328 lines
11 KiB
GDScript
328 lines
11 KiB
GDScript
@tool
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extends Node3D
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class_name GridCharacterController
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@export var grid_manager_path: NodePath
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@export var camera_path: NodePath
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@export var start_cell: Vector2i = Vector2i.ZERO
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@export_range(0.1, 20.0, 0.1) var move_speed: float = 4.0
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@export_range(0.0, 2.0, 0.01) var height_offset: float = 0.3
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@export var home_marker_scene: PackedScene
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@export_range(1.0, 16.0, 0.5) var sleep_requirement_hours: float = 8.0
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@export var day_night_controller_path: NodePath
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@export_range(500.0, 5000.0, 50.0) var max_water_ml: float = 2000.0
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@export_range(0.0, 5.0, 0.1) var passive_water_usage_ml_per_minute: float = 1.0
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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 var vitals_display_path: NodePath
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var _grid_manager: GridPlaneManager = null
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var _camera: Camera3D = null
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var _current_cell: Vector2i = Vector2i(-1, -1)
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var _target_position: Vector3
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var _is_moving: bool = false
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var _home_instance: Node3D = null
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var _day_night_controller: DayNightController = null
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var _last_time_hours: float = 0.0
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var _awake_accum_hours: float = 0.0
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var _sleep_accum_hours: float = 0.0
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var _is_sleeping: bool = false
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var _sleep_pending_return: bool = false
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var _awake_duration_hours: float = 0.0
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var _water_level_ml: float = 0.0
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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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signal vitals_changed(water_level: float, bladder_level: float, needs_water: bool, needs_bathroom: bool)
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func get_water_level() -> float:
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return _water_level_ml
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func get_bladder_level() -> float:
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return _bladder_level_ml
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func is_water_low() -> bool:
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return _needs_water
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func is_bladder_full() -> bool:
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return _needs_bathroom
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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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_resolve_references()
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if _grid_manager:
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_grid_manager.grid_layout_changed.connect(_on_grid_layout_changed)
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_move_to_cell(start_cell, true)
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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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_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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else:
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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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func _physics_process(delta: float) -> void:
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if not _is_moving:
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return
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var direction: Vector3 = _target_position - global_transform.origin
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var distance: float = direction.length()
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if distance <= 0.01:
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global_position = _target_position
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_is_moving = false
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_handle_arrival_at_current_cell()
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return
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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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func _unhandled_input(event: InputEvent) -> void:
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if Engine.is_editor_hint():
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return
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if _should_ignore_player_input():
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return
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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_move_to_mouse_click()
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func _move_to_mouse_click() -> void:
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if not _grid_manager or not _camera:
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return
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if _should_ignore_player_input():
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return
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var viewport: Viewport = get_viewport()
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if viewport == null:
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return
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var mouse_position: Vector2 = viewport.get_mouse_position()
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var target_cell: Vector2i = _pick_cell(mouse_position)
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if target_cell.x < 0 or target_cell.y < 0:
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return
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_move_to_cell(target_cell)
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func _move_to_cell(cell: Vector2i, instant: bool = false) -> void:
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if not _grid_manager or not _grid_manager.has_cell(cell):
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return
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_current_cell = cell
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var local_center: Vector3 = _grid_manager.cell_to_world(cell)
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var world_center: Vector3 = _grid_manager.to_global(local_center)
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_target_position = world_center + Vector3.UP * height_offset
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var travel_distance := global_transform.origin.distance_to(_target_position)
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_apply_movement_water_usage(travel_distance)
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if instant:
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global_position = _target_position
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_is_moving = false
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_handle_arrival_at_current_cell()
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else:
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_is_moving = true
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func _pick_cell(mouse_position: Vector2) -> Vector2i:
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var ray_origin: Vector3 = _camera.project_ray_origin(mouse_position)
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var ray_direction: Vector3 = _camera.project_ray_normal(mouse_position)
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var plane_normal: Vector3 = _grid_manager.global_transform.basis.y.normalized()
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var plane_point: Vector3 = _grid_manager.global_transform.origin
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var denominator: float = plane_normal.dot(ray_direction)
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if abs(denominator) < 0.0001:
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return Vector2i(-1, -1)
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var t: float = plane_normal.dot(plane_point - ray_origin) / denominator
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if t <= 0.0:
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return Vector2i(-1, -1)
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var world_point: Vector3 = ray_origin + ray_direction * t
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return _grid_manager.world_to_cell(world_point, true)
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func _on_grid_layout_changed(_cells: Dictionary) -> void:
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if not _grid_manager:
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return
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if not _grid_manager.has_cell(_current_cell):
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_current_cell = Vector2i(
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clamp(_current_cell.x, 0, _grid_manager.columns - 1),
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clamp(_current_cell.y, 0, _grid_manager.rows - 1)
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)
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_move_to_cell(_current_cell, true)
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_update_home_position()
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func _resolve_references() -> void:
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if grid_manager_path != NodePath():
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_grid_manager = get_node_or_null(grid_manager_path) as GridPlaneManager
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else:
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_grid_manager = get_parent() as GridPlaneManager
