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 var home_marker_scene: PackedScene
@export_range(1.0, 16.0, 0.5) var sleep_requirement_hours: float = 8.0 @export_range(1.0, 16.0, 0.5) var sleep_requirement_hours: float = 8.0
@export var day_night_controller_path: NodePath @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 _grid_manager: GridPlaneManager = null
var _camera: Camera3D = null var _camera: Camera3D = null
@@ -24,6 +30,25 @@ var _sleep_accum_hours: float = 0.0
var _is_sleeping: bool = false var _is_sleeping: bool = false
var _sleep_pending_return: bool = false var _sleep_pending_return: bool = false
var _awake_duration_hours: float = 0.0 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: func _ready() -> void:
set_physics_process(true) set_physics_process(true)
@@ -33,6 +58,8 @@ func _ready() -> void:
_grid_manager.grid_layout_changed.connect(_on_grid_layout_changed) _grid_manager.grid_layout_changed.connect(_on_grid_layout_changed)
_move_to_cell(start_cell, true) _move_to_cell(start_cell, true)
_spawn_home() _spawn_home()
_water_level_ml = max_water_ml
_bladder_level_ml = 0.0
_update_awake_duration() _update_awake_duration()
if _day_night_controller: if _day_night_controller:
_last_time_hours = _day_night_controller.get_time_of_day_hours() _last_time_hours = _day_night_controller.get_time_of_day_hours()
@@ -40,6 +67,7 @@ func _ready() -> void:
_last_time_hours = 0.0 _last_time_hours = 0.0
_is_sleeping = false _is_sleeping = false
_sleep_pending_return = 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: func _physics_process(delta: float) -> void:
if not _is_moving: if not _is_moving:
@@ -49,17 +77,17 @@ func _physics_process(delta: float) -> void:
if distance <= 0.01: if distance <= 0.01:
global_position = _target_position global_position = _target_position
_is_moving = false _is_moving = false
if _sleep_pending_return and _current_cell == start_cell: _handle_arrival_at_current_cell()
_enter_sleep_state()
return return
var step: float = move_speed * delta var step: float = move_speed * delta
var move_vector: Vector3 = direction.normalized() * min(step, distance) var move_vector: Vector3 = direction.normalized() * min(step, distance)
global_position += move_vector global_position += move_vector
emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom)
func _unhandled_input(event: InputEvent) -> void: func _unhandled_input(event: InputEvent) -> void:
if Engine.is_editor_hint(): if Engine.is_editor_hint():
return return
if _is_sleeping or _sleep_pending_return: if _should_ignore_player_input():
return return
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT: if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
_move_to_mouse_click() _move_to_mouse_click()
@@ -67,7 +95,7 @@ func _unhandled_input(event: InputEvent) -> void:
func _move_to_mouse_click() -> void: func _move_to_mouse_click() -> void:
if not _grid_manager or not _camera: if not _grid_manager or not _camera:
return return
if _is_sleeping or _sleep_pending_return: if _should_ignore_player_input():
return return
var viewport: Viewport = get_viewport() var viewport: Viewport = get_viewport()
if viewport == null: 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 local_center: Vector3 = _grid_manager.cell_to_world(cell)
var world_center: Vector3 = _grid_manager.to_global(local_center) var world_center: Vector3 = _grid_manager.to_global(local_center)
_target_position = world_center + Vector3.UP * height_offset _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: if instant:
global_position = _target_position global_position = _target_position
_is_moving = false _is_moving = false
if _sleep_pending_return and cell == start_cell: _handle_arrival_at_current_cell()
_enter_sleep_state()
else: else:
_is_moving = true _is_moving = true
@@ -130,7 +159,9 @@ func _resolve_references() -> void:
if day_night_controller_path != NodePath(): if day_night_controller_path != NodePath():
_day_night_controller = get_node_or_null(day_night_controller_path) as DayNightController _day_night_controller = get_node_or_null(day_night_controller_path) as DayNightController
else: 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() _connect_day_night()
func _spawn_home() -> void: func _spawn_home() -> void:
@@ -165,13 +196,35 @@ func _update_home_position() -> void:
var world_center := _grid_manager.to_global(local_center) var world_center := _grid_manager.to_global(local_center)
_home_instance.global_position = world_center + Vector3.UP * 0.01 _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: func _connect_day_night() -> void:
if _day_night_controller and not _day_night_controller.is_connected("time_changed", Callable(self, "_on_time_changed")): if not _day_night_controller:
_day_night_controller.time_changed.connect(_on_time_changed) return
_update_awake_duration() 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: func _update_awake_duration() -> void:
var total_hours := sleep_requirement_hours + 1.0 var total_hours := 24.0
if _day_night_controller: if _day_night_controller:
total_hours = _day_night_controller.get_day_length_hours() total_hours = _day_night_controller.get_day_length_hours()
_awake_duration_hours = max(total_hours - sleep_requirement_hours, 0.1) _awake_duration_hours = max(total_hours - sleep_requirement_hours, 0.1)
@@ -181,6 +234,7 @@ func _on_time_changed(current_hours: float) -> void:
return return
var delta := _compute_time_delta(current_hours) var delta := _compute_time_delta(current_hours)
