netfishing/fishing/fishing_presentation.gd

542 lines
15 KiB
GDScript

class_name FishingPresentation
extends Node3D
const WaterSurfaceMotionType = preload(
"res://world/water_surface_motion.gd"
)
signal cast_completed
signal outcome_completed(outcome: StringName)
signal presentation_interrupted
enum VisualMode {
NONE,
AIMING,
CASTING,
FISHING,
OUTCOME,
}
enum LineMode {
HIDDEN,
TAUT,
SLACK,
}
@export_category("Fishing Line")
@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 sag_interpolation_count: int = 8
@export_range(0.1, 30.0, 0.1) var line_transition_speed: float = 7.0
@export_range(0.002, 0.05, 0.001) var line_thickness: float = 0.016
@export_category("Cast")
@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_category("Bobber Idle")
@export_range(0.0, 0.2, 0.005) var bobber_bob_amplitude: float = 0.035
@export_range(0.1, 3.0, 0.05) var bobber_bob_cycles_per_second: float = 0.7
@export_range(0.0, 12.0, 0.5) var bobber_tilt_degrees: float = 4.0
@onready var _target_marker: Node3D = %CastTargetMarker
@onready var _valid_target_marker: MeshInstance3D = %ValidTargetMarker
@onready var _invalid_target_marker: Node3D = %InvalidTargetMarker
@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 _current_sag: float = 0.0
var _rod: Node3D
var _rod_tip: Marker3D
var _rod_neutral_rotation: Vector3
var _cast_arrival_position: Vector3
var _active_cast_arc_height: float = 0.0
var _cast_tracks_water_surface: bool = false
var _bobber_surface_position: Vector3
var _bobber_idle_elapsed: float = 0.0
var _bobber_base_scale: Vector3 = Vector3.ONE
var _active_tween: Tween
var _rod_tween: Tween
var _bite_tween: Tween
func _ready() -> void:
_line.mesh = _line_mesh
cleanup()
func _process(delta: float) -> void:
if _mode == VisualMode.FISHING and _bobber.visible:
_bobber_idle_elapsed += delta
_apply_bobber_idle_motion()
var bobber_position := _bobber.global_position
bobber_position.y += WaterSurfaceMotionType.get_default_height_offset()
_bobber.global_position = bobber_position
if _line_mode != LineMode.HIDDEN:
_update_line(delta)
func set_line_mode(mode: LineMode) -> void:
_line_mode = mode
_line.visible = mode != LineMode.HIDDEN
if mode == LineMode.HIDDEN:
_current_sag = 0.0
_line_mesh.clear_surfaces()
func begin_aim(
rod_tip: Marker3D,
rod: Node3D,
minimum_target: Vector3,
target_normal: Vector3,
target_is_fishable: bool,
character_scale: float = 1.0,
) -> void:
cleanup()
if rod_tip == null or rod == null:
return
_bobber_base_scale = Vector3.ONE * maxf(character_scale, 0.01)
_mode = VisualMode.AIMING
_rod = rod
_rod_tip = rod_tip
_rod_neutral_rotation = _rod.rotation
_set_target_surface(minimum_target, target_normal)
_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,
target_normal: Vector3,
charge: float,
target_is_fishable: bool,
) -> void:
if _mode != VisualMode.AIMING:
return
# The gameplay resolver already advances the horizontal target smoothly.
# Snap each sample to its resolved surface so interpolation can never draw
# the marker through a vertical shoreline between two valid endpoints.
_set_target_surface(target, target_normal)
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 _set_target_surface(target: Vector3, surface_normal: Vector3) -> void:
_target_marker.global_position = target
var resolved_normal: Vector3 = surface_normal.normalized()
if resolved_normal.is_zero_approx():
resolved_normal = Vector3.UP
_target_marker.global_basis = Basis(
Quaternion(Vector3.UP, resolved_normal)
)
func begin_cast(
target: Vector3,
blocked_landing_position: Vector3 = Vector3.ZERO,
cast_is_blocked: bool = false,
resolved_arc_height: float = -1.0,
) -> 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 = _bobber_base_scale
_cast_arrival_position = (
blocked_landing_position if cast_is_blocked else target
)
_active_cast_arc_height = (
maxf(resolved_arc_height, 0.0)
if resolved_arc_height >= 0.0
else cast_arc_height
)
_cast_tracks_water_surface = not cast_is_blocked
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_arrival_position),
0.0,
1.0,
cast_travel_duration
)
if cast_is_blocked:
