Vast improvements and a working finite state machine, working on new guild member registration.

This commit is contained in:
2025-07-24 08:41:19 -04:00
parent 90151369de
commit dc30d1b15c
100 changed files with 1987 additions and 194 deletions

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extends StateNode
@export var employee_name : String = ""
@export var speech_bubble : String = ""
@export var wait_duration : float = 1
@export var interaction_args : Array[String] = []
var wait_remaining : float = 0
var employee : GuildEmployee
var actor
func exit() -> void:
actor.show_speech_bubble("")
func _process(delta: float) -> void:
if wait_remaining > 0:
wait_remaining -= delta
if wait_remaining <= 0:
wait_remaining = 0
employee.interact(self, interaction_args[0])
complete_state()
func execute(subject, ...args : Array) -> void:
wait_remaining = wait_duration
actor = subject
if len(args) > 0 and args[0] != "":
subject.show_speech_bubble(speech_bubble)
#TODO: Possibly an error later with preexisting and extended lists
for arg in args.slice(1):
interaction_args.append(arg)
var emp = Guild.hall.employees.get(employee_name)
if emp == null:
printerr("Employee %s not found!" % employee_name)
complete_state()
else:
employee = emp

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uid://bewrajxqdutsu

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fsm/machines/newbie.gd Normal file
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extends StateMachine
func advance_state() -> void:
var last_state = curr_state
var args : Array = [actor]
exit_state(curr_state)
match(last_state.name):
"Wait":
if last_state.next_state != "":
if !states.has(last_state.next_state):
printerr("Tried to switch to missing state %s" % last_state.next_state)
pass
enter_state(states[last_state.next_state])
args.append_array(last_state.next_state_args)
else:
pass
"Queue":
enter_state(states["Wait"])
args.append_array(["busy", "Register"])
"Register":
enter_state(states["Register"])
"Leave":
enter_state(states["Leave"])
if curr_state != null:
curr_state.execute.callv(args)

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uid://dthatmb3if73u

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extends StateMachine
func advance_state() -> void:
var last_state = curr_state
var args : Array = [actor]
exit_state(curr_state)
match(last_state.name):
"Wait":
if last_state.next_state != "":
if !states.has(last_state.next_state):
printerr("Tried to switch to missing state %s" % last_state.next_state)
pass
enter_state(states[last_state.next_state])
args.append_array(last_state.next_state_args)
else:
pass
"Advance Queue":
enter_state(states["Wait"])
args.append_array(["", "Advance Queue"])
if curr_state != null:
curr_state.execute.callv(args)

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uid://cggu0yihq0unt

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class_name StateMachine extends Node
@export var starting_state : String = ""
var states : Dictionary[String, StateNode] = {}
var curr_state : StateNode = null
var actor = null
func _ready() -> void:
for child in get_children():
if child is StateNode:
states[child.name] = child
child.state_machine = self
child.completed.connect(_on_state_completed)
func start() -> void:
if starting_state != "":
var state : StateNode = states.get(starting_state)
if state == null:
printerr("Starting state not found! Expected %s" % [starting_state])
else:
enter_state(state)
curr_state.execute(actor)
func exit_state(state : StateNode) -> void:
curr_state.exit()
curr_state = null
pass
func enter_state(state : StateNode) -> void:
curr_state = state
curr_state.enter()
pass
func advance_state() -> void:
pass
func _on_state_completed(state : StateNode) -> void:
if state == curr_state:
advance_state()
else:
printerr("Wrong state completed! %s when expecting %s" % [state.name, curr_state])

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uid://u81fhi8157bg

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fsm/machines/test.gd Normal file
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extends StateMachine
func advance_state() -> void:
var last_state = curr_state
var args : Array = [actor]
exit_state(curr_state)
match(last_state.name):
"Wait":
if last_state.next_state != "":
if !states.has(last_state.next_state):
printerr("Tried to switch to missing state %s" % last_state.next_state)
pass
enter_state(states[last_state.next_state])
args.append_array(last_state.next_state_args)
else:
pass
"Test":
enter_state(states["Wait"])
args.append_array(["busy", "Test"])
if curr_state != null:
curr_state.execute.callv(args)

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fsm/machines/test.gd.uid Normal file
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extends StateNode
func execute(subject, ...args : Array) -> void:
if !subject.busy:
subject.queue.try_advance()
complete_state()

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uid://csicx3fpxv7xt

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fsm/nodes/leave.gd Normal file
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extends StateNode

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fsm/nodes/leave.gd.uid Normal file
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uid://b0ewnwcibhu21

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fsm/nodes/queue.gd Normal file
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extends StateNode
@export var employee : String = ""
var target
var actor
var in_queue
var queued_at : GuildQueue
var next_state : String
var next_state_args : Array = []
func execute(subject, ...args : Array) -> void:
actor = subject
#find the receptionist queue
var queue = Guild.hall.employees[employee].queue
#join the queue
join_queue(queue)
reposition_queue(queue.length-1)
subject.nav_agent.navigation_finished.connect(_on_navigation_finished)
func _on_navigation_finished() -> void:
actor.nav_agent.navigation_finished.disconnect(_on_navigation_finished)
if !in_queue:
complete_state()
func join_queue(queue : GuildQueue) -> void:
queue.add_member(actor)
in_queue = true
queued_at = queue
queue.advanced.connect(_on_queue_advanced)
func leave_queue() -> void:
in_queue = false
queued_at.advanced.disconnect(_on_queue_advanced)
queued_at = null
func reposition_queue(idx : int) -> void:
var queue = queued_at
#if zero approach the receptionist with the intent to use her service at navigation complete.
actor.approach(queue.global_position + idx * queue.direction * 75)
func _on_queue_advanced() -> void:
#find our place within the queue
var idx : int = queued_at.members.find(actor)
#We aren't in the queue, time to advance
if idx < 0:
leave_queue()
else:
reposition_queue(idx)

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fsm/nodes/queue.gd.uid Normal file
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fsm/nodes/state_node.gd Normal file
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class_name StateNode extends Node
var state_machine : StateMachine = null
signal completed(state : StateNode)
func enter() -> void:
pass
func exit() -> void:
pass
func execute(subject, ...args : Array) -> void:
pass
func complete_state() -> void:
completed.emit(self)

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uid://c27ctn874rdns

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fsm/nodes/test.gd Normal file
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extends StateNode
@export var message : String = ""
var target
func execute(subject, ...args : Array) -> void:
subject.approach(Game.player.global_position)
subject.nav_agent.navigation_finished.connect(_on_navigation_finished)
target = subject
func _on_navigation_finished() -> void:
target.nav_agent.navigation_finished.disconnect(_on_navigation_finished)
complete_state()

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fsm/nodes/test.gd.uid Normal file
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fsm/nodes/wait.gd Normal file
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extends StateNode
@export var wait_duration : float = 1
var wait_remaining : float = 0
var next_state : String
var next_state_args : Array = []
var actor
func exit() -> void:
actor.show_speech_bubble("")
func _process(delta: float) -> void:
if wait_remaining > 0:
wait_remaining -= delta
if wait_remaining <= 0:
wait_remaining = 0
complete_state()
func execute(subject, ...args : Array) -> void:
wait_remaining = wait_duration
actor = subject
if len(args) > 0 and args[0] != "":
subject.show_speech_bubble(args[0])
if len(args) > 1 and args[1] != "":
next_state = args[1]
else:
next_state = ""
if len(args) > 2 and args[2] != "":
next_state_args = args[2]
else:
next_state_args = []

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fsm/nodes/wait.gd.uid Normal file
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uid://dl3b5aywu1hf6