Adding hunger mechanic
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@@ -15,6 +15,10 @@ class_name GridCharacterController
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@export_range(0.0, 200.0, 0.5) var movement_water_usage_ml_per_meter: float = 2.0
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@export_range(50.0, 2000.0, 50.0) var low_water_threshold_ml: float = 400.0
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@export_range(100.0, 2000.0, 25.0) var bladder_capacity_ml: float = 750.0
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@export_range(200.0, 6000.0, 50.0) var max_food_kcal: float = 2000.0
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@export_range(0.0, 5.0, 0.1) var passive_food_usage_kcal_per_minute: float = 1.5
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@export_range(0.0, 200.0, 0.5) var movement_food_usage_kcal_per_meter: float = 1.0
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@export_range(50.0, 1000.0, 25.0) var low_food_threshold_kcal: float = 300.0
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@export var vitals_display_path: NodePath
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var _grid_manager: GridPlaneManager = null
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@@ -35,8 +39,10 @@ var _bladder_level_ml: float = 0.0
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var _needs_water: bool = false
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var _needs_bathroom: bool = false
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var _returning_home_for_needs: bool = false
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var _food_level_kcal: float = 0.0
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var _needs_food: bool = false
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signal vitals_changed(water_level: float, bladder_level: float, needs_water: bool, needs_bathroom: bool)
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signal vitals_changed(water_level: float, bladder_level: float, needs_water: bool, needs_bathroom: bool, food_level: float, needs_food: bool)
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func get_water_level() -> float:
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return _water_level_ml
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@@ -50,6 +56,12 @@ func is_water_low() -> bool:
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func is_bladder_full() -> bool:
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return _needs_bathroom
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func get_food_level() -> float:
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return _food_level_kcal
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func is_food_low() -> bool:
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return _needs_food
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func _ready() -> void:
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set_physics_process(true)
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set_process_unhandled_input(true)
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@@ -60,6 +72,7 @@ func _ready() -> void:
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_spawn_home()
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_water_level_ml = max_water_ml
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_bladder_level_ml = 0.0
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_food_level_kcal = max_food_kcal
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_update_awake_duration()
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if _day_night_controller:
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_last_time_hours = _day_night_controller.get_time_of_day_hours()
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@@ -67,7 +80,7 @@ func _ready() -> void:
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_last_time_hours = 0.0
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_is_sleeping = false
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_sleep_pending_return = false
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emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom)
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emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom, _food_level_kcal, _needs_food)
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func _physics_process(delta: float) -> void:
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if not _is_moving:
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@@ -82,7 +95,7 @@ func _physics_process(delta: float) -> void:
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var step: float = move_speed * delta
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var move_vector: Vector3 = direction.normalized() * min(step, distance)
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global_position += move_vector
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emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom)
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emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom, _food_level_kcal, _needs_food)
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func _unhandled_input(event: InputEvent) -> void:
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if Engine.is_editor_hint():
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@@ -197,7 +210,7 @@ func _update_home_position() -> void:
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_home_instance.global_position = world_center + Vector3.UP * 0.01
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func _should_ignore_player_input() -> bool:
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return _is_sleeping or _sleep_pending_return or _needs_water or _needs_bathroom
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return _is_sleeping or _sleep_pending_return or _needs_water or _needs_bathroom or _needs_food
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func _handle_arrival_at_current_cell() -> void:
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if _current_cell == start_cell:
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@@ -211,6 +224,8 @@ func _on_arrived_home() -> void:
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if _needs_water:
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_fill_water()
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_needs_water = false
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if _needs_food:
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_eat_food()
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_returning_home_for_needs = false
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if _sleep_pending_return:
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_enter_sleep_state()
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@@ -283,14 +298,14 @@ func _apply_passive_water_usage(delta_hours: float) -> void:
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if delta_hours <= 0.0:
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return
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var minutes := delta_hours * 60.0
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var amount := minutes * passive_water_usage_ml_per_minute
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_consume_water(amount)
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_consume_water(minutes * passive_water_usage_ml_per_minute)
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_consume_food(minutes * passive_food_usage_kcal_per_minute)
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func _apply_movement_water_usage(distance: float) -> void:
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if distance <= 0.0:
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return
