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pomchronicles/ai/tasks/actions/use_guild_equipment.gd

113 lines
2.8 KiB
GDScript

#*
#* use_guild_equipment.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,
INTERACT,
COMPLETE
}
## Blackboard variable that stores the target position (Vector2)
@export var equipment_name : String = ""
## Variable that stores desired speed (float)
@export var service_name : String = ""
var equipment : Interactable
var queue : GuildQueue
var wait_time_remaining : float = 0
var phase : Phases
func _generate_name() -> String:
return "Use Guild Equipment (%s) - %s" % [
equipment_name,
service_name
]
func _enter() -> void:
var eq = Guild.hall.interactables.get(equipment_name)
if !eq:
printerr("Use Guild Equipment (%s) - %s, '%s' not found!" % [equipment_name, service_name, equipment_name])
return
equipment = eq
queue = equipment.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 equipment == 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.INTERACT:
if wait_time_remaining > 0:
wait_time_remaining -= delta
if wait_time_remaining <= 0:
equipment.interaction_complete.connect(_on_interaction_complete)
equipment.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)
agent.navigation_failed.disconnect(_on_navigation_failed)
func interact():
phase = Phases.INTERACT
wait_time_remaining = randf_range(2,5)
equipment.busy = true
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 equipment.busy:
wait()
else:
interact()
pass
func _on_interaction_complete() -> void:
equipment.interaction_complete.disconnect(_on_interaction_complete)
equipment.busy = false
agent.show_speech_bubble("")
queue.remove_member(agent)
phase = Phases.COMPLETE