tween_finished() -> void:
if _mode != VisualMode.CASTING:
return
_active_tween = null
_bobber.global_position = _cast_position
_mode = VisualMode.FISHING
cast_completed.emit()
func _calculate_pickup_position(target: Vector3) -> Vector3:
var player_on_water: Vector3 = target
if _rod_tip != null:
player_on_water = _with_water_height(_rod_tip.global_position)
var outward: Vector3 = target - player_on_water
outward.y = 0.0
if outward.is_zero_approx():
outward = Vector3.FORWARD
else:
outward = outward.normalized()
var target_distance: float = player_on_water.distance_to(target)
var pickup_distance: float = minf(
pickup_distance_from_player,
target_distance * 0.8
)
return player_on_water + outward * pickup_distance
func _with_water_height(position: Vector3) -> Vector3:
return Vector3(position.x, get_water_surface_height(), position.z)
func _update_line(delta: float) -> void:
if _rod_tip == null or not is_instance_valid(_rod_tip):
cleanup()
return
var rod_tip_position: Vector3 = _rod_tip.global_position
var bobber_position: Vector3 = _bobber.global_position
var target_sag: float = 0.0
if _line_mode == LineMode.SLACK:
var line_length: float = rod_tip_position.distance_to(bobber_position)
target_sag = clampf(
line_length * slack_amount,
minimum_slack,
maximum_slack
)
var sag_weight: float = 1.0 - exp(-line_transition_speed * delta)
_current_sag = lerpf(_current_sag, target_sag, sag_weight)
_route_points = _build_line_route(rod_tip_position, bobber_position)
var rendered_points: PackedVector3Array = _build_rendered_line_points(
_route_points,
_current_sag
)
_line_mesh.clear_surfaces()
if rendered_points.size() < 2:
return
_line_mesh.surface_begin(Mesh.PRIMITIVE_LINES)
for point_index: int in range(1, rendered_points.size()):
_line_mesh.surface_add_vertex(to_local(rendered_points[point_index - 1]))
_line_mesh.surface_add_vertex(to_local(rendered_points[point_index]))
_line_mesh.surface_end()
func _build_line_route(start: Vector3, end: Vector3) -> PackedVector3Array:
_contact_start_anchor_index = -1
_contact_end_anchor_index = -1
if _raycast_obstacle(start, end).is_empty():
return PackedVector3Array([start, end])
var horizontal_delta := Vector2(end.x - start.x, end.z - start.z)
var horizontal_length: float = horizontal_delta.length()
if horizontal_length <= 0.001:
return _build_fallback_arch(start, end)
var sample_count: int = clampi(
ceili(horizontal_length / obstruction_sample_spacing),
2,
64
)
var obstructed_samples := PackedByteArray()
for sample_index: int in range(sample_count + 1):
var progress: float = float(sample_index) / float(sample_count)
var base_point: Vector3 = start.lerp(end, progress)
var surface_hit: Dictionary = _probe_surface(base_point)
var is_obstructed: bool = false
if not surface_hit.is_empty():
var surface_position: Vector3 = surface_hit["position"]
var required_height: float = surface_position.y + terrain_clearance
if required_height > base_point.y:
is_obstructed = true
obstructed_samples.append(1 if is_obstructed else 0)
var obstruction_ranges: Array[Vector2i] = _find_obstruction_ranges(
obstructed_samples
)
if obstruction_ranges.is_empty():
return _build_fallback_arch(start, end)
if obstruction_ranges.size() > maximum_obstruction_ranges:
return _build_fallback_arch(start, end)
var first_sample: int = obstruction_ranges[0].x
var last_sample: int = obstruction_ranges[obstruction_ranges.size() - 1].y
var first_progress: float = float(first_sample) / float(sample_count)
var last_progress: float = float(last_sample) / float(sample_count)
var lead_in_progress: float = maxf(
0.0,
first_progress - route_lead_in_distance / horizontal_length
)
var lead_out_progress: float = minf(
1.0,
last_progress + route_lead_out_distance / horizontal_length
)
var route := PackedVector3Array([start])
_append_unique_route_point(route, start.lerp(end, lead_in_progress))
