#* #* use_guild_service.gd #* @tool extends BTAction ## Moves the agent to the specified position, favoring horizontal movement. [br] ## Returns [code]SUCCESS[/code] when close to the target position (see [member tolerance]); ## otherwise returns [code]RUNNING[/code]. enum Phases { ARRIVE, QUEUE, WAIT, SERVICE, COMPLETE } ## Blackboard variable that stores the target position (Vector2) @export var employee_name : String = "" ## Variable that stores desired speed (float) @export var service_name : String = "" var employee : GuildEmployee var queue : GuildQueue var wait_time_remaining : float = 0 var phase : Phases func _generate_name() -> String: return "Use Guild Service (%s) - %s" % [ employee_name, service_name ] func _enter() -> void: var emp = Guild.hall.employees.get(employee_name) if !emp: printerr("Use Guild Service (%s) - %s, '%s' not found!", employee_name, service_name, employee_name) return employee = emp queue = employee.queue phase = Phases.ARRIVE queue.add_member(agent) agent.approach(queue.get_last_position()) agent.navigation_finished.connect(_on_navigation_complete) agent.navigation_failed.connect(_on_navigation_failed) func _tick(delta: float) -> Status: if employee == null: return FAILURE match(phase): Phases.ARRIVE: if wait_time_remaining > 0: wait_time_remaining -= delta if wait_time_remaining <= 0: agent.navigation_finished.connect(_on_navigation_complete) agent.approach(queue.get_member_position(agent)) Phases.QUEUE: pass Phases.WAIT: pass Phases.SERVICE: if wait_time_remaining > 0: wait_time_remaining -= delta if wait_time_remaining <= 0: employee.service_provided.connect(_on_service_complete) employee.interact(agent, service_name) Phases.COMPLETE: return SUCCESS return RUNNING func _on_navigation_complete() -> void: agent.navigation_finished.disconnect(_on_navigation_complete) agent.navigation_failed.disconnect(_on_navigation_failed) queue.advanced.connect(_on_queue_advanced) phase = Phases.QUEUE func _on_navigation_failed() -> void: wait_time_remaining = randf_range(.5, 2) agent.navigation_finished.disconnect(_on_navigation_complete) func use_service(): phase = Phases.SERVICE wait_time_remaining = randf_range(2,5) agent.show_speech_bubble("talk") employee.show_speech_bubble("talk") func wait(): wait_time_remaining = 1 phase = Phases.WAIT func _on_queue_advanced() -> void: if queue.front == agent: queue.advanced.disconnect(_on_queue_advanced) if employee.busy: wait() else: use_service() pass func _on_service_complete() -> void: employee.service_provided.disconnect(_on_service_complete) agent.show_speech_bubble("") employee.show_speech_bubble("") queue.remove_member(agent) phase = Phases.COMPLETE