608 lines
17 KiB
GDScript
608 lines
17 KiB
GDScript
class_name FishingSpot
|
|
extends Node3D
|
|
|
|
const FishDataType = preload("res://fish/fish_data.gd")
|
|
const CatchControllerType = preload("res://fishing/catch_controller.gd")
|
|
const FishingPresentationType = preload("res://fishing/fishing_presentation.gd")
|
|
const PlayerType = preload("res://player/player.gd")
|
|
|
|
signal status_changed(status: String)
|
|
signal catch_display_changed(
|
|
progress: float,
|
|
chase_progress: float,
|
|
barrier_positions: PackedFloat32Array,
|
|
barrier_health: PackedInt32Array,
|
|
barrier_max_health: PackedInt32Array,
|
|
active_barrier_index: int,
|
|
visible: bool,
|
|
)
|
|
|
|
enum FishingState {
|
|
READY,
|
|
AIMING_CAST,
|
|
CASTING,
|
|
WAITING_FOR_BITE,
|
|
BITE_ACTIVE,
|
|
FIGHTING,
|
|
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_range(0.01, 1.0, 0.01) var fishable_query_radius: float = 0.08
|
|
|
|
@export_category("Target Preview")
|
|
@export_flags_3d_physics var preview_surface_mask: int = 5
|
|
@export_range(1.0, 100.0, 1.0) var preview_ray_start_height: float = 30.0
|
|
@export_range(1.0, 200.0, 1.0) var preview_ray_length: float = 60.0
|
|
@export_range(0.01, 1.0, 0.01) var preview_marker_vertical_offset: float = 0.06
|
|
|
|
@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
|
|
|
|
@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_category("Catch")
|
|
@export var catchable_fish: FishDataType
|
|
|
|
@onready var _catch_controller: CatchControllerType = %CatchController
|
|
@onready var _presentation: FishingPresentationType = %FishingPresentation
|
|
|
|
var state: FishingState = FishingState.READY
|
|
var _local_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
|
|
var _bobber_water_position: Vector3
|
|
var _fight_start_position: Vector3
|
|
var _cooldown_status: String = ""
|
|
var _fishable_query_shape: SphereShape3D = SphereShape3D.new()
|
|
|
|
|
|
func _ready() -> void:
|
|
_catch_controller.encounter_updated.connect(_on_catch_encounter_updated)
|
|
_catch_controller.caught.connect(_on_catch_completed)
|
|
_catch_controller.escaped.connect(_on_catch_escaped)
|
|
_presentation.cast_completed.connect(_on_cast_completed)
|
|
|
|
|
|
func setup(local_player: PlayerType) -> void:
|
|
_local_player = local_player
|
|
|
|
|
|
func _process(delta: float) -> void:
|
|
if state == FishingState.READY and not Input.is_action_pressed("fish_primary"):
|
|
_new_cast_press_armed = true
|
|
|
|
match state:
|
|
FishingState.AIMING_CAST:
|
|
_update_cast_charge(delta)
|
|
if not Input.is_action_pressed("fish_primary"):
|
|
_confirm_cast()
|
|
FishingState.WAITING_FOR_BITE:
|
|
_update_waiting_for_bite(delta)
|
|
FishingState.BITE_ACTIVE:
|
|
_state_time_remaining -= delta
|
|
if _state_time_remaining <= 0.0:
|
|
_miss_bite()
|
|
FishingState.FIGHTING:
|
|
if not Input.is_action_pressed("fish_primary"):
|
|
_catch_controller.set_reel_input(false)
|
|
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.FIGHTING,
|
|
]
|
|
):
|
|
_cancel_attempt()
|
|
get_viewport().set_input_as_handled()
|
|
return
|
|
|
|
if _local_player == null or not _local_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(_local_player)
|
|
FishingState.WAITING_FOR_BITE:
|
|
_withdrawal_input_held = true
|
|
_presentation.set_line_mode(
|
|
FishingPresentationType.LineMode.TAUT
|
|
)
|
|
FishingState.BITE_ACTIVE:
|
|
_confirm_hook()
|
|
FishingState.FIGHTING:
|
|
_catch_controller.handle_primary_pressed()
|
|
_presentation.set_line_mode(
|
|
FishingPresentationType.LineMode.TAUT
|
|
)
|
|
_:
|
|
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
|
|
_presentation.set_line_mode(FishingPresentationType.LineMode.SLACK)
|
|
get_viewport().set_input_as_handled()
|
|
elif state == FishingState.FIGHTING:
|
|
_catch_controller.set_reel_input(false)
|
|
get_viewport().set_input_as_handled()
|
|
|
|
|
|
func _begin_aiming(player: PlayerType) -> void:
|
|
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")
|
|
var target_is_fishable: bool = is_target_fishable(_cast_target)
|
|
var preview_position: Vector3 = _resolve_preview_surface_position(_cast_target)
|
|
_presentation.begin_aim(
|
|
_active_player.get_fishing_rod_tip(),
|
|
_active_player.get_fishing_rod(),
|
|
preview_position,
|
|
target_is_fishable
|
|
)
|
|
|
|
|
|
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)
|
|
var target_is_fishable: bool = is_target_fishable(_cast_target)
|
|
var preview_position: Vector3 = _resolve_preview_surface_position(_cast_target)
|
|
_presentation.update_aim_target(
|
|
preview_position,
|
|
_cast_charge,
|
|
target_is_fishable
|
|
)
|
|
_presentation.update_rod_charge(_cast_charge)
|
|
|
|
|
|
func _confirm_cast() -> void:
|
|
if state != FishingState.AIMING_CAST:
|
|
return
|
|
|
|
state = FishingState.CASTING
|
|
status_changed.emit("Casting...")
