Files
academy2-game/scripts/modules/npc_mystress.gd
2022-01-09 02:40:04 +03:00

231 lines
7.2 KiB
GDScript3

extends AIScriptModule
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
var root
var skel
var hair_skel
var garments = ["female-panties1", "mystress-dress", "mystress-necklace"]
var garments_head = []
var basedir = "res://scenes/clothes/"
var material = preload("res://scenes/clothes/mystress_clothes.material")
#var tween: Tween
#enum {
# IDLE,
# WALKING
# PRAYING,
# PRAYING_STARTLED,
# ACTION
#}
#var state = PRAYING
func init(tick):
root = get_character(tick)
assert(root.has_meta("skeleton"))
root.add_to_group("mystress")
# tween = Tween.new()
# tween.playback_process_mode = Tween.TWEEN_PROCESS_PHYSICS
# tween.process_priority = 30
# add_child(tween)
# call_deferred("setup_markers")
characters.call_deferred("setup_garments", root, garments, garments_head, material)
#func setup_markers():
# var cmdq = []
# if root.has_meta("cmdqueue"):
# cmdq = root.get_meta("cmdqueue")
# cmdq.push_back(["hide_marker", "head/marker_talk"])
# cmdq.push_back(["hide_marker", "head/marker_hips_action"])
# cmdq.push_back(["register_marker", self, "hips/marker_dagger_sacrifice",
# {
# "method": "dagger_sacrifice"
# }
# ])
# cmdq.push_back(["hide_marker", "hips/marker_dagger_sacrifice"])
# cmdq.push_back(["anim_state", "pray"])
# root.set_meta("cmdqueue", cmdq)
# state = PRAYING
#var state_changed = 0.0
func set_orientation(v: Transform):
root.set_meta("orientation", v)
func set_basis_dir(dir: Vector3):
var xdir: Vector3 = dir
xdir.y = 0
var d0 = xdir.cross(Vector3.UP)
var d1 = Vector3.UP
var d2 = xdir
var basis = Basis(d0, d1, -d2)
var orientation = root.get_meta("orientation")
orientation.basis = basis
root.set_meta("orientation", orientation)
var state = 0
var sw_delay = 0.0
var oldx = Vector3()
func get_dest(pt: Vector3, exclusions: Array) -> Vector3:
var ret = pt
var o = root.global_transform.origin
var offt = Vector3.UP * 0.3
var space: PhysicsDirectSpaceState = root.get_world().get_direct_space_state()
var r = space.intersect_ray(o + offt, pt + offt, exclusions)
if !r.empty():
ret = r.position - offt
return ret
func update_physics(tick, delta):
var cmdq = []
if !skel:
skel = root.get_meta("skeleton")
var cam = root.get_viewport().get_camera()
if !cam:
return
if !cam.has_meta("player"):
return
var space: PhysicsDirectSpaceState = root.get_world().get_direct_space_state()
var o = root.global_transform.origin
var p = cam.get_meta("player").global_transform
var orientation = Transform(root.global_transform.basis, Vector3())
var dir = orientation.xform(Vector3(0, 0, -1))
var dp = dir.dot(p.origin - o)
if oldx.length() == 0:
oldx = p.origin
var v = (p.origin - oldx) / delta
v.y = 0
var d = p.origin.distance_squared_to(root.global_transform.origin)
if root.has_meta("cmdqueue"):
cmdq = root.get_meta("cmdqueue")
sw_delay -= delta
match state:
0:
if d > 30.0:
state = 30
if d > 4.5 * 4.5 && v.length() == 0 && sw_delay < 0.0:
state = 10
elif d < 2.5 * 2.5 && v.length() > 0 && dp > 0:
state = 20
elif d < 1.0 * 1.0 && v.length() > 0:
var here = (o - p.origin).normalized()
if v.dot(here) > 0:
state = 22
10:
if !root.has_meta("cmd_walk"):
state = 11
11:
var dest = get_dest(p.origin, [root, cam.get_meta("player")])
cmdq.push_back(["walkto", dest, 2.5, 15])
state = 12
12:
if !root.has_meta("cmd_walk"):
state = 0
20:
if !root.has_meta("cmd_walk"):
state = 21
21:
var pt = (root.global_transform.origin - p.origin).normalized() * 5 + root.global_transform.origin
