Refine casting, rod feedback, and withdrawal
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commit
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7 changed files with 700 additions and 12 deletions
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@ -2,6 +2,7 @@ class_name FishingSpot
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extends Area3D
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const FishDataType = preload("res://fish/fish_data.gd")
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const FishingPresentationType = preload("res://fishing/fishing_presentation.gd")
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const PlayerType = preload("res://player/player.gd")
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signal status_changed(status: String)
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@ -9,12 +10,24 @@ signal reel_progress_changed(progress: float, visible: bool)
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enum FishingState {
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READY,
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AIMING_CAST,
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CASTING,
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WAITING_FOR_BITE,
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BITE_ACTIVE,
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REELING,
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COOLDOWN,
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}
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@export_category("Cast")
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@export_range(0.1, 30.0, 0.05) var minimum_cast_distance: float = 0.5
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@export_range(0.1, 30.0, 0.1) var maximum_cast_distance: float = 14.0
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@export_range(0.1, 10.0, 0.1) var cast_charge_duration: float = 2.75
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@export_flags_3d_physics var fishable_surface_mask: int = 4
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@export_category("Withdrawal")
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@export_range(0.1, 20.0, 0.1) var withdrawal_rate: float = 4.9
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@export_range(0.1, 10.0, 0.1) var withdrawal_cancel_distance: float = 1.0
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@export_category("Timing")
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@export_range(0.1, 30.0, 0.1) var wait_time: float = 2.0
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@export_range(0.1, 10.0, 0.1) var bite_window_duration: float = 1.5
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@ -26,10 +39,21 @@ enum FishingState {
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@export_category("Catch")
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@export var catchable_fish: FishDataType
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@onready var _presentation: FishingPresentationType = %FishingPresentation
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var state: FishingState = FishingState.READY
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var _nearby_player: PlayerType
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var _active_player: PlayerType
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var _state_time_remaining: float = 0.0
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var _cast_charge: float = 0.0
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var _cast_direction: Vector3 = Vector3.FORWARD
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var _cast_origin_position: Vector3
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var _cast_target: Vector3
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var _cast_landing_is_fishable: bool = false
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var _withdrawal_endpoint: Vector3
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var _withdrawal_progress: float = 0.0
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var _withdrawal_input_held: bool = false
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var _new_cast_press_armed: bool = true
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var _reel_progress: float = 0.0
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var _reel_input_held: bool = false
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var _cooldown_status: String = ""
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@ -38,14 +62,30 @@ var _cooldown_status: String = ""
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func _ready() -> void:
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body_entered.connect(_on_body_entered)
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body_exited.connect(_on_body_exited)
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_presentation.cast_completed.connect(_on_cast_completed)
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func _process(delta: float) -> void:
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if state == FishingState.READY and not Input.is_action_pressed("fish_primary"):
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_new_cast_press_armed = true
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match state:
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FishingState.AIMING_CAST:
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_update_cast_charge(delta)
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if not Input.is_action_pressed("fish_primary"):
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_confirm_cast()
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FishingState.WAITING_FOR_BITE:
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_state_time_remaining -= delta
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if _state_time_remaining <= 0.0:
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_activate_bite()
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else:
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if (
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_withdrawal_input_held
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and not Input.is_action_pressed("fish_primary")
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):
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_withdrawal_input_held = false
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if _withdrawal_input_held:
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_update_withdrawal(delta)
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FishingState.BITE_ACTIVE:
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_state_time_remaining -= delta
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if _state_time_remaining <= 0.0:
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@ -61,6 +101,21 @@ func _process(delta: float) -> void:
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func _unhandled_input(event: InputEvent) -> void:
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if (
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event.is_action_pressed("ui_cancel")
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and _active_player != null
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and state in [
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FishingState.AIMING_CAST,
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FishingState.CASTING,
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FishingState.WAITING_FOR_BITE,
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FishingState.BITE_ACTIVE,
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FishingState.REELING,
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]
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):
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_cancel_attempt()
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get_viewport().set_input_as_handled()
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return
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if _nearby_player == null or not _nearby_player.is_local_control_enabled():
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return
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if not event.is_action("fish_primary"):
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@ -69,7 +124,11 @@ func _unhandled_input(event: InputEvent) -> void:
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if event.is_pressed():
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match state:
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FishingState.READY:
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_begin_fishing(_nearby_player)
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if not _new_cast_press_armed:
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return
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_begin_aiming(_nearby_player)