_last_time_hours = current_hours _last_time_hours = current_hours
_apply_passive_water_usage(delta)
if _is_sleeping: if _is_sleeping:
_sleep_accum_hours += delta _sleep_accum_hours += delta
if _sleep_accum_hours >= sleep_requirement_hours: if _sleep_accum_hours >= sleep_requirement_hours:
@@ -193,8 +247,8 @@ func _on_time_changed(current_hours: float) -> void:
_begin_sleep_cycle() _begin_sleep_cycle()
func _compute_time_delta(current_hours: float) -> float: 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 day_length: float = _day_night_controller.get_day_length_hours() if _day_night_controller else 24.0
var delta := current_hours - _last_time_hours var delta: float = current_hours - _last_time_hours
if delta < 0.0: if delta < 0.0:
delta += day_length delta += day_length
return delta return delta
@@ -210,9 +264,64 @@ func _enter_sleep_state() -> void:
_sleep_pending_return = false _sleep_pending_return = false
_is_sleeping = true _is_sleeping = true
_sleep_accum_hours = 0.0 _sleep_accum_hours = 0.0
_empty_bladder()
func _exit_sleep_state() -> void: func _exit_sleep_state() -> void:
_is_sleeping = false _is_sleeping = false
_sleep_pending_return = false _sleep_pending_return = false
_sleep_accum_hours = 0.0 _sleep_accum_hours = 0.0
_awake_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)
+21 -9
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=17 format=4 uid="uid://qd6xvgwrd00g"] [gd_scene load_steps=18 format=4 uid="uid://qd6xvgwrd00g"]
[ext_resource type="Script" uid="uid://3goclr4srt7k" path="res://scenes/Grid/grid_plane_manager.gd" id="1_72cxc"] [ext_resource type="Script" uid="uid://3goclr4srt7k" path="res://scenes/Grid/grid_plane_manager.gd" id="1_72cxc"]
[ext_resource type="Script" uid="uid://5p4mcxw7wann" path="res://scenes/Grid/grid_camera_controller.gd" id="2_o2iv9"] [ext_resource type="Script" uid="uid://5p4mcxw7wann" path="res://scenes/Grid/grid_camera_controller.gd" id="2_o2iv9"]
@@ -6,7 +6,8 @@
[ext_resource type="Script" uid="uid://oy8cl8dscrh2" path="res://scenes/Grid/day_night_controller.gd" id="4_u8bvi"] [ext_resource type="Script" uid="uid://oy8cl8dscrh2" path="res://scenes/Grid/day_night_controller.gd" id="4_u8bvi"]
[ext_resource type="Script" uid="uid://6asq70b60kif" path="res://scenes/Grid/grid_character_controller.gd" id="5_n4d0h"] [ext_resource type="Script" uid="uid://6asq70b60kif" path="res://scenes/Grid/grid_character_controller.gd" id="5_n4d0h"]
[ext_resource type="Script" uid="uid://24uoe7hanwp2" path="res://scenes/Grid/time_display.gd" id="6_8n3rl"] [ext_resource type="Script" uid="uid://24uoe7hanwp2" path="res://scenes/Grid/time_display.gd" id="6_8n3rl"]
[ext_resource type="PackedScene" path="res://scenes/Grid/grid_home_marker.tscn" id="7_1vmu7"] [ext_resource type="PackedScene" uid="uid://r703rwsvxsx2" path="res://scenes/Grid/grid_home_marker.tscn" id="7_1vmu7"]
[ext_resource type="Script" uid="uid://25dqopfaaam0" path="res://scenes/Grid/water_display.gd" id="8_8k3xv"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ground"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ground"]
albedo_color = Color(0.211765, 0.364706, 0.211765, 1) albedo_color = Color(0.211765, 0.364706, 0.211765, 1)
@@ -23,7 +24,7 @@ shading_mode = 0
vertex_color_use_as_albedo = true vertex_color_use_as_albedo = true
albedo_color = Color(0.811765, 0.917647, 1, 0.74902) albedo_color = Color(0.811765, 0.917647, 1, 0.74902)
[sub_resource type="ArrayMesh" id="ArrayMesh_ot7o0"] [sub_resource type="ArrayMesh" id="ArrayMesh_1wejn"]
_surfaces = [{ _surfaces = [{
"aabb": AABB(-5, 0.02, -5, 10, 1e-05, 10), "aabb": AABB(-5, 0.02, -5, 10, 1e-05, 10),
"attribute_data": PackedByteArray("M7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6U="), "attribute_data": PackedByteArray("M7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6U="),
@@ -40,7 +41,7 @@ no_depth_test = true
shading_mode = 0 shading_mode = 0
albedo_color = Color(0.976471, 0.843137, 0.333333, 0.6) albedo_color = Color(0.976471, 0.843137, 0.333333, 0.6)
[sub_resource type="PlaneMesh" id="PlaneMesh_1wejn"] [sub_resource type="PlaneMesh" id="PlaneMesh_2l7eq"]
size = Vector2(1, 1) size = Vector2(1, 1)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_character"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_character"]
@@ -75,13 +76,14 @@ shape = SubResource("BoxShape3D_ground")
unique_name_in_owner = true unique_name_in_owner = true
material_override = SubResource("StandardMaterial3D_grid") material_override = SubResource("StandardMaterial3D_grid")
cast_shadow = 0 cast_shadow = 0
mesh = SubResource("ArrayMesh_ot7o0") mesh = SubResource("ArrayMesh_1wejn")
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."] [node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
unique_name_in_owner = true unique_name_in_owner = true
transform = Transform3D(1.0000002, 1.306986e-15, 5.713018e-23, 0, -4.3711392e-08, 1.0000001, 1.3069862e-15, -1.0000001, -4.3711392e-08, 5.165678e-06, 60, 9.1084837e-07) transform = Transform3D(1.0000002, 1.306986e-15, 5.713018e-23, 0, -4.3711392e-08, 1.0000001, 1.3069862e-15, -1.0000001, -4.3711392e-08, 5.165678e-06, 60, 9.1084837e-07)
light_color = Color(0.12, 0.18, 0.35, 1) light_color = Color(1, 0.96, 0.88, 1)
light_energy = 0.05 light_energy = 1.25
shadow_enabled = true
script = ExtResource("4_u8bvi") script = ExtResource("4_u8bvi")
grid_manager_path = NodePath("..") grid_manager_path = NodePath("..")
