Files
frog/scripts/client.gd
T
E250429F 3e857fa9f3 credit
2026-09-17 23:19:43 +02:00

187 lines
5.5 KiB
GDScript

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