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var usage := movement_water_usage_ml_per_meter * distance
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_consume_water(usage)
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_consume_water(movement_water_usage_ml_per_meter * distance)
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_consume_food(movement_food_usage_kcal_per_meter * distance)
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func _consume_water(amount: float) -> void:
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if amount <= 0.0:
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@@ -307,16 +322,32 @@ func _consume_water(amount: float) -> void:
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if not _returning_home_for_needs and not _sleep_pending_return:
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_returning_home_for_needs = true
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_request_home_return()
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emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom)
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emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom, _food_level_kcal, _needs_food)
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func _consume_food(amount: float) -> void:
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if amount <= 0.0:
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return
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_food_level_kcal = max(_food_level_kcal - amount, 0.0)
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if _food_level_kcal <= low_food_threshold_kcal:
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_needs_food = true
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if not _returning_home_for_needs and not _sleep_pending_return:
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_returning_home_for_needs = true
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_request_home_return()
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emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom, _food_level_kcal, _needs_food)
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func _fill_water() -> void:
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_water_level_ml = max_water_ml
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emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom)
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emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom, _food_level_kcal, _needs_food)
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func _empty_bladder() -> void:
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_bladder_level_ml = 0.0
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_needs_bathroom = false
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emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom)
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emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom, _food_level_kcal, _needs_food)
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func _eat_food() -> void:
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_food_level_kcal = max_food_kcal
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_needs_food = false
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emit_signal("vitals_changed", _water_level_ml, _bladder_level_ml, _needs_water, _needs_bathroom, _food_level_kcal, _needs_food)
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func _request_home_return() -> void:
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if _is_sleeping:
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@@ -4,6 +4,7 @@ class_name WaterDisplay
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@export var character_path: NodePath
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@export var show_bladder: bool = true
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@export var show_food: bool = true
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@export var show_water: bool = true
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var _character: GridCharacterController = null
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@@ -13,11 +14,11 @@ func _ready() -> void:
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_resolve_character()
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if _character:
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_character.vitals_changed.connect(_on_vitals_changed)
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_on_vitals_changed(_character.get_water_level(), _character.get_bladder_level(), _character.is_water_low(), _character.is_bladder_full())
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_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())
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func _process(_delta: float) -> void:
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if Engine.is_editor_hint():
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_update_text(0.0, 0.0, false, false)
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_update_text(0.0, 0.0, false, false, 0.0, false)
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func _resolve_character() -> void:
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if character_path != NodePath():
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@@ -25,13 +26,20 @@ func _resolve_character() -> void:
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else:
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_character = get_parent() as GridCharacterController
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func _on_vitals_changed(water_level: float, bladder_level: float, needs_water: bool, needs_bathroom: bool) -> void:
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_update_text(water_level, bladder_level, needs_water, needs_bathroom)
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func _on_vitals_changed(water_level: float, bladder_level: float, needs_water: bool, needs_bathroom: bool, food_level: float, needs_food: bool) -> void:
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_update_text(water_level, bladder_level, needs_water, needs_bathroom, food_level, needs_food)
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func _update_text(water_level: float, bladder_level: float, needs_water: bool, needs_bathroom: bool) -> void:
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func _update_text(water_level: float, bladder_level: float, needs_water: bool, needs_bathroom: bool, food_level: float, needs_food: bool) -> void:
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var parts: Array[String] = []
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if show_water:
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parts.append("Water: %4d ml%s" % [int(water_level), " !" if needs_water else ""])
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if show_bladder:
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parts.append("Bladder: %4d ml%s" % [int(bladder_level), " !" if needs_bathroom else ""])
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if show_food:
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parts.append("Food: %4d kcal%s" % [int(food_level), " !" if needs_food else ""])
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if show_food and parts.size() >= 3:
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var first_line := " | ".join(parts.slice(0, 2))
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var second_line := " | ".join(parts.slice(2, parts.size()))
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text = first_line + "\n" + second_line
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else:
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text = " | ".join(parts)
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