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FishingState.WAITING_FOR_BITE:
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_withdrawal_input_held = true
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FishingState.BITE_ACTIVE:
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_confirm_hook()
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FishingState.REELING:
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@ -77,29 +136,112 @@ func _unhandled_input(event: InputEvent) -> void:
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_:
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return
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get_viewport().set_input_as_handled()
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elif state == FishingState.AIMING_CAST:
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_confirm_cast()
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get_viewport().set_input_as_handled()
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elif state == FishingState.WAITING_FOR_BITE:
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_withdrawal_input_held = false
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get_viewport().set_input_as_handled()
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elif state == FishingState.REELING:
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_reel_input_held = false
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get_viewport().set_input_as_handled()
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func _begin_fishing(player: PlayerType) -> void:
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func _begin_aiming(player: PlayerType) -> void:
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if state != FishingState.READY or _active_player != null:
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return
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_active_player = player
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_active_player.set_movement_enabled(false)
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_cast_direction = _capture_cast_direction(_active_player)
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_cast_origin_position = _active_player.get_cast_origin_position()
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_cast_charge = 0.0
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_cast_target = _calculate_cast_target(minimum_cast_distance)
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state = FishingState.AIMING_CAST
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status_changed.emit("Hold left click to aim • Release to cast")
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_presentation.begin_aim(
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_active_player.get_fishing_rod_tip(),
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_active_player.get_fishing_rod(),
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_cast_target
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)
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func _update_cast_charge(delta: float) -> void:
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if state != FishingState.AIMING_CAST:
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return
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_cast_charge = minf(_cast_charge + delta / cast_charge_duration, 1.0)
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var maximum_distance: float = maxf(minimum_cast_distance, maximum_cast_distance)
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var distance: float = lerpf(minimum_cast_distance, maximum_distance, _cast_charge)
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_cast_target = _calculate_cast_target(distance)
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_presentation.update_aim_target(_cast_target, _cast_charge)
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_presentation.update_rod_charge(_cast_charge)
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func _confirm_cast() -> void:
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if state != FishingState.AIMING_CAST:
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return
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_cast_landing_is_fishable = _is_landing_fishable(_cast_target)
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state = FishingState.CASTING
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status_changed.emit("Casting...")
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_presentation.begin_cast(_cast_target)
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func _on_cast_completed() -> void:
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if state != FishingState.CASTING:
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return
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if not _cast_landing_is_fishable:
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_cleanup_attempt("Can't fish there.", &"invalid")
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return
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state = FishingState.WAITING_FOR_BITE
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_state_time_remaining = wait_time
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_withdrawal_progress = 0.0
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_withdrawal_input_held = false
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_withdrawal_endpoint = Vector3(
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_cast_origin_position.x + _cast_direction.x * withdrawal_cancel_distance,
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_presentation.get_water_surface_height(),
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_cast_origin_position.z + _cast_direction.z * withdrawal_cancel_distance
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)
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status_changed.emit("Waiting for a bite...")
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func _update_withdrawal(delta: float) -> void:
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if state != FishingState.WAITING_FOR_BITE:
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return
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var landing_offset: Vector3 = _cast_target - _cast_origin_position
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landing_offset.y = 0.0
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var landing_distance: float = landing_offset.length()
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var withdrawable_distance: float = landing_distance - withdrawal_cancel_distance
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if withdrawable_distance <= 0.0:
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_cancel_from_withdrawal()
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return
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_withdrawal_progress = minf(
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_withdrawal_progress + withdrawal_rate * delta / withdrawable_distance,
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1.0
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)
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var current_position: Vector3 = _cast_target.lerp(
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_withdrawal_endpoint,
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_withdrawal_progress
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)
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_presentation.show_withdrawal_position(current_position)
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if is_equal_approx(_withdrawal_progress, 1.0):
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_cancel_from_withdrawal()
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func _activate_bite() -> void:
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if state != FishingState.WAITING_FOR_BITE:
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return
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state = FishingState.BITE_ACTIVE
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_state_time_remaining = bite_window_duration
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_withdrawal_input_held = false
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status_changed.emit("Bite! Left click to hook")
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_presentation.show_bite()
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func _confirm_hook() -> void:
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@ -112,6 +254,8 @@ func _confirm_hook() -> void:
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_reel_input_held = true
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status_changed.emit("Hold left click to reel")
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reel_progress_changed.emit(_reel_progress, true)
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_presentation.begin_reeling(_withdrawal_endpoint)
