Add minimal Bluegill fishing loop

This commit is contained in:
Alexander Sellite 2026-07-25 11:05:37 -04:00
parent dd2563c0d8
commit bba93eb3e5
16 changed files with 461 additions and 3 deletions

207
fishing/fishing_spot.gd Normal file
View file

@ -0,0 +1,207 @@
class_name FishingSpot
extends Area3D
const FishDataType = preload("res://fish/fish_data.gd")
const PlayerType = preload("res://player/player.gd")
signal status_changed(status: String)
signal reel_progress_changed(progress: float, visible: bool)
enum FishingState {
READY,
WAITING_FOR_BITE,
BITE_ACTIVE,
REELING,
COOLDOWN,
}
@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
var state: FishingState = FishingState.READY
var _nearby_player: PlayerType
var _active_player: PlayerType
var _state_time_remaining: float = 0.0
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)
func _process(delta: float) -> void:
match state:
FishingState.WAITING_FOR_BITE:
_state_time_remaining -= delta
if _state_time_remaining <= 0.0:
_activate_bite()
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 _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:
_begin_fishing(_nearby_player)
FishingState.BITE_ACTIVE:
_confirm_hook()
FishingState.REELING:
_reel_input_held = true
_:
return
get_viewport().set_input_as_handled()
elif state == FishingState.REELING:
_reel_input_held = false
get_viewport().set_input_as_handled()
func _begin_fishing(player: PlayerType) -> void:
if state != FishingState.READY or _active_player != null:
return
_active_player = player
_active_player.set_movement_enabled(false)
state = FishingState.WAITING_FOR_BITE
_state_time_remaining = wait_time
status_changed.emit("Waiting for a bite...")
func _activate_bite() -> void:
if state != FishingState.WAITING_FOR_BITE:
return
state = FishingState.BITE_ACTIVE
_state_time_remaining = bite_window_duration
status_changed.emit("Bite! Left click to hook")
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)
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)
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)
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)
func _miss_bite() -> void:
if state != FishingState.BITE_ACTIVE:
return
_cleanup_attempt("The fish got away.")
func _cleanup_attempt(cooldown_message: String = "") -> void:
if _active_player != null:
_active_player.set_movement_enabled(true)
_active_player = null
_reel_input_held = false
_reel_progress = 0.0
reel_progress_changed.emit(0.0, false)
if cooldown_message.is_empty():
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("")
else:
state = FishingState.COOLDOWN
_state_time_remaining = cooldown_duration
_cooldown_status = cooldown_message
status_changed.emit(_cooldown_status)
func _return_to_ready() -> void:
_cleanup_attempt()
func _cancel_attempt() -> void:
_cleanup_attempt()
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("")