Adding hunger mechanic

This commit is contained in:
hz
2025-11-09 20:19:20 -06:00
parent a76fade0c7
commit a91bdf793b
2 changed files with 56 additions and 17 deletions
+42 -11
View File
@@ -15,6 +15,10 @@ class_name GridCharacterController
@export_range(0.0, 200.0, 0.5) var movement_water_usage_ml_per_meter: float = 2.0 @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(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_range(100.0, 2000.0, 25.0) var bladder_capacity_ml: float = 750.0
@export_range(200.0, 6000.0, 50.0) var max_food_kcal: float = 2000.0
@export_range(0.0, 5.0, 0.1) var passive_food_usage_kcal_per_minute: float = 1.5
@export_range(0.0, 200.0, 0.5) var movement_food_usage_kcal_per_meter: float = 1.0
@export_range(50.0, 1000.0, 25.0) var low_food_threshold_kcal: float = 300.0
@export var vitals_display_path: NodePath @export var vitals_display_path: NodePath
var _grid_manager: GridPlaneManager = null var _grid_manager: GridPlaneManager = null
@@ -35,8 +39,10 @@ var _bladder_level_ml: float = 0.0
var _needs_water: bool = false var _needs_water: bool = false
var _needs_bathroom: bool = false var _needs_bathroom: bool = false
var _returning_home_for_needs: bool = false var _returning_home_for_needs: bool = false
var _food_level_kcal: float = 0.0
var _needs_food: bool = false
signal vitals_changed(water_level: float, bladder_level: float, needs_water: bool, needs_bathroom: bool) signal vitals_changed(water_level: float, bladder_level: float, needs_water: bool, needs_bathroom: bool, food_level: float, needs_food: bool)
func get_water_level() -> float: func get_water_level() -> float:
return _water_level_ml return _water_level_ml
@@ -50,6 +56,12 @@ func is_water_low() -> bool:
func is_bladder_full() -> bool: func is_bladder_full() -> bool:
return _needs_bathroom return _needs_bathroom
func get_food_level() -> float:
return _food_level_kcal
func is_food_low() -> bool:
return _needs_food
func _ready() -> void: func _ready() -> void:
set_physics_process(true) set_physics_process(true)
set_process_unhandled_input(true) set_process_unhandled_input(true)
@@ -60,6 +72,7 @@ func _ready() -> void:
_spawn_home() _spawn_home()
_water_level_ml = max_water_ml _water_level_ml = max_water_ml
_bladder_level_ml = 0.0 _bladder_level_ml = 0.0
_food_level_kcal = max_food_kcal
_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()
@@ -67,7 +80,7 @@ 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) emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom, _food_level_kcal, _needs_food)
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
if not _is_moving: if not _is_moving:
@@ -82,7 +95,7 @@ func _physics_process(delta: float) -> void:
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) emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom, _food_level_kcal, _needs_food)
func _unhandled_input(event: InputEvent) -> void: func _unhandled_input(event: InputEvent) -> void:
if Engine.is_editor_hint(): if Engine.is_editor_hint():
@@ -197,7 +210,7 @@ func _update_home_position() -> void:
_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: func _should_ignore_player_input() -> bool:
return _is_sleeping or _sleep_pending_return or _needs_water or _needs_bathroom return _is_sleeping or _sleep_pending_return or _needs_water or _needs_bathroom or _needs_food
func _handle_arrival_at_current_cell() -> void: func _handle_arrival_at_current_cell() -> void:
if _current_cell == start_cell: if _current_cell == start_cell:
@@ -211,6 +224,8 @@ func _on_arrived_home() -> void:
if _needs_water: if _needs_water:
_fill_water() _fill_water()
_needs_water = false _needs_water = false
if _needs_food:
_eat_food()
_returning_home_for_needs = false _returning_home_for_needs = false
if _sleep_pending_return: if _sleep_pending_return:
_enter_sleep_state() _enter_sleep_state()
@@ -283,14 +298,14 @@ func _apply_passive_water_usage(delta_hours: float) -> void:
if delta_hours <= 0.0: if delta_hours <= 0.0:
return return
var minutes := delta_hours * 60.0 var minutes := delta_hours * 60.0
var amount := minutes * passive_water_usage_ml_per_minute _consume_water(minutes * passive_water_usage_ml_per_minute)
_consume_water(amount) _consume_food(minutes * passive_food_usage_kcal_per_minute)
func _apply_movement_water_usage(distance: float) -> void: func _apply_movement_water_usage(distance: float) -> void:
if distance <= 0.0: if distance <= 0.0:
return return
var usage := movement_water_usage_ml_per_meter * distance _consume_water(movement_water_usage_ml_per_meter * distance)
_consume_water(usage) _consume_food(movement_food_usage_kcal_per_meter * distance)