# Let the bobber visibly settle on the blocking surface before the
# normal invalid-cast return animation begins.
_active_tween.tween_interval(0.16)
_active_tween.finished.connect(_on_cast_tween_finished)
func show_bite() -> void:
if _mode != VisualMode.FISHING:
return
_kill_bite_tween()
_bobber.scale = _bobber_base_scale
_bite_tween = create_tween()
_bite_tween.set_trans(Tween.TRANS_QUAD)
_bite_tween.set_ease(Tween.EASE_IN_OUT)
_bite_tween.tween_property(
_bobber,
"scale",
_bobber_base_scale * 0.68,
0.08
)
_bite_tween.tween_property(
_bobber,
"scale",
_bobber_base_scale * 1.2,
0.1
)
_bite_tween.tween_property(
_bobber,
"scale",
_bobber_base_scale,
0.1
)
_bite_tween.finished.connect(_on_bite_tween_finished)
func show_withdrawal_position(world_position: Vector3) -> void:
if _mode != VisualMode.FISHING:
return
_kill_active_tween()
_bobber_surface_position = world_position
_apply_bobber_idle_motion()
func begin_fight() -> void:
if _mode != VisualMode.FISHING:
return
_kill_active_tween()
func play_outcome(outcome: StringName) -> void:
if _mode == VisualMode.NONE:
cleanup()
# Gameplay completion must not depend on a presentation tween still
# being active. The caller owns idempotency for the outcome.
outcome_completed.emit(outcome)
return
_kill_active_tween()
_kill_bite_tween()
_kill_rod_tween()
_restore_rod_neutral()
_mode = VisualMode.OUTCOME
_bobber.rotation = Vector3.ZERO
if outcome == &"withdrawal":
# Withdrawal is a visible return, not an instant cancellation. Keep the
# bobber present even if the preceding reel update hid or reset it.
_bobber.visible = true
_bobber.scale = _bobber_base_scale
_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":
_queue_bobber_return(0.35, 0.45)
&"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
)
_queue_bobber_return(0.42, 0.65)
&"invalid", &"withdrawal":
_queue_bobber_return(0.42, 0.65)
_:
_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_bite_tween()
_kill_rod_tween()
_restore_rod_neutral()
_mode = VisualMode.NONE
_rod = null
_rod_tip = null
_target_marker.visible = false
_target_marker.scale = Vector3.ONE
_valid_target_marker.visible = true
_invalid_target_marker.visible = false
_bobber.visible = false
_bobber.scale = Vector3.ONE
_bobber_base_scale = Vector3.ONE
_bobber.rotation = Vector3.ZERO
_cast_arrival_position = Vector3.ZERO
_active_cast_arc_height = 0.0
_cast_tracks_water_surface = false
_bobber_surface_position = Vector3.ZERO
_bobber_idle_elapsed = 0.0
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) * _active_cast_arc_height
if _cast_tracks_water_surface:
sample.y += (
WaterSurfaceMotionType.get_default_height_offset()
* smoothstep(0.72, 1.0, progress)
)
_bobber.global_position = sample
func _queue_bobber_return(duration: float, arc_scale: float) -> void:
var return_start: Vector3 = _bobber.global_position
var return_target: Vector3 = return_start
if _rod_tip != null:
return_target = _rod_tip.global_position
_active_tween.tween_method(
_set_return_sample.bind(return_start, return_target, arc_scale),
0.0,
1.0,
duration,
)
_active_tween.tween_property(_bobber, "scale", Vector3.ZERO, 0.1)
func _set_return_sample(
progress: float,
start: Vector3,
target: Vector3,
arc_scale: float,
) -> void:
var eased_progress: float = 1.0 - pow(1.0 - progress, 3.0)
var sample: Vector3 = start.lerp(target, eased_progress)
sample.y += sin(eased_progress * PI) * maxf(
cast_arc_height * arc_scale,
0.75,
)
_bobber.global_position = sample
