Restore remote locomotion after fishing returns
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4196cda1d5
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3 changed files with 58 additions and 0 deletions
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@ -57,6 +57,10 @@ func show_cast(
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):
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return
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_kill_cast_tween()
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# A previous attempt can finish its fighting presentation immediately before
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# a replacement cast is reconstructed. Reset the owning avatar as well as our
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# local bookkeeping so fighting cannot continue to outrank the release pose.
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_owner.set_fighting_visual(false)
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_active = true
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_attempt_id = attempt_id
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_observer_fighting_active = false
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@ -256,6 +260,7 @@ func _on_return_finished() -> void:
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_showcase_tween.tween_interval(2.5)
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_showcase_tween.finished.connect(_on_showcase_finished)
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return
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_restore_owner_after_return()
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return_completed.emit()
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@ -271,6 +276,18 @@ func _on_showcase_put_away_finished() -> void:
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return_completed.emit()
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func _restore_owner_after_return() -> void:
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# Return completion owns the transition out of the observer-only fishing
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# poses. This must happen before completion listeners queue_free this node;
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# otherwise an escape or withdrawal leaves RETRACT selected indefinitely and
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# masks every later locomotion animation on this observer.
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_observer_fighting_active = false
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if _owner == null or not is_instance_valid(_owner):
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return
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_owner.set_fighting_visual(false)
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_owner.set_fishing_visual(false)
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func _kill_cast_tween() -> void:
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if _cast_tween != null and _cast_tween.is_valid():
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_cast_tween.kill()
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@ -194,6 +194,18 @@ func _run_host() -> void:
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):
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await process_frame
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assert(remote_avatar.is_retract_visual_complete())
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var observer_cleanup_deadline: int = Time.get_ticks_msec() + 3000
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while (
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Time.get_ticks_msec() < observer_cleanup_deadline
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and int(remote_avatar.get("_fishing_visual_phase"))
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!= Player.FishingVisualPhase.NONE
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):
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await process_frame
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assert(
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int(remote_avatar.get("_fishing_visual_phase"))
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== Player.FishingVisualPhase.NONE
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)
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assert(remote_animation_player.assigned_animation != &"retract_sit")
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# Give the client that owns the same presentation a frame boundary to finish
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# local cleanup before the host intentionally tears down this test session.
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for _frame: int in 4:
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@ -545,6 +545,35 @@ func _validate_remote_presentation() -> void:
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presentation.synchronize_active("late-attempt", target, false)
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assert(not bool(player.get("_fighting_visual_active")))
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# An escape or withdrawal has no showcase to clear the retract pose. Return
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# completion itself must restore ordinary locomotion before listeners dispose
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# of the observer presentation.
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presentation.play_return()
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await presentation.return_completed
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assert(
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int(player.get("_fishing_visual_phase"))
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== Player.FishingVisualPhase.NONE
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)
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assert(not bool(player.get("_fighting_visual_active")))
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player.set_physics_process(false)
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player.velocity = Vector3(8.0, 0.0, 0.0)
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player.call("_update_character_animation")
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var animation_player := player.get_node(
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"Visuals/CharacterRig/AnimationPlayer"
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) as AnimationPlayer
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assert(animation_player.assigned_animation == &"running")
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var running_position: float = animation_player.current_animation_position
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await create_timer(0.1).timeout
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assert(animation_player.current_animation == &"running")
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assert(
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not is_equal_approx(
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animation_player.current_animation_position,
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running_position,
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)
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)
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presentation.cleanup()
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presentation.synchronize_active("catch-attempt", target, false)
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var fish_catch := FishCatchType.new()
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var fish: FishData = PondPool.candidates.front()
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fish_catch.fish = fish
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