func _consume_water(amount: float) -> void: func _consume_water(amount: float) -> void:
if amount <= 0.0: if amount <= 0.0:
@@ -307,16 +322,32 @@ func _consume_water(amount: float) -> void:
if not _returning_home_for_needs and not _sleep_pending_return: if not _returning_home_for_needs and not _sleep_pending_return:
_returning_home_for_needs = true _returning_home_for_needs = true
_request_home_return() _request_home_return()
emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom) emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom, _food_level_kcal, _needs_food)
func _consume_food(amount: float) -> void:
if amount <= 0.0:
return
_food_level_kcal = max(_food_level_kcal - amount, 0.0)
if _food_level_kcal <= low_food_threshold_kcal:
_needs_food = 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, _food_level_kcal, _needs_food)
func _fill_water() -> void: func _fill_water() -> void:
_water_level_ml = max_water_ml _water_level_ml = max_water_ml
emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom) emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom, _food_level_kcal, _needs_food)
func _empty_bladder() -> void: func _empty_bladder() -> void:
_bladder_level_ml = 0.0 _bladder_level_ml = 0.0
_needs_bathroom = false _needs_bathroom = false
emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom) emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom, _food_level_kcal, _needs_food)
func _eat_food() -> void:
_food_level_kcal = max_food_kcal
_needs_food = false
emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom, _food_level_kcal, _needs_food)
func _request_home_return() -> void: func _request_home_return() -> void:
if _is_sleeping: if _is_sleeping:
+14 -6
View File
@@ -4,6 +4,7 @@ class_name WaterDisplay
@export var character_path: NodePath @export var character_path: NodePath
@export var show_bladder: bool = true @export var show_bladder: bool = true
@export var show_food: bool = true
@export var show_water: bool = true @export var show_water: bool = true
var _character: GridCharacterController = null var _character: GridCharacterController = null
@@ -13,11 +14,11 @@ func _ready() -> void:
_resolve_character() _resolve_character()
if _character: if _character:
_character.vitals_changed.connect(_on_vitals_changed) _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()) _on_vitals_changed(_character.get_water_level(), _character.get_bladder_level(), _character.is_water_low(), _character.is_bladder_full(), _character.get_food_level(), _character.is_food_low())
func _process(_delta: float) -> void: func _process(_delta: float) -> void:
if Engine.is_editor_hint(): if Engine.is_editor_hint():
_update_text(0.0, 0.0, false, false) _update_text(0.0, 0.0, false, false, 0.0, false)
func _resolve_character() -> void: func _resolve_character() -> void:
if character_path != NodePath(): if character_path != NodePath():
@@ -25,13 +26,20 @@ func _resolve_character() -> void:
else: else:
_character = get_parent() as GridCharacterController _character = get_parent() as GridCharacterController
func _on_vitals_changed(water_level: float, bladder_level: float, needs_water: bool, needs_bathroom: bool) -> void: func _on_vitals_changed(water_level: float, bladder_level: float, needs_water: bool, needs_bathroom: bool, food_level: float, needs_food: bool) -> void:
_update_text(water_level, bladder_level, needs_water, needs_bathroom) _update_text(water_level, bladder_level, needs_water, needs_bathroom, food_level, needs_food)
func _update_text(water_level: float, bladder_level: float, needs_water: bool, needs_bathroom: bool) -> void: func _update_text(water_level: float, bladder_level: float, needs_water: bool, needs_bathroom: bool, food_level: float, needs_food: bool) -> void:
var parts: Array[String] = [] var parts: Array[String] = []
if show_water: if show_water:
parts.append("Water: %4d ml%s" % [int(water_level), " !" if needs_water else ""]) parts.append("Water: %4d ml%s" % [int(water_level), " !" if needs_water else ""])
if show_bladder: if show_bladder:
parts.append("Bladder: %4d ml%s" % [int(bladder_level), " !" if needs_bathroom else ""]) parts.append("Bladder: %4d ml%s" % [int(bladder_level), " !" if needs_bathroom else ""])
text = " | ".join(parts) if show_food:
parts.append("Food: %4d kcal%s" % [int(food_level), " !" if needs_food else ""])
if show_food and parts.size() >= 3:
var first_line := " | ".join(parts.slice(0, 2))
var second_line := " | ".join(parts.slice(2, parts.size()))
text = first_line + "\n" + second_line
else:
text = " | ".join(parts)