_contact_start_anchor_index = route.size() - 1
_append_contact_anchors(
route,
start,
end,
first_sample,
last_sample,
sample_count
)
_append_unique_route_point(route, start.lerp(end, lead_out_progress))
_contact_end_anchor_index = route.size() - 1
_append_unique_route_point(route, end)
route = _remove_near_duplicate_route_points(route)
_update_contact_indices_after_reduction(route)
return _validate_reduced_route(route, start, end)
func _build_rendered_line_points(
route: PackedVector3Array,
sag: float,
) -> PackedVector3Array:
var points := PackedVector3Array()
if route.is_empty():
return points
if (
_contact_start_anchor_index < 0
or _contact_end_anchor_index < _contact_start_anchor_index
or _contact_end_anchor_index >= route.size()
):
_append_clear_span(points, route[0], route[route.size() - 1], sag)
return points
_append_clear_span(
points,
route[0],
route[_contact_start_anchor_index],
sag
)
for anchor_index: int in range(
_contact_start_anchor_index,
_contact_end_anchor_index
):
_append_contact_span(
points,
route[anchor_index],
route[anchor_index + 1]
)
_append_clear_span(
points,
route[_contact_end_anchor_index],
route[route.size() - 1],
sag
)
return points
func _raycast_obstacle(from: Vector3, to: Vector3) -> Dictionary:
if from.is_equal_approx(to):
return {}
var query := PhysicsRayQueryParameters3D.create(
from,
to,
line_obstacle_mask
)
query.collide_with_areas = false
query.collide_with_bodies = true
return get_world_3d().direct_space_state.intersect_ray(query)
func _find_obstruction_ranges(
obstructed_samples: PackedByteArray,
) -> Array[Vector2i]:
var ranges: Array[Vector2i] = []
var range_start: int = -1
for sample_index: int in range(obstructed_samples.size()):
var is_obstructed: bool = obstructed_samples[sample_index] != 0
if is_obstructed and range_start < 0:
range_start = sample_index
elif not is_obstructed and range_start >= 0:
ranges.append(Vector2i(range_start, sample_index - 1))
range_start = -1
if range_start >= 0:
ranges.append(Vector2i(range_start, obstructed_samples.size() - 1))
return ranges
func _append_contact_anchors(
route: PackedVector3Array,
start: Vector3,
end: Vector3,
first_sample: int,
last_sample: int,
sample_count: int,
) -> void:
var available_samples: int = last_sample - first_sample + 1
var anchor_count: int = mini(
available_samples,
maximum_contact_anchors_per_range
)
for anchor_offset: int in range(anchor_count):
var weight: float = 0.0
if anchor_count > 1:
weight = float(anchor_offset) / float(anchor_count - 1)
var sample_index: int = roundi(
lerpf(float(first_sample), float(last_sample), weight)
)
var progress: float = float(sample_index) / float(sample_count)
var contact: Vector3 = _raise_point_above_obstacle(
start.lerp(end, progress)
)
_append_unique_route_point(route, contact)
func _append_unique_route_point(
route: PackedVector3Array,
point: Vector3,
) -> void:
if route.is_empty() or point.distance_to(route[route.size() - 1]) > 0.03:
route.append(point)
func _remove_near_duplicate_route_points(
route: PackedVector3Array,
) -> PackedVector3Array:
var cleaned := PackedVector3Array()
for point: Vector3 in route:
_append_unique_route_point(cleaned, point)
return cleaned
func _update_contact_indices_after_reduction(route: PackedVector3Array) -> void:
if route.size() <= 2:
_contact_start_anchor_index = -1
_contact_end_anchor_index = -1
return
_contact_start_anchor_index = 1
_contact_end_anchor_index = route.size() - 2
func _validate_reduced_route(
route: PackedVector3Array,
start: Vector3,
end: Vector3,
) -> PackedVector3Array:
var correction_index: int = -1
var correction_hit: Dictionary
for segment_index: int in range(route.size() - 1):
var hit: Dictionary = _raycast_obstacle(
route[segment_index],
route[segment_index + 1]
)
if not hit.is_empty():
correction_index = segment_index + 1
correction_hit = hit
break
if correction_index < 0:
return route