|
|
_presentation.begin_cast(_cast_target)
|
|
_presentation.set_line_mode(FishingPresentationType.LineMode.TAUT)
|
|
|
|
|
|
func _on_cast_completed() -> void:
|
|
if state != FishingState.CASTING:
|
|
return
|
|
|
|
_cast_landing_is_fishable = is_target_fishable(_cast_target)
|
|
if not _cast_landing_is_fishable:
|
|
_cleanup_attempt("Can't fish there.", &"invalid")
|
|
return
|
|
|
|
state = FishingState.WAITING_FOR_BITE
|
|
_state_time_remaining = wait_time
|
|
_withdrawal_progress = 0.0
|
|
_withdrawal_input_held = false
|
|
_bobber_water_position = _cast_target
|
|
_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
|
|
)
|
|
_presentation.set_line_mode(FishingPresentationType.LineMode.SLACK)
|
|
status_changed.emit("Waiting for a bite...")
|
|
|
|
|
|
func _update_waiting_for_bite(delta: float) -> void:
|
|
if (
|
|
_withdrawal_input_held
|
|
and not Input.is_action_pressed("fish_primary")
|
|
):
|
|
_withdrawal_input_held = false
|
|
_presentation.set_line_mode(FishingPresentationType.LineMode.SLACK)
|
|
|
|
if not _withdrawal_input_held:
|
|
_state_time_remaining -= delta
|
|
if _state_time_remaining <= 0.0:
|
|
_activate_bite()
|
|
return
|
|
|
|
var completion_time: float = _get_withdrawal_completion_time(delta)
|
|
if _state_time_remaining <= delta and _state_time_remaining <= completion_time:
|
|
_update_withdrawal(maxf(_state_time_remaining, 0.0))
|
|
if state == FishingState.WAITING_FOR_BITE:
|
|
_activate_bite()
|
|
return
|
|
|
|
_update_withdrawal(delta)
|
|
if state != FishingState.WAITING_FOR_BITE:
|
|
return
|
|
_state_time_remaining -= delta
|
|
if _state_time_remaining <= 0.0:
|
|
_activate_bite()
|
|
|
|
|
|
func _update_withdrawal(delta: float) -> void:
|
|
if state != FishingState.WAITING_FOR_BITE:
|
|
return
|
|
|
|
var withdrawable_distance: float = _get_withdrawable_distance()
|
|
if withdrawable_distance <= 0.0:
|
|
_cancel_from_withdrawal()
|
|
return
|
|
|
|
var next_progress: float = minf(
|
|
_withdrawal_progress + withdrawal_rate * delta / withdrawable_distance,
|
|
1.0
|
|
)
|
|
var desired_position: Vector3 = _cast_target.lerp(
|
|
_withdrawal_endpoint,
|
|
next_progress
|
|
)
|
|
var clamped_position: Vector3 = find_last_fishable_position(
|
|
_bobber_water_position,
|
|
desired_position
|
|
)
|
|
_withdrawal_progress = next_progress
|
|
_bobber_water_position = clamped_position
|
|
_presentation.show_withdrawal_position(_bobber_water_position)
|
|
if not clamped_position.is_equal_approx(desired_position):
|
|
_resolve_withdrawal_at_shore()
|
|
return
|
|
if is_equal_approx(_withdrawal_progress, 1.0):
|
|
_cancel_from_withdrawal()
|
|
|
|
|
|
func _get_withdrawal_completion_time(delta: float) -> float:
|
|
var withdrawable_distance: float = _get_withdrawable_distance()
|
|
if withdrawable_distance <= 0.0:
|
|
return 0.0
|
|
|
|
var progress_step: float = withdrawal_rate * delta / withdrawable_distance
|
|
if progress_step <= 0.0:
|
|
return INF
|
|
var next_progress: float = minf(_withdrawal_progress + progress_step, 1.0)
|
|
var desired_position: Vector3 = _cast_target.lerp(
|
|
_withdrawal_endpoint,
|
|
next_progress
|
|
)
|
|
var clamped_position: Vector3 = find_last_fishable_position(
|
|
_bobber_water_position,
|
|
desired_position
|
|
)
|
|
