netfishing/fishing/catch_controller.gd

314 lines
7.8 KiB
GDScript

class_name CatchController
extends Node
const CatchDifficultyProfileType = preload(
"res://fishing/catch_difficulty_profile.gd"
)
signal encounter_updated(
progress: float,
chase_progress: float,
barrier_positions: PackedFloat32Array,
barrier_health: PackedInt32Array,
barrier_max_health: PackedInt32Array,
active_barrier_index: int,
visible: bool,
)
signal caught
signal escaped
enum CatchState {
IDLE,
REELING,
BLOCKED_BY_BARRIER,
CAUGHT,
ESCAPED,
}
class Barrier:
extends RefCounted
var position: float
var health: int
var maximum_health: int
var defeated: bool = false
func _init(
barrier_position: float,
barrier_health: int,
) -> void:
position = barrier_position
health = barrier_health
maximum_health = barrier_health
@export_category("Accessibility")
@export var auto_click_enabled: bool = false
@export_range(0.05, 2.0, 0.01) var auto_click_interval: float = 0.20
@export_category("Testing")
@export var use_deterministic_test_seed: bool = false
@export var deterministic_test_seed: int = 12345
var state: CatchState = CatchState.IDLE
var progress: float = 0.0
var chase_progress: float = 0.0
var encounter_seed: int = 0
var _barriers: Array[Barrier] = []
var _active_barrier_index: int = -1
var _reel_input_held: bool = false
var _reel_speed: float = 0.0
var _click_power: int = 1
var _chase_start_delay: float = 0.0
var _chase_delay_remaining: float = 0.0
var _chase_speed: float = 0.0
var _failure_epsilon: float = 0.0001
var _auto_click_accumulator: float = 0.0
var _rng: RandomNumberGenerator = RandomNumberGenerator.new()
func _process(delta: float) -> void:
match state:
CatchState.REELING:
_update_free_reeling(delta)
CatchState.BLOCKED_BY_BARRIER:
_update_auto_click(delta)
_:
return
if state in [CatchState.CAUGHT, CatchState.ESCAPED, CatchState.IDLE]:
return
if progress >= 1.0:
_resolve_catch()
return
_update_chase(delta)
if _is_chase_failure():
_resolve_escape()
return
_emit_encounter_update()
func start_encounter(
profile: CatchDifficultyProfileType,
reel_speed: float,
click_power: int,
) -> void:
reset()
if profile == null:
_resolve_escape()
return
_reel_speed = maxf(reel_speed, 0.0)
_click_power = maxi(click_power, 1)
_chase_start_delay = maxf(profile.chase_start_delay, 0.0)
_chase_delay_remaining = _chase_start_delay
chase_progress = -maxf(profile.chase_start_offset, 0.01)
_chase_speed = maxf(profile.chase_speed, 0.0)
_seed_encounter_rng()
_generate_barriers(profile)
progress = 0.0
state = CatchState.REELING
_emit_encounter_update()
func set_reel_input(held: bool) -> void:
_reel_input_held = held
if not held:
_auto_click_accumulator = 0.0
func handle_primary_pressed() -> void:
if state not in [CatchState.REELING, CatchState.BLOCKED_BY_BARRIER]:
return
_reel_input_held = true
if state == CatchState.BLOCKED_BY_BARRIER and not auto_click_enabled:
_damage_active_barrier()
func reset() -> void:
state = CatchState.IDLE
progress = 0.0
chase_progress = 0.0
encounter_seed = 0
_barriers.clear()
_active_barrier_index = -1
_reel_input_held = false
_reel_speed = 0.0
_click_power = 1
_chase_start_delay = 0.0
_chase_delay_remaining = 0.0
_chase_speed = 0.0
_auto_click_accumulator = 0.0
emit_signal(
"encounter_updated",
0.0,
0.0,
PackedFloat32Array(),
PackedInt32Array(),
PackedInt32Array(),
-1,
false
)
func get_barrier_count() -> int:
return _barriers.size()
func _update_free_reeling(delta: float) -> void:
if not _reel_input_held:
return
var intended_progress: float = minf(
progress + _reel_speed * delta,
1.0
)
var next_barrier: Barrier = _get_next_undefeated_barrier()
if next_barrier != null and intended_progress >= next_barrier.position:
progress = next_barrier.position
_active_barrier_index = _barriers.find(next_barrier)
state = CatchState.BLOCKED_BY_BARRIER
_auto_click_accumulator = 0.0
else:
progress = intended_progress