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if camera_path != NodePath():
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_camera = get_node_or_null(camera_path) as Camera3D
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if not _home_instance and home_marker_scene:
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_spawn_home()
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if day_night_controller_path != NodePath():
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_day_night_controller = get_node_or_null(day_night_controller_path) as DayNightController
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else:
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var parent := get_parent()
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if parent:
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_day_night_controller = parent.get_node_or_null("../DirectionalLight3D") as DayNightController
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_connect_day_night()
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func _spawn_home() -> void:
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if not home_marker_scene or not _grid_manager:
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return
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if _home_instance and is_instance_valid(_home_instance):
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_home_instance.queue_free()
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var new_home := home_marker_scene.instantiate()
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if not new_home:
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return
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if not (new_home is Node3D):
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new_home.queue_free()
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return
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_home_instance = new_home
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var parent := get_parent()
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if parent:
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call_deferred("_add_home_to_parent", parent)
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func _add_home_to_parent(parent: Node) -> void:
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if not parent or not _home_instance:
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return
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if _home_instance.get_parent() == parent:
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_update_home_position()
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return
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parent.add_child(_home_instance)
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_update_home_position()
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func _update_home_position() -> void:
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if not _home_instance or not _grid_manager or not _grid_manager.has_cell(start_cell):
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return
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var local_center := _grid_manager.cell_to_world(start_cell)
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var world_center := _grid_manager.to_global(local_center)
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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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func _handle_arrival_at_current_cell() -> void:
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if _current_cell == start_cell:
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_on_arrived_home()
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func _on_arrived_home() -> void:
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_is_moving = false
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if _needs_bathroom:
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_empty_bladder()
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_needs_bathroom = false
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if _needs_water:
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_fill_water()
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_needs_water = false
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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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func _connect_day_night() -> void:
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if not _day_night_controller:
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return
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var callback := Callable(self, "_on_time_changed")
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if not _day_night_controller.time_changed.is_connected(callback):
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_day_night_controller.time_changed.connect(callback)
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_update_awake_duration()
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func _update_awake_duration() -> void:
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var total_hours := 24.0
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if _day_night_controller:
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total_hours = _day_night_controller.get_day_length_hours()
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_awake_duration_hours = max(total_hours - sleep_requirement_hours, 0.1)
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func _on_time_changed(current_hours: float) -> void:
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if _day_night_controller == null:
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return
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var delta := _compute_time_delta(current_hours)
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_last_time_hours = current_hours
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_apply_passive_water_usage(delta)
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if _is_sleeping:
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_sleep_accum_hours += delta
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if _sleep_accum_hours >= sleep_requirement_hours:
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_exit_sleep_state()
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else:
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if _sleep_pending_return:
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return
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_awake_accum_hours += delta
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if _awake_accum_hours >= _awake_duration_hours:
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_begin_sleep_cycle()
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func _compute_time_delta(current_hours: float) -> float:
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var day_length: float = _day_night_controller.get_day_length_hours() if _day_night_controller else 24.0
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var delta: float = current_hours - _last_time_hours
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if delta < 0.0:
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delta += day_length
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return delta
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func _begin_sleep_cycle() -> void:
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if _sleep_pending_return or _is_sleeping:
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return
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_sleep_pending_return = true
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_sleep_accum_hours = 0.0
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_move_to_cell(start_cell)
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func _enter_sleep_state() -> void:
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_sleep_pending_return = false
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_is_sleeping = true
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_sleep_accum_hours = 0.0
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_empty_bladder()
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func _exit_sleep_state() -> void:
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_is_sleeping = false
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_sleep_pending_return = false
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_sleep_accum_hours = 0.0
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_awake_accum_hours = 0.0
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if _current_cell == start_cell:
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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_bathroom:
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_empty_bladder()
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_needs_bathroom = false
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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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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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func _consume_water(amount: float) -> void:
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if amount <= 0.0:
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return
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_water_level_ml = max(_water_level_ml - amount, 0.0)
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_bladder_level_ml = min(_bladder_level_ml + amount, bladder_capacity_ml * 2.0)
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if _bladder_level_ml >= bladder_capacity_ml:
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_needs_bathroom = 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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if _water_level_ml <= low_water_threshold_ml:
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_needs_water = 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)
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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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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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func _request_home_return() -> void:
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if _is_sleeping:
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return
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if _current_cell == start_cell and not _is_moving:
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_on_arrived_home()
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return
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_move_to_cell(start_cell)
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