TowerGame/scripts/buildings/conveyor.gd

170 lines
5.4 KiB
GDScript

extends Building
@export var speed: float = 1.0
@export var item_offset: Vector3 = Vector3(0,2.0,0)
@export var extra_distance_start: float = 1.0
@export var extra_distance_end: float = 1.0
@export var spacing: float = 1.0
var transported_items: Dictionary[Item, PackedFloat64Array] = {}
var belt_moving: bool = true
var closest_item: float = 0.0
@onready var path: Path3D = $Path3D
@onready var multimesh: MultiMeshInstance3D = $MultiMeshInstance3D
var test_timer: float = 0
@onready var test_item: Item = load("res://items/metal.tres")
var input_building: Building = null:
set(value):
if value.producer != null:
input_building = value
input_building.producer.consumers.append(consumer)
var output_building: Building = null:
set(value):
if value.consumer != null:
output_building = value
producer.consumers.append(output_building.consumer)
var waypoints: Array[Vector3] = []
var editing_waypoint: int = 0
func _placement_select_building(building: Building, confirmed: bool) -> int:
var ret: int = 0
if input_building == null:
if building.producer != null:
ret |= PLACEMENT_POSITION_OK
if confirmed:
input_building = building
ret |= PLACEMENT_PART_ADDED
set_path_waypoint(building.global_position + Vector3(0,1,0), confirmed)
elif output_building == null and building != input_building:
if building.consumer != null:
ret |= PLACEMENT_POSITION_OK
if confirmed:
output_building = building
ret |= PLACEMENT_COMPLETED
set_path_waypoint(building.global_position + Vector3(0,1,0), confirmed)
return ret
#return super(building, confirmed)
func _placement_select_position(pos: Vector3, confirmed: bool) -> int:
var ret: int = PLACEMENT_POSITION_OK
set_path_waypoint(pos.round() + Vector3(0,1,0), confirmed)
if confirmed:
ret |= PLACEMENT_PART_ADDED
return confirmed
func set_path_waypoint(global_pos: Vector3, add: bool) -> void:
var local_pos: Vector3
if editing_waypoint == 0:
global_position = global_pos
local_pos = Vector3()
else:
local_pos = to_local(global_pos)
while waypoints.size() <= editing_waypoint:
waypoints.append(Vector3())
waypoints[editing_waypoint] = local_pos
if add:
editing_waypoint += 1
update_path_from_waypoints()
func update_path_from_waypoints() -> void:
path.curve.clear_points()
for waypoint in waypoints:
path.curve.add_point(waypoint)
# find paths between the defined points
#for i in range(1, waypoints.size()):
#var a: Vector3 = to_global(waypoints[i-1])
#var b: Vector3 = to_global(waypoints[i])
#var route: PackedVector3Array = NavigationServer3D.map_get_path(NavigationServer3D.get_maps()[0], a, b, false, 1)
#
#for point in route:
#path.curve.add_point(to_local(point + Vector3(0,1,0)))
# set the path3d's points to the path points
# adjust the control points to some uniform amount
pass
func _ready() -> void:
multimesh.multimesh = multimesh.multimesh.duplicate()
path.curve = path.curve.duplicate()
func _process(delta: float) -> void:
belt_moving = check_items_at_end()
consumer.enabled = belt_moving and (closest_item >= spacing)
var movement: float = (delta * speed)
closest_item += movement
if belt_moving:
for transported_item_type: Item in transported_items.keys():
var offsets: PackedFloat64Array = transported_items[transported_item_type]
multimesh.multimesh.instance_count = offsets.size()
for i in range(offsets.size()):
offsets[i] += movement
position_item(i, transported_item_type, offsets[i])
func consumer_has_item(item: Item) -> void:
if consumer.take_item_from_storage(item):
add_item(item)
func add_item(item: Item) -> void:
if item.model != multimesh.multimesh.mesh:
multimesh.multimesh.mesh = item.model
var offsets: PackedFloat64Array
if transported_items.has(item):
offsets = transported_items[item]
else:
offsets = []
offsets.append(get_start_offset())
transported_items[item] = offsets
closest_item = 0.0
func check_items_at_end() -> bool:
var length: float = get_end_offset()
var ret: bool = true
for transported_item_type: Item in transported_items.keys():
var offsets: PackedFloat64Array = transported_items[transported_item_type]
var to_delete: Array[int] = []
for i in range(offsets.size()):
if offsets[i] >= length:
var sent: bool = producer.send_item(transported_item_type)
if !sent:
ret = false
else:
to_delete.append(i)
for d in to_delete:
offsets.remove_at(d)
return ret
func get_start_offset() -> float:
return -extra_distance_start
func get_end_offset() -> float:
return path.curve.get_baked_length() + extra_distance_end
func position_item(instance: int, _item: Item, offset: float) -> void:
var trans: Transform3D
trans = sample_curve_with_extrapolation(offset).translated_local(item_offset)
multimesh.multimesh.set_instance_transform(instance, trans)
func sample_curve_with_extrapolation(offset: float) -> Transform3D:
var end_offset: float = path.curve.get_baked_length()
if offset <= 0:
var zero: Transform3D = path.curve.sample_baked_with_rotation(0)
var almost_zero: Transform3D = path.curve.sample_baked_with_rotation(0.1)
return almost_zero.interpolate_with(zero, (0.1-offset) * 10)
elif offset > end_offset:
var end: Transform3D = path.curve.sample_baked_with_rotation(end_offset)
var almost_end: Transform3D = path.curve.sample_baked_with_rotation(end_offset-0.1)
return almost_end.interpolate_with(end, (offset - (end_offset - 0.1)) * 10)
else:
return path.curve.sample_baked_with_rotation(offset)