func _on_cast_tween_finished() -> void:
if _mode != VisualMode.CASTING:
return
_active_tween = null
_bobber.global_position = _cast_arrival_position
_bobber_surface_position = _cast_arrival_position
_bobber_idle_elapsed = 0.0
_mode = VisualMode.FISHING
cast_completed.emit()
func _apply_bobber_idle_motion() -> void:
var phase: float = _bobber_idle_elapsed * bobber_bob_cycles_per_second * TAU
_bobber.global_position = (
_bobber_surface_position
+ Vector3.UP * sin(phase) * bobber_bob_amplitude
)
_bobber.rotation.z = (
deg_to_rad(bobber_tilt_degrees) * sin(phase * 0.73)
)
func _update_line(delta: float) -> void:
if _rod_tip == null or not is_instance_valid(_rod_tip):
var was_active: bool = _mode != VisualMode.NONE
cleanup()
if was_active:
presentation_interrupted.emit()
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)
var rendered_points: PackedVector3Array = _build_sagged_line_points(
rod_tip_position,
bobber_position,
_current_sag,
)
_line_mesh.clear_surfaces()
if rendered_points.size() < 2:
return
_draw_line_ribbon(rendered_points)
func _draw_line_ribbon(points: PackedVector3Array) -> void:
var camera: Camera3D = get_viewport().get_camera_3d()
if camera == null:
_line_mesh.surface_begin(Mesh.PRIMITIVE_LINE_STRIP)
for point: Vector3 in points:
_line_mesh.surface_add_vertex(to_local(point))
_line_mesh.surface_end()
return
var half_thickness: float = line_thickness * 0.5
var ribbon_vertices := PackedVector3Array()
for point_index: int in range(1, points.size()):
var start: Vector3 = points[point_index - 1]
var end: Vector3 = points[point_index]
var segment: Vector3 = end - start
if segment.length_squared() <= 0.000001:
continue
var to_camera: Vector3 = (
camera.global_position - start.lerp(end, 0.5)
)
var side: Vector3 = segment.normalized().cross(to_camera.normalized())
if side.length_squared() <= 0.000001:
side = segment.normalized().cross(Vector3.UP)
if side.length_squared() <= 0.000001:
side = segment.normalized().cross(Vector3.RIGHT)
side = side.normalized() * half_thickness
var start_left: Vector3 = to_local(start - side)
var start_right: Vector3 = to_local(start + side)
var end_right: Vector3 = to_local(end + side)
var end_left: Vector3 = to_local(end - side)
ribbon_vertices.append(start_left)
ribbon_vertices.append(start_right)
ribbon_vertices.append(end_right)
ribbon_vertices.append(start_left)
ribbon_vertices.append(end_right)
ribbon_vertices.append(end_left)
if ribbon_vertices.is_empty():
return
_line_mesh.surface_begin(Mesh.PRIMITIVE_TRIANGLES)
for vertex: Vector3 in ribbon_vertices:
_line_mesh.surface_add_vertex(vertex)
_line_mesh.surface_end()
func _build_sagged_line_points(
start: Vector3,
end: Vector3,
sag: float,
) -> PackedVector3Array:
var points := PackedVector3Array()
var subdivisions: int = 1 if sag <= 0.001 else sag_interpolation_count
points.append(start)
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
points.append(point)
return points
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:
_valid_target_marker.visible = target_is_fishable
_invalid_target_marker.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_bite_tween() -> void:
if _bite_tween != null and _bite_tween.is_valid():
_bite_tween.kill()
_bite_tween = null
if is_instance_valid(_bobber):
_bobber.scale = _bobber_base_scale
func _on_bite_tween_finished() -> void:
_bite_tween = null
func _kill_rod_tween() -> void:
if _rod_tween != null and _rod_tween.is_valid():
_rod_tween.kill()
_rod_tween = null