Vast improvements and a working finite state machine, working on new guild member registration.
This commit is contained in:
6
fsm/nodes/advance_queue.gd
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6
fsm/nodes/advance_queue.gd
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extends StateNode
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func execute(subject, ...args : Array) -> void:
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if !subject.busy:
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subject.queue.try_advance()
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complete_state()
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1
fsm/nodes/advance_queue.gd.uid
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1
fsm/nodes/advance_queue.gd.uid
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uid://csicx3fpxv7xt
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1
fsm/nodes/leave.gd
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1
fsm/nodes/leave.gd
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extends StateNode
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1
fsm/nodes/leave.gd.uid
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1
fsm/nodes/leave.gd.uid
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uid://b0ewnwcibhu21
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51
fsm/nodes/queue.gd
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51
fsm/nodes/queue.gd
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extends StateNode
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@export var employee : String = ""
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var target
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var actor
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var in_queue
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var queued_at : GuildQueue
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var next_state : String
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var next_state_args : Array = []
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func execute(subject, ...args : Array) -> void:
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actor = subject
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#find the receptionist queue
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var queue = Guild.hall.employees[employee].queue
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#join the queue
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join_queue(queue)
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reposition_queue(queue.length-1)
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subject.nav_agent.navigation_finished.connect(_on_navigation_finished)
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func _on_navigation_finished() -> void:
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actor.nav_agent.navigation_finished.disconnect(_on_navigation_finished)
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if !in_queue:
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complete_state()
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func join_queue(queue : GuildQueue) -> void:
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queue.add_member(actor)
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in_queue = true
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queued_at = queue
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queue.advanced.connect(_on_queue_advanced)
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func leave_queue() -> void:
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in_queue = false
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queued_at.advanced.disconnect(_on_queue_advanced)
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queued_at = null
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func reposition_queue(idx : int) -> void:
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var queue = queued_at
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#if zero approach the receptionist with the intent to use her service at navigation complete.
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actor.approach(queue.global_position + idx * queue.direction * 75)
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func _on_queue_advanced() -> void:
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#find our place within the queue
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var idx : int = queued_at.members.find(actor)
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#We aren't in the queue, time to advance
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if idx < 0:
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leave_queue()
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else:
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reposition_queue(idx)
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1
fsm/nodes/queue.gd.uid
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1
fsm/nodes/queue.gd.uid
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uid://y85swbbk8kbd
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17
fsm/nodes/state_node.gd
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17
fsm/nodes/state_node.gd
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class_name StateNode extends Node
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var state_machine : StateMachine = null
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signal completed(state : StateNode)
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func enter() -> void:
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pass
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func exit() -> void:
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pass
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func execute(subject, ...args : Array) -> void:
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pass
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func complete_state() -> void:
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completed.emit(self)
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1
fsm/nodes/state_node.gd.uid
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1
fsm/nodes/state_node.gd.uid
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@@ -0,0 +1 @@
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uid://c27ctn874rdns
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13
fsm/nodes/test.gd
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13
fsm/nodes/test.gd
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extends StateNode
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@export var message : String = ""
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var target
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func execute(subject, ...args : Array) -> void:
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subject.approach(Game.player.global_position)
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subject.nav_agent.navigation_finished.connect(_on_navigation_finished)
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target = subject
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func _on_navigation_finished() -> void:
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target.nav_agent.navigation_finished.disconnect(_on_navigation_finished)
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complete_state()
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1
fsm/nodes/test.gd.uid
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1
fsm/nodes/test.gd.uid
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uid://e8we6nmaob1k
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34
fsm/nodes/wait.gd
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34
fsm/nodes/wait.gd
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extends StateNode
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@export var wait_duration : float = 1
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var wait_remaining : float = 0
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var next_state : String
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var next_state_args : Array = []
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var actor
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func exit() -> void:
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actor.show_speech_bubble("")
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func _process(delta: float) -> void:
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if wait_remaining > 0:
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wait_remaining -= delta
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if wait_remaining <= 0:
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wait_remaining = 0
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complete_state()
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func execute(subject, ...args : Array) -> void:
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wait_remaining = wait_duration
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actor = subject
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if len(args) > 0 and args[0] != "":
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subject.show_speech_bubble(args[0])
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if len(args) > 1 and args[1] != "":
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next_state = args[1]
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else:
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next_state = ""
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if len(args) > 2 and args[2] != "":
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next_state_args = args[2]
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else:
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next_state_args = []
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1
fsm/nodes/wait.gd.uid
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1
fsm/nodes/wait.gd.uid
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@@ -0,0 +1 @@
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uid://dl3b5aywu1hf6
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