day_length_hours = 24.0 day_length_hours = 24.0
@@ -102,7 +104,7 @@ unique_name_in_owner = true
visible = false visible = false
material_override = SubResource("StandardMaterial3D_highlight") material_override = SubResource("StandardMaterial3D_highlight")
cast_shadow = 0 cast_shadow = 0
mesh = SubResource("PlaneMesh_1wejn") mesh = SubResource("PlaneMesh_2l7eq")
script = ExtResource("3_n2b7o") script = ExtResource("3_n2b7o")
grid_manager_path = NodePath("..") grid_manager_path = NodePath("..")
camera_path = NodePath("../Camera3D") camera_path = NodePath("../Camera3D")
@@ -113,7 +115,6 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4.5, 0.3, -4.5)
script = ExtResource("5_n4d0h") script = ExtResource("5_n4d0h")
grid_manager_path = NodePath("..") grid_manager_path = NodePath("..")
camera_path = NodePath("../Camera3D") camera_path = NodePath("../Camera3D")
start_cell = Vector2i(0, 0)
move_speed = 5.0 move_speed = 5.0
home_marker_scene = ExtResource("7_1vmu7") home_marker_scene = ExtResource("7_1vmu7")
day_night_controller_path = NodePath("../DirectionalLight3D") day_night_controller_path = NodePath("../DirectionalLight3D")
@@ -139,3 +140,14 @@ horizontal_alignment = 2
vertical_alignment = 1 vertical_alignment = 1
script = ExtResource("6_8n3rl") script = ExtResource("6_8n3rl")
day_night_controller_path = NodePath("../../DirectionalLight3D") day_night_controller_path = NodePath("../../DirectionalLight3D")
[node name="WaterLabel" type="Label" parent="HUD"]
offset_left = 20.0
offset_top = 20.0
offset_right = 420.0
offset_bottom = 60.0
grow_horizontal = 0
theme_override_font_sizes/font_size = 22
text = "Water: 0 ml | Bladder: 0 ml"
script = ExtResource("8_8k3xv")
character_path = NodePath("../../GridCharacter")
+37
View File
@@ -0,0 +1,37 @@
@tool
extends Label
class_name WaterDisplay
@export var character_path: NodePath
@export var show_bladder: bool = true
@export var show_water: bool = true
var _character: GridCharacterController = null
func _ready() -> void:
set_process(true)
_resolve_character()
if _character:
_character.vitals_changed.connect(_on_vitals_changed)
_on_vitals_changed(_character.get_water_level(), _character.get_bladder_level(), _character.is_water_low(), _character.is_bladder_full())
func _process(_delta: float) -> void:
if Engine.is_editor_hint():
_update_text(0.0, 0.0, false, false)
func _resolve_character() -> void:
if character_path != NodePath():
_character = get_node_or_null(character_path) as GridCharacterController
else:
_character = get_parent() as GridCharacterController
func _on_vitals_changed(water_level: float, bladder_level: float, needs_water: bool, needs_bathroom: bool) -> void:
_update_text(water_level, bladder_level, needs_water, needs_bathroom)
func _update_text(water_level: float, bladder_level: float, needs_water: bool, needs_bathroom: bool) -> void:
var parts: Array[String] = []
if show_water:
parts.append("Water: %4d ml%s" % [int(water_level), " !" if needs_water else ""])
if show_bladder:
parts.append("Bladder: %4d ml%s" % [int(bladder_level), " !" if needs_bathroom else ""])
text = " | ".join(parts)
+1
View File
@@ -0,0 +1 @@
uid://25dqope89amz