func _update_chase(delta: float) -> void:
var active_delta: float = delta
if _chase_delay_remaining > 0.0:
var protected_time: float = minf(_chase_delay_remaining, active_delta)
_chase_delay_remaining -= protected_time
active_delta -= protected_time
if active_delta <= 0.0:
return
chase_progress = minf(
chase_progress + _chase_speed * active_delta,
1.0
)
func _is_chase_failure() -> bool:
if _chase_delay_remaining > 0.0:
return false
return chase_progress + _failure_epsilon >= progress
func _update_auto_click(delta: float) -> void:
if not auto_click_enabled or not _reel_input_held:
return
_auto_click_accumulator += delta
var interval: float = maxf(auto_click_interval, 0.05)
while (
_auto_click_accumulator >= interval
and state == CatchState.BLOCKED_BY_BARRIER
and _reel_input_held
):
_auto_click_accumulator -= interval
_damage_active_barrier()
func _damage_active_barrier() -> void:
if (
state != CatchState.BLOCKED_BY_BARRIER
or _active_barrier_index < 0
or _active_barrier_index >= _barriers.size()
):
return
var barrier: Barrier = _barriers[_active_barrier_index]
if barrier.defeated:
return
barrier.health = maxi(barrier.health - _click_power, 0)
if barrier.health == 0:
barrier.defeated = true
_active_barrier_index = -1
_auto_click_accumulator = 0.0
state = CatchState.REELING
_emit_encounter_update()
func _get_next_undefeated_barrier() -> Barrier:
for barrier: Barrier in _barriers:
if not barrier.defeated and barrier.position >= progress:
return barrier
return null
func _seed_encounter_rng() -> void:
if use_deterministic_test_seed:
encounter_seed = deterministic_test_seed
_rng.seed = deterministic_test_seed
else:
_rng.randomize()
encounter_seed = _rng.seed
func _generate_barriers(profile: CatchDifficultyProfileType) -> void:
var count_range: Vector2i = profile.get_barrier_count_range()
var health_range: Vector2i = profile.get_barrier_health_range()
var interval: Vector2 = profile.get_generation_interval()
var spacing: float = maxf(profile.minimum_barrier_spacing, 0.01)
var available_distance: float = maxf(interval.y - interval.x, 0.0)
var maximum_fitting_count: int = 0
if available_distance > 0.0:
maximum_fitting_count = int(floor(available_distance / spacing)) + 1
var requested_count: int = _rng.randi_range(count_range.x, count_range.y)
var barrier_count: int = mini(requested_count, maximum_fitting_count)
if barrier_count <= 0:
return
var random_offsets := PackedFloat32Array()
for _barrier_index: int in range(barrier_count):
random_offsets.append(_rng.randf())
random_offsets.sort()
var required_spacing: float = spacing * float(barrier_count - 1)
var random_slack: float = maxf(available_distance - required_spacing, 0.0)
for barrier_index: int in range(barrier_count):
var position: float = (
interval.x
+ spacing * float(barrier_index)
+ random_offsets[barrier_index] * random_slack
)
var health: int = _rng.randi_range(health_range.x, health_range.y)
_barriers.append(Barrier.new(position, health))
func _resolve_catch() -> void:
if state in [CatchState.CAUGHT, CatchState.ESCAPED, CatchState.IDLE]:
return
state = CatchState.CAUGHT
_reel_input_held = false
_auto_click_accumulator = 0.0
_emit_encounter_update()
caught.emit()
func _resolve_escape() -> void:
if state in [CatchState.CAUGHT, CatchState.ESCAPED]:
return
state = CatchState.ESCAPED
_reel_input_held = false
_auto_click_accumulator = 0.0
_emit_encounter_update()
escaped.emit()
func _emit_encounter_update() -> void:
var positions := PackedFloat32Array()
var health := PackedInt32Array()
var maximum_health := PackedInt32Array()
for barrier: Barrier in _barriers:
positions.append(barrier.position)
health.append(barrier.health)
maximum_health.append(barrier.maximum_health)
encounter_updated.emit(
progress,
chase_progress,
positions,
health,
maximum_health,
_active_barrier_index,
state != CatchState.IDLE
)