Added water and bladder system

This commit is contained in:
hz
2025-11-09 13:12:40 -06:00
parent 8e6f6498c9
commit a76fade0c7
4 changed files with 181 additions and 22 deletions
+122 -13
View File
@@ -10,6 +10,12 @@ class_name GridCharacterController
@export var home_marker_scene: PackedScene
@export_range(1.0, 16.0, 0.5) var sleep_requirement_hours: float = 8.0
@export var day_night_controller_path: NodePath
@export_range(500.0, 5000.0, 50.0) var max_water_ml: float = 2000.0
@export_range(0.0, 5.0, 0.1) var passive_water_usage_ml_per_minute: float = 1.0
@export_range(0.0, 200.0, 0.5) var movement_water_usage_ml_per_meter: float = 2.0
@export_range(50.0, 2000.0, 50.0) var low_water_threshold_ml: float = 400.0
@export_range(100.0, 2000.0, 25.0) var bladder_capacity_ml: float = 750.0
@export var vitals_display_path: NodePath
var _grid_manager: GridPlaneManager = null
var _camera: Camera3D = null
@@ -24,6 +30,25 @@ var _sleep_accum_hours: float = 0.0
var _is_sleeping: bool = false
var _sleep_pending_return: bool = false
var _awake_duration_hours: float = 0.0
var _water_level_ml: float = 0.0
var _bladder_level_ml: float = 0.0
var _needs_water: bool = false
var _needs_bathroom: bool = false
var _returning_home_for_needs: bool = false
signal vitals_changed(water_level: float, bladder_level: float, needs_water: bool, needs_bathroom: bool)
func get_water_level() -> float:
return _water_level_ml
func get_bladder_level() -> float:
return _bladder_level_ml
func is_water_low() -> bool:
return _needs_water
func is_bladder_full() -> bool:
return _needs_bathroom
func _ready() -> void:
set_physics_process(true)
@@ -33,6 +58,8 @@ func _ready() -> void:
_grid_manager.grid_layout_changed.connect(_on_grid_layout_changed)
_move_to_cell(start_cell, true)
_spawn_home()
_water_level_ml = max_water_ml
_bladder_level_ml = 0.0
_update_awake_duration()
if _day_night_controller:
_last_time_hours = _day_night_controller.get_time_of_day_hours()
@@ -40,6 +67,7 @@ func _ready() -> void:
_last_time_hours = 0.0
_is_sleeping = false
_sleep_pending_return = false
emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom)
func _physics_process(delta: float) -> void:
if not _is_moving:
@@ -49,17 +77,17 @@ func _physics_process(delta: float) -> void:
if distance <= 0.01:
global_position = _target_position
_is_moving = false
if _sleep_pending_return and _current_cell == start_cell:
_enter_sleep_state()
_handle_arrival_at_current_cell()
return
var step: float = move_speed * delta
var move_vector: Vector3 = direction.normalized() * min(step, distance)
global_position += move_vector
emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom)
func _unhandled_input(event: InputEvent) -> void:
if Engine.is_editor_hint():
return
if _is_sleeping or _sleep_pending_return:
if _should_ignore_player_input():
return
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
_move_to_mouse_click()
@@ -67,7 +95,7 @@ func _unhandled_input(event: InputEvent) -> void:
func _move_to_mouse_click() -> void:
if not _grid_manager or not _camera:
return
if _is_sleeping or _sleep_pending_return:
if _should_ignore_player_input():
return
var viewport: Viewport = get_viewport()
if viewport == null:
@@ -85,11 +113,12 @@ func _move_to_cell(cell: Vector2i, instant: bool = false) -> void:
var local_center: Vector3 = _grid_manager.cell_to_world(cell)
var world_center: Vector3 = _grid_manager.to_global(local_center)
_target_position = world_center + Vector3.UP * height_offset
var travel_distance := global_transform.origin.distance_to(_target_position)
_apply_movement_water_usage(travel_distance)
if instant:
global_position = _target_position
_is_moving = false
if _sleep_pending_return and cell == start_cell:
_enter_sleep_state()
_handle_arrival_at_current_cell()
else:
_is_moving = true
@@ -130,7 +159,9 @@ func _resolve_references() -> void:
if day_night_controller_path != NodePath():
_day_night_controller = get_node_or_null(day_night_controller_path) as DayNightController
else:
_day_night_controller = get_node_or_null("../DirectionalLight3D") as DayNightController
var parent := get_parent()
if parent:
