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pomchronicles/ai/tasks/actions/get_quest.gd

104 lines
2.4 KiB
GDScript

#*
#* 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,
OBTAIN,
COMPLETE
}
var board : QuestBoard
var queue : GuildQueue
var wait_time_remaining : float = 0
var phase : Phases
func _generate_name() -> String:
return "Get a Quest"
func _enter() -> void:
var brd = Guild.hall.board
if !brd:
printerr("Get a Quest: Board not found!")
return
board = brd
queue = board.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 board == 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.OBTAIN:
if wait_time_remaining:
wait_time_remaining -= delta
if wait_time_remaining <= 0:
board.interaction_complete.connect(_on_interaction_complete)
board.interact(agent, "quest")
phase = Phases.OBTAIN
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 get_quest():
phase = Phases.OBTAIN
wait_time_remaining = randf_range(2,5)
agent.show_speech_bubble("busy")
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 board.busy:
wait()
else:
get_quest()
pass
func _on_interaction_complete() -> void:
board.interaction_complete.disconnect(_on_interaction_complete)
if agent.data.quest != null:
agent.show_speech_bubble("happy", 1.5)
else:
agent.show_speech_bubble("angry", 1.5)
queue.remove_member(agent)
phase = Phases.COMPLETE