if not clamped_position.is_equal_approx(desired_position):
|
|
var segment_length: float = _bobber_water_position.distance_to(
|
|
desired_position
|
|
)
|
|
if segment_length <= 0.0:
|
|
return 0.0
|
|
return delta * (
|
|
_bobber_water_position.distance_to(clamped_position)
|
|
/ segment_length
|
|
)
|
|
if is_equal_approx(next_progress, 1.0):
|
|
return delta * (1.0 - _withdrawal_progress) / progress_step
|
|
return INF
|
|
|
|
|
|
func _get_withdrawable_distance() -> float:
|
|
var landing_offset: Vector3 = _cast_target - _cast_origin_position
|
|
landing_offset.y = 0.0
|
|
return landing_offset.length() - withdrawal_cancel_distance
|
|
|
|
|
|
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
|
|
status_changed.emit("Bite! Left click to hook")
|
|
_presentation.set_line_mode(FishingPresentationType.LineMode.TAUT)
|
|
_presentation.show_bite()
|
|
|
|
|
|
func _confirm_hook() -> void:
|
|
if (
|
|
state != FishingState.BITE_ACTIVE
|
|
or _active_player == null
|
|
or catchable_fish == null
|
|
or catchable_fish.catch_profile == null
|
|
):
|
|
_cancel_attempt()
|
|
return
|
|
|
|
state = FishingState.FIGHTING
|
|
_state_time_remaining = 0.0
|
|
_fight_start_position = _bobber_water_position
|
|
status_changed.emit("Hold left click to reel")
|
|
_presentation.set_line_mode(FishingPresentationType.LineMode.TAUT)
|
|
_presentation.begin_reeling()
|
|
_catch_controller.start_encounter(
|
|
catchable_fish.catch_profile,
|
|
_active_player.reel_speed,
|
|
_active_player.click_power
|
|
)
|
|
_catch_controller.set_reel_input(true)
|
|
|
|
|
|
func _on_catch_encounter_updated(
|
|
progress: float,
|
|
chase_progress: float,
|
|
barrier_positions: PackedFloat32Array,
|
|
barrier_health: PackedInt32Array,
|
|
barrier_max_health: PackedInt32Array,
|
|
active_barrier_index: int,
|
|
visible: bool,
|
|
) -> void:
|
|
catch_display_changed.emit(
|
|
progress,
|
|
chase_progress,
|
|
barrier_positions,
|
|
barrier_health,
|
|
barrier_max_health,
|
|
active_barrier_index,
|
|
visible
|
|
)
|
|
if state != FishingState.FIGHTING or not visible:
|
|
return
|
|
|
|
var desired_position: Vector3 = _fight_start_position.lerp(
|
|
_withdrawal_endpoint,
|
|
progress
|
|
)
|
|
_bobber_water_position = find_last_fishable_position(
|
|
_fight_start_position,
|
|
desired_position
|
|
)
|
|
_presentation.show_reel_position(
|
|
_bobber_water_position,
|
|
Input.is_action_pressed("fish_primary")
|
|
)
|
|
if (
|
|
active_barrier_index >= 0
|
|
and active_barrier_index < barrier_health.size()
|
|
and active_barrier_index < barrier_max_health.size()
|
|
):
|
|
status_changed.emit(
|
|
"Barrier: %d / %d"
|
|
% [
|
|
barrier_health[active_barrier_index],
|
|
barrier_max_health[active_barrier_index],
|
|
]
|
|
)
|
|
else:
|
|
status_changed.emit("Hold left click to reel")
|
|
|
|
|
|
func _on_catch_completed() -> void:
|
|
if state != FishingState.FIGHTING 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")
|
|
|
|
|
|
func _on_catch_escaped() -> void:
|
|
if state != FishingState.FIGHTING:
|
|
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")
|
|
|
|
|
|
func _miss_bite() -> void:
|
|
if state != FishingState.BITE_ACTIVE:
|
|
return
|
|
_cleanup_attempt("The fish got away.", &"miss")
|
|
|
|
|
|
func _cleanup_attempt(
|
|
cooldown_message: String = "",