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_presentation.show_reel_progress(_reel_progress, _reel_input_held)
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func _update_reel_progress(delta: float) -> void:
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@ -123,6 +267,7 @@ func _update_reel_progress(delta: float) -> void:
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else:
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_reel_progress = maxf(_reel_progress - reel_decay_rate * delta, 0.0)
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reel_progress_changed.emit(_reel_progress, true)
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_presentation.show_reel_progress(_reel_progress, _reel_input_held)
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if is_equal_approx(_reel_progress, 1.0):
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_resolve_catch()
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elif is_zero_approx(_reel_progress):
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@ -135,7 +280,7 @@ func _resolve_catch() -> void:
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return
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_active_player.inventory.add_fish(catchable_fish)
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_cleanup_attempt("Caught %s!" % catchable_fish.display_name)
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_cleanup_attempt("Caught %s!" % catchable_fish.display_name, &"catch")
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func _resolve_escape() -> void:
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@ -145,26 +290,41 @@ func _resolve_escape() -> void:
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var fish_name: String = "The fish"
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if catchable_fish != null and not catchable_fish.display_name.is_empty():
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fish_name = "The %s" % catchable_fish.display_name
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_cleanup_attempt("%s got away!" % fish_name)
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_cleanup_attempt("%s got away!" % fish_name, &"escape")
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func _miss_bite() -> void:
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if state != FishingState.BITE_ACTIVE:
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return
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_cleanup_attempt("The fish got away.")
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_cleanup_attempt("The fish got away.", &"miss")
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func _cleanup_attempt(cooldown_message: String = "") -> void:
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func _cleanup_attempt(
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cooldown_message: String = "",
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visual_outcome: StringName = &"",
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) -> void:
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if _active_player != null:
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_active_player.set_movement_enabled(true)
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_active_player = null
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_state_time_remaining = 0.0
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_cast_charge = 0.0
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_cast_direction = Vector3.FORWARD
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_cast_origin_position = Vector3.ZERO
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_cast_target = Vector3.ZERO
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_cast_landing_is_fishable = false
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_withdrawal_endpoint = Vector3.ZERO
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_withdrawal_progress = 0.0
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_withdrawal_input_held = false
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_reel_input_held = false
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_reel_progress = 0.0
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reel_progress_changed.emit(0.0, false)
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if visual_outcome.is_empty():
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_presentation.cleanup()
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else:
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_presentation.play_outcome(visual_outcome)
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if cooldown_message.is_empty():
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state = FishingState.READY
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_state_time_remaining = 0.0
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_cooldown_status = ""
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if _nearby_player != null:
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status_changed.emit("Left click to cast")
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@ -178,11 +338,56 @@ func _cleanup_attempt(cooldown_message: String = "") -> void:
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func _return_to_ready() -> void:
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_cleanup_attempt()
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state = FishingState.READY
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_state_time_remaining = 0.0
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_cooldown_status = ""
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if _nearby_player != null:
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status_changed.emit("Left click to cast")
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else:
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status_changed.emit("")
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func _cancel_attempt() -> void:
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_cleanup_attempt()
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_cleanup_attempt("Fishing cancelled.", &"cancel")
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func _cancel_from_withdrawal() -> void:
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if state != FishingState.WAITING_FOR_BITE:
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return
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_new_cast_press_armed = false
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_cleanup_attempt("", &"withdrawal")
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func _capture_cast_direction(player: PlayerType) -> Vector3:
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var direction: Vector3 = player.get_facing_direction()
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direction.y = 0.0
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if direction.is_zero_approx():
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direction = -player.global_basis.z
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direction.y = 0.0
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if direction.is_zero_approx():
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return Vector3.FORWARD
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return direction.normalized()
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func _calculate_cast_target(distance: float) -> Vector3:
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return Vector3(
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_cast_origin_position.x + _cast_direction.x * distance,
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_presentation.get_water_surface_height(),
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_cast_origin_position.z + _cast_direction.z * distance
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)
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func _is_landing_fishable(target: Vector3) -> bool:
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var query := PhysicsPointQueryParameters3D.new()
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query.position = target
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query.collision_mask = fishable_surface_mask
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query.collide_with_areas = true
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query.collide_with_bodies = false
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var results: Array[Dictionary] = get_world_3d().direct_space_state.intersect_point(
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query,
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1
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)
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return not results.is_empty()
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func _on_body_entered(body: Node3D) -> void:
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