_day_night_controller = parent.get_node_or_null("../DirectionalLight3D") as DayNightController
_connect_day_night()
func _spawn_home() -> void:
@@ -165,13 +196,35 @@ func _update_home_position() -> void:
var world_center := _grid_manager.to_global(local_center)
_home_instance.global_position = world_center + Vector3.UP * 0.01
func _should_ignore_player_input() -> bool:
return _is_sleeping or _sleep_pending_return or _needs_water or _needs_bathroom
func _handle_arrival_at_current_cell() -> void:
if _current_cell == start_cell:
_on_arrived_home()
func _on_arrived_home() -> void:
_is_moving = false
if _needs_bathroom:
_empty_bladder()
_needs_bathroom = false
if _needs_water:
_fill_water()
_needs_water = false
_returning_home_for_needs = false
if _sleep_pending_return:
_enter_sleep_state()
func _connect_day_night() -> void:
if _day_night_controller and not _day_night_controller.is_connected("time_changed", Callable(self, "_on_time_changed")):
_day_night_controller.time_changed.connect(_on_time_changed)
_update_awake_duration()
if not _day_night_controller:
return
var callback := Callable(self, "_on_time_changed")
if not _day_night_controller.time_changed.is_connected(callback):
_day_night_controller.time_changed.connect(callback)
_update_awake_duration()
func _update_awake_duration() -> void:
var total_hours := sleep_requirement_hours + 1.0
var total_hours := 24.0
if _day_night_controller:
total_hours = _day_night_controller.get_day_length_hours()
_awake_duration_hours = max(total_hours - sleep_requirement_hours, 0.1)
@@ -181,6 +234,7 @@ func _on_time_changed(current_hours: float) -> void:
return
var delta := _compute_time_delta(current_hours)
_last_time_hours = current_hours
_apply_passive_water_usage(delta)
if _is_sleeping:
_sleep_accum_hours += delta
if _sleep_accum_hours >= sleep_requirement_hours:
@@ -193,8 +247,8 @@ func _on_time_changed(current_hours: float) -> void:
_begin_sleep_cycle()
func _compute_time_delta(current_hours: float) -> float:
var day_length := _day_night_controller.get_day_length_hours() if _day_night_controller else 24.0
var delta := current_hours - _last_time_hours
var day_length: float = _day_night_controller.get_day_length_hours() if _day_night_controller else 24.0
var delta: float = current_hours - _last_time_hours
if delta < 0.0:
delta += day_length
return delta
@@ -210,9 +264,64 @@ func _enter_sleep_state() -> void:
_sleep_pending_return = false
_is_sleeping = true
_sleep_accum_hours = 0.0
_empty_bladder()
func _exit_sleep_state() -> void:
_is_sleeping = false
_sleep_pending_return = false
_sleep_accum_hours = 0.0
_awake_accum_hours = 0.0
if _current_cell == start_cell:
if _needs_water:
_fill_water()
_needs_water = false
if _needs_bathroom:
_empty_bladder()
_needs_bathroom = false
func _apply_passive_water_usage(delta_hours: float) -> void:
if delta_hours <= 0.0:
return
var minutes := delta_hours * 60.0
var amount := minutes * passive_water_usage_ml_per_minute
_consume_water(amount)
func _apply_movement_water_usage(distance: float) -> void:
if distance <= 0.0:
return
var usage := movement_water_usage_ml_per_meter * distance
_consume_water(usage)
func _consume_water(amount: float) -> void:
if amount <= 0.0:
return
_water_level_ml = max(_water_level_ml - amount, 0.0)
_bladder_level_ml = min(_bladder_level_ml + amount, bladder_capacity_ml * 2.0)
if _bladder_level_ml >= bladder_capacity_ml:
_needs_bathroom = true
if not _returning_home_for_needs and not _sleep_pending_return:
_returning_home_for_needs = true
_request_home_return()
if _water_level_ml <= low_water_threshold_ml:
_needs_water = true
if not _returning_home_for_needs and not _sleep_pending_return:
_returning_home_for_needs = true
_request_home_return()
emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom)
func _fill_water() -> void:
_water_level_ml = max_water_ml
emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom)
func _empty_bladder() -> void:
_bladder_level_ml = 0.0
_needs_bathroom = false
emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom)
func _request_home_return() -> void:
if _is_sleeping:
return
if _current_cell == start_cell and not _is_moving:
_on_arrived_home()
return
_move_to_cell(start_cell)