187 lines
5.5 KiB
GDScript
187 lines
5.5 KiB
GDScript
extends CharacterBody3D
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# --- ÉTATS DU CLIENT ---
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enum State { ENTERING, WAITING, LEAVING }
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var current_state: State = State.ENTERING
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# --- PARAMÈTRES ---
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@export var speed: float = 4
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@export var entry_path: Array[Marker3D]
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@export var exit_path: Array[Marker3D]
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var current_path_index: int = 0
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var possible_pies = []
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var possible_toppings = []
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var possible_language = [ Sauvegarde.language, "jap", "all", "jap", "all" ]
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var pie_icons = {}
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var topping_icons = {}
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var desired_pie: String = ""
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var desired_topping: String = ""
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var choosen_lang : String = Sauvegarde.language
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var ready_to_take_pie : bool = false
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# --- RÉFÉRENCES UI ---
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@onready var sprite: Sprite3D = $Sprite3D
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@onready var label: RichTextLabel = $Sprite3D/SubViewport/RichTextLabel
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@onready var mesh: MeshInstance3D = $character/Root/Skeleton3D/characterMedium
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@onready var anim_player: AnimationPlayer = $character/AnimationPlayer
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@onready var sprite_e: Sprite3D = $Sprite3DE
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var player # given by client_spwaner
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var is_close_to_waiting = false
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func _ready() -> void:
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mesh.set_instance_shader_parameter("skin_index", randi_range(1, 16))
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sprite.visible = false
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if player.cpt_client > 1:
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choosen_lang = possible_language.pick_random()
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possible_pies = [Sauvegarde.get_text("pie1", choosen_lang), Sauvegarde.get_text("pie2", choosen_lang), Sauvegarde.get_text("pie3", choosen_lang)]
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possible_toppings = [Sauvegarde.get_text("topping1", choosen_lang), Sauvegarde.get_text("topping2", choosen_lang), "Aucun"]
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pie_icons = {
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Sauvegarde.get_text("pie1", choosen_lang): "res://assets/img/ui/client/orange.png",
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Sauvegarde.get_text("pie2", choosen_lang): "res://assets/img/ui/client/yellow.png",
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Sauvegarde.get_text("pie3", choosen_lang): "res://assets/img/ui/client/purple.png",
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}
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topping_icons = {
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Sauvegarde.get_text("topping1", choosen_lang): "res://assets/img/ui/client/meringue.png",
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Sauvegarde.get_text("topping2", choosen_lang): "res://assets/img/ui/client/croisillon.png",
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}
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desired_pie = possible_pies.pick_random()
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desired_topping = possible_toppings.pick_random()
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var p_icon
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var order_text
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func _physics_process(delta: float) -> void:
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if !player.one_time_cpt_feather:
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queue_free()
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if not is_on_floor():
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velocity.y -= 9.8 * delta
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match current_state:
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State.ENTERING:
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if is_close_to_waiting:
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anim_player.play("talking")
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else:
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anim_player.play("walking")
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move_along_path(entry_path, delta)
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State.WAITING:
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anim_player.play("talking")
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velocity.x = move_toward(velocity.x, 0, speed)
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velocity.z = move_toward(velocity.z, 0, speed)
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State.LEAVING:
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anim_player.play("walking")
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move_along_path(exit_path, delta)
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move_and_slide()
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# --- FONCTION DE DÉPLACEMENT ---
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func move_along_path(path_array: Array[Marker3D], delta: float) -> void:
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if path_array.is_empty() or current_path_index >= path_array.size():
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if current_state == State.ENTERING:
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start_waiting()
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elif current_state == State.LEAVING:
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queue_free()
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return
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# special pour l'attente
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if current_path_index >= path_array.size()-1:
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var targ = path_array[current_path_index].global_position
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if global_position.distance_to(Vector3(targ.x, global_position.y, targ.z)) < 4:
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is_close_to_waiting = true
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else:
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is_close_to_waiting = false
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look_at( targ )
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var target = path_array[current_path_index].global_position
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var direction = global_position.direction_to(target)
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direction.y = 0
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direction = direction.normalized()
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if global_position.distance_to(Vector3(target.x, global_position.y, target.z)) > 0.5:
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velocity.x = direction.x * speed
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velocity.z = direction.z * speed
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var target_angle = atan2(velocity.x, velocity.z)
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rotation.y = lerp_angle(rotation.y, target_angle, 10.0 * delta)
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else:
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current_path_index += 1
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# --- ACTIONS DU CLIENT ---
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func start_waiting() -> void:
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ready_to_take_pie = true
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current_state = State.WAITING
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velocity = Vector3.ZERO
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p_icon = pie_icons[ desired_pie ]
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order_text = Sauvegarde.get_text("desire", choosen_lang) + desired_pie
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order_text += " [img=60]" + p_icon + "[/img]"
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if desired_topping != "Aucun":
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var t_icon = topping_icons[ desired_topping ]
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order_text += "\n+ " + desired_topping + " [img=80]" + t_icon + "[/img]"
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show_order()
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# pour tests
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#await get_tree().create_timer( 3 ).timeout
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#leave_store()
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# FONCTION MISE À JOUR : Le joueur doit donner la tarte ET le nappage
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func give_item(pie_given: String, topping_given: String) -> void:
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if current_state != State.WAITING:
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return
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sprite_e.visible = false
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# On vérifie les deux conditions
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if pie_given == desired_pie and topping_given == desired_topping:
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set_dialogue( Sauvegarde.get_text("goodpie", choosen_lang) )
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leave_store()
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elif pie_given == desired_pie and topping_given != desired_topping:
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set_dialogue( Sauvegarde.get_text("mixpie", choosen_lang) )
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await get_tree().create_timer(4).timeout
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show_order()
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else:
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set_dialogue( Sauvegarde.get_text("badpie", choosen_lang) )
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await get_tree().create_timer(4).timeout
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show_order()
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func leave_store() -> void:
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player._end_action()
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ready_to_take_pie = false
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await get_tree().create_timer(2.0).timeout
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sprite.visible = false
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current_path_index = 0
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current_state = State.LEAVING
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func set_dialogue(text: String) -> void:
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label.text = text
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func show_order():
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set_dialogue(order_text)
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sprite.visible = true
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func _on_area_3de_body_entered(body: Node3D) -> void:
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if body.is_in_group("player"):
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if current_state == State.WAITING:
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sprite_e.visible = true
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func _on_area_3de_body_exited(body: Node3D) -> void:
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if body.is_in_group("player"):
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sprite_e.visible = false
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