var hit_position: Vector3 = correction_hit["position"]
var correction: Vector3 = _raise_point_above_obstacle(hit_position)
route.insert(correction_index, correction)
_contact_start_anchor_index = mini(
_contact_start_anchor_index,
correction_index
)
_contact_end_anchor_index = maxi(
_contact_end_anchor_index + 1,
correction_index
)
for segment_index: int in range(route.size() - 1):
if not _raycast_obstacle(
route[segment_index],
route[segment_index + 1]
).is_empty():
return _build_fallback_arch(start, end)
return route
func _append_clear_span(
points: PackedVector3Array,
start: Vector3,
end: Vector3,
sag: float,
) -> void:
if points.is_empty():
points.append(start)
elif not points[points.size() - 1].is_equal_approx(start):
points.append(start)
var subdivisions: int = 1 if sag <= 0.001 else clear_span_interpolation_count
for step: int in range(1, subdivisions + 1):
var progress: float = float(step) / float(subdivisions)
var point: Vector3 = start.lerp(end, progress)
if step < subdivisions and sag > 0.0:
point.y -= 4.0 * progress * (1.0 - progress) * sag
point.y = maxf(
point.y,
get_water_surface_height() + terrain_clearance * 0.25
)
point = _raise_point_above_obstacle(point)
points.append(point)
func _append_contact_span(
points: PackedVector3Array,
start: Vector3,
end: Vector3,
) -> void:
if points.is_empty():
points.append(start)
elif not points[points.size() - 1].is_equal_approx(start):
points.append(start)
for step: int in range(1, contact_span_interpolation_count + 1):
var progress: float = (
float(step) / float(contact_span_interpolation_count)
)
var point: Vector3 = start.lerp(end, progress)
if step < contact_span_interpolation_count:
point = _raise_point_above_obstacle(point)
points.append(point)
func _build_fallback_arch(
start: Vector3,
end: Vector3,
) -> PackedVector3Array:
var route := PackedVector3Array([start])
for progress: float in [0.25, 0.5, 0.75]:
var point: Vector3 = start.lerp(end, progress)
point.y += sin(progress * PI) * fallback_arch_height
route.append(_raise_point_above_obstacle(point))
route.append(end)
_contact_start_anchor_index = 1
_contact_end_anchor_index = route.size() - 2
return route
func _probe_surface(point: Vector3) -> Dictionary:
var probe_start: Vector3 = point + Vector3.UP * routing_probe_height
var probe_end: Vector3 = point - Vector3.UP * routing_probe_height
return _raycast_obstacle(probe_start, probe_end)
func _raise_point_above_obstacle(point: Vector3) -> Vector3:
var hit: Dictionary = _probe_surface(point)
if hit.is_empty():
return point
var surface_position: Vector3 = hit["position"]
point.y = maxf(point.y, surface_position.y + terrain_clearance)
return point
func _begin_rod_release() -> void:
_kill_rod_tween()
if _rod == null:
return
var forward_rotation: Vector3 = _rod_neutral_rotation
forward_rotation.x -= deg_to_rad(rod_forward_swing_degrees)
_rod_tween = create_tween()
_rod_tween.set_trans(Tween.TRANS_QUAD)
_rod_tween.set_ease(Tween.EASE_OUT)
_rod_tween.tween_property(
_rod,
"rotation",
forward_rotation,
rod_forward_swing_duration
)
_rod_tween.set_ease(Tween.EASE_IN_OUT)
_rod_tween.tween_property(
_rod,
"rotation",
_rod_neutral_rotation,
rod_recovery_duration
)
func _restore_rod_neutral() -> void:
if _rod != null and is_instance_valid(_rod):
_rod.rotation = _rod_neutral_rotation
func _set_target_validity(target_is_fishable: bool) -> void:
if target_is_fishable:
_target_marker.material_override = valid_target_material
else:
_target_marker.material_override = invalid_target_material
_invalid_cross_a.visible = not target_is_fishable
_invalid_cross_b.visible = not target_is_fishable
func _kill_active_tween() -> void:
if _active_tween != null and _active_tween.is_valid():
_active_tween.kill()
_active_tween = null
func _kill_rod_tween() -> void:
if _rod_tween != null and _rod_tween.is_valid():
_rod_tween.kill()
_rod_tween = null