|
|
visual_outcome: StringName = &"",
|
|
) -> void:
|
|
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
|
|
_bobber_water_position = Vector3.ZERO
|
|
_fight_start_position = Vector3.ZERO
|
|
_catch_controller.reset()
|
|
if visual_outcome.is_empty():
|
|
_presentation.cleanup()
|
|
else:
|
|
if visual_outcome in [&"catch", &"invalid", &"withdrawal"]:
|
|
_presentation.set_line_mode(
|
|
FishingPresentationType.LineMode.TAUT
|
|
)
|
|
else:
|
|
_presentation.set_line_mode(
|
|
FishingPresentationType.LineMode.HIDDEN
|
|
)
|
|
_presentation.play_outcome(visual_outcome)
|
|
|
|
if cooldown_message.is_empty():
|
|
state = FishingState.READY
|
|
_cooldown_status = ""
|
|
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 = ""
|
|
status_changed.emit("")
|
|
|
|
|
|
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 _resolve_withdrawal_at_shore() -> void:
|
|
if state != FishingState.WAITING_FOR_BITE:
|
|
return
|
|
_cancel_from_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_target_fishable(target: Vector3) -> bool:
|
|
_fishable_query_shape.radius = fishable_query_radius
|
|
var query := PhysicsShapeQueryParameters3D.new()
|
|
query.shape = _fishable_query_shape
|
|
query.transform = Transform3D(
|
|
Basis.IDENTITY,
|
|
Vector3(target.x, _presentation.get_water_surface_height(), target.z)
|
|
)
|
|
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_shape(
|
|
query,
|
|
1
|
|
)
|
|
return not results.is_empty()
|
|
|
|
|
|
func find_last_fishable_position(from: Vector3, to: Vector3) -> Vector3:
|
|
if from.is_equal_approx(to):
|
|
return from
|
|
|
|
var segment_length: float = from.distance_to(to)
|
|
var sample_spacing: float = maxf(fishable_query_radius, 0.05)
|
|
var sample_count: int = maxi(1, ceili(segment_length / sample_spacing))
|
|
var last_valid_fraction: float = 0.0
|
|
|
|
for sample_index: int in range(1, sample_count + 1):
|
|
var sample_fraction: float = float(sample_index) / float(sample_count)
|
|
var sample_position: Vector3 = from.lerp(to, sample_fraction)
|
|
if is_target_fishable(sample_position):
|
|
last_valid_fraction = sample_fraction
|
|
continue
|
|
|
|
var invalid_fraction: float = sample_fraction
|
|
for _iteration: int in range(10):
|
|
var midpoint: float = (
|
|
last_valid_fraction + invalid_fraction
|
|
) * 0.5
|
|
if is_target_fishable(from.lerp(to, midpoint)):
|
|
last_valid_fraction = midpoint
|
|
else:
|
|
invalid_fraction = midpoint
|
|
return from.lerp(to, last_valid_fraction)
|
|
|
|
return to
|
|
|
|
|
|
func _resolve_preview_surface_position(target: Vector3) -> Vector3:
|
|
var ray_start := Vector3(
|
|
target.x,
|
|
target.y + preview_ray_start_height,
|
|
target.z
|
|
)
|
|
var ray_end := Vector3(
|
|
target.x,
|
|
ray_start.y - preview_ray_length,
|
|
target.z
|
|
)
|
|
var query := PhysicsRayQueryParameters3D.create(
|
|
ray_start,
|
|
ray_end,
|
|
preview_surface_mask
|
|
)
|
|
query.collide_with_areas = true
|
|
query.collide_with_bodies = true
|
|
var result: Dictionary = get_world_3d().direct_space_state.intersect_ray(query)
|
|
if result.is_empty():
|
|
return target
|
|
|
|
var hit_position: Vector3 = result["position"]
|
|
return Vector3(
|
|
target.x,
|
|
hit_position.y + preview_marker_vertical_offset,
|
|
target.z
|
|
)
|