var ddir = characters.locnav_probe(root, 2.5, (pt - o).normalized(), 0.2)
var dpt = ddir + o
var dest = get_dest(dpt, [root, cam.get_meta("player")])
print("from: ", o, " to: ", dest, " ddir: ", ddir)
cmdq.push_back(["walkto", dest, 1.5, 15])
if dest != pt:
sw_delay = 1.5
else:
sw_delay = 5.0
state = 12
22:
if dp > 0 && dp < 0.9999:
var tf = root.global_transform
tf = tf.looking_at(p.origin, Vector3.UP)
orientation.basis = orientation.basis.slerp(tf.basis, 0.3)
root.set_meta("orientation", orientation)
elif dp > 0:
orchestration.grab(cam.get_meta("player"), root)
state = 23
23:
if d > 5.0 * 5.0:
state = 0
30:
if d < 20.0:
state = 0
root.set_meta("cmdqueue", cmdq)
oldx = p.origin
return ERR_BUSY
# print("state =", state)
# var px = p.origin
# px.y = root.global_transform.origin.y
# var pdir = px - root.global_transform.origin
# var fdir = -root.global_transform.basis[2]
# fdir.y = 0
# pdir.y = 0
# pdir = pdir.normalized()
# fdir = fdir.normalized()
# var cmdq = []
# if root.has_meta("cmdqueue"):
# cmdq = root.get_meta("cmdqueue")
# state_changed -= delta
# state_changed = clamp(state_changed, 0.0, 10.0)
# match state:
# PRAYING:
# if root.has_meta("req_state") && root.get_meta("req_state") in ["TALK", "ACTION"]:
# state = ACTION
# cmdq.push_back(["anim_state", "locomotion"])
# root.set_meta("cmdqueue", cmdq)
# elif d < 2.0 && state_changed <= 0.0:
# if pdir.angle_to(fdir) > PI / 8.0:
# tween.interpolate_method(self, "set_basis_dir", fdir, pdir, 0.3 + randf() * 0.6, Tween.TRANS_CUBIC)
# tween.start()
# state_changed = 0.5
# else:
# cmdq.push_back(["anim_state", "pray-startled"])
## cmdq.push_back(["anim_state", "locomotion"])
## cmdq.push_back(["anim_param", "state/locomotion/loc/blend_position", Vector2(0.5, 0)])
# root.set_meta("cmdqueue", cmdq)
# state = PRAYING_STARTLED
# state_changed = 3.0
# PRAYING_STARTLED:
# if root.get_meta("req_state") in ["TALK", "ACTION"]:
# state = ACTION
# cmdq.push_back(["anim_state", "locomotion"])
# root.set_meta("cmdqueue", cmdq)
# elif d > 4.0 && state_changed <= 0.0:
# cmdq.push_back(["anim_state", "pray"])
# root.set_meta("cmdqueue", cmdq)
# state = PRAYING
# state_changed = 4.0
# else:
# var f = root.global_transform.origin + Vector3.UP * 0.5
# var t = f + root.global_transform.basis[2] * 0.22
# var result = space.intersect_ray(f, t, [root])
# if result.has("collider"):
# cmdq.push_back(["anim_state", "pray"])
# root.set_meta("cmdqueue", cmdq)
# state = PRAYING
# state_changed = 2.0
# ACTION:
# if !root.has_meta("req_state"):
# state = PRAYING
#
## elif d <= 4.0 || state_changed > 0.0:
## tween.interpolate_method(self, "set_orientation", root.get_meta("orientation"), root.get_meta("orientation").looking_at(px, Vector3(0, 1, 0)), 0.3 + randf() * 0.6, Tween.TRANS_CUBIC)
## tween.start()
## var sacrifice_marker = skel.get_node("hips/marker_dagger_sacrifice")
## if sacrifice_marker.visible && !inventory.items.s_dagger:
## sacrifice_marker.hide()
## elif !sacrifice_marker.visible && inventory.items.s_dagger:
## sacrifice_marker.show()
#
##func dagger_sacrifice(data):
## print("dagger sacrifice")
## var cmdq = []
## var other = group_manager.player
## if other.has_meta("cmdqueue"):
## cmdq = other.get_meta("cmdqueue")
## cmdq.push_back(["anim_param", "blade_right/blend_amount", 1.0])
## cmdq.push_back(["equip", "wrist_r/weapon_right", "s_dagger"])
## other.set_meta("cmdqueue", cmdq)
## group_manager.submit_player_npc_event_arot(root, "sacrificed-a", root, "sacrificed", root)
func update(tick, delta):
return ERR_BUSY