Add sleeping
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@@ -0,0 +1,124 @@
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extends KinematicBody
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signal starved_to_death
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const StateDefault = preload("res://scripts/player/state/default.gd")
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const StateInteracting = preload("res://scripts/player/state/interacting.gd")
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const StateSleeping = preload("res://scripts/player/state/sleeping.gd")
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const SPEED = 10.0
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const MAX_HEALTH = 4
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export var hunger_tick_time = 30.0
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export var inventory = {}
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var health: int = 4 setget set_health
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var item_in_hand
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var move_enabled: bool = true
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onready var anim_tree = $model_transform/DungMan/AnimationTree
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onready var move_playback = anim_tree["parameters/Move/playback"]
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onready var hunger_timer = $"%hunger_timer"
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var state = null
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func _ready():
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$hitbox.set_meta("owner", self)
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move_playback.travel("idle")
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hunger_timer.wait_time = hunger_tick_time
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hunger_timer.start()
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state = StateDefault.new()
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state.ctx = self
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state.enter_from(null)
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print("player: NULL -> ", state.NAME)
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func change_state(new_state):
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print("player: ", state.NAME, " -> ", new_state.NAME)
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new_state.ctx = self
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state.exit_to(new_state)
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new_state.enter_from(state)
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state = new_state
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func _physics_process(delta):
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state.physics_process(delta)
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func _on_hunger_timer_timeout():
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set_health(health - 1)
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print("player: lost health to hunger tick")
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func set_health(new_value):
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health = min(new_value, MAX_HEALTH)
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for child in $"%stomachs".get_children():
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child.visible = child.get_index() < health
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if health <= 0:
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emit_signal("starved_to_death")
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func consume_food(item : Resource):
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set_health(MAX_HEALTH)
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print("player: Hunger Satisfied! Ate %s" % item.name)
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func can_afford(item_name, item_amount):
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assert(item_amount > 0)
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var current_amount : int = 0
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if(inventory.has(item_name)):
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current_amount = inventory[item_name]
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return current_amount >= item_amount
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func modify_inventory(item_name, item_amount):
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if item_amount == 0:
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return true
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var is_op_valid : bool = true
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# Note(asr): check if you can afford the item if we are removing
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# for item grants op is always valid
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if item_amount < 0:
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is_op_valid = can_afford(item_name, abs(item_amount))
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if not is_op_valid:
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return false
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var current_amount : int = 0
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if inventory.has(item_name):
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current_amount = inventory[item_name]
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# Note(asr): clamp to 0. can't have negative items
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var new_amount : int = max(current_amount + item_amount, 0)
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inventory[item_name] = new_amount
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print("inventory updated: ", item_name, " : ", new_amount)
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return true
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func _unhandled_input(event):
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state.unhandled_input(event)
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func drop_item_in_hand():
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print("player dropped ", item_in_hand.item_name)
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var item_dropped = item_in_hand
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$"%ItemSpawn".remove_child(item_in_hand)
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item_in_hand = null
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return item_dropped
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func pick_up_item(item):
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var item_dropped = null
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if item_in_hand != null:
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item_dropped = drop_item_in_hand()
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item_in_hand = item
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$"%ItemSpawn".add_child(item_in_hand)
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print("player picked up ", item_in_hand.item_name)
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return item_dropped
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func has_item() -> bool:
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return item_in_hand != null
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func get_item_in_hand():
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var item_to_return = null
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if item_in_hand != null:
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item_to_return = drop_item_in_hand()
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return item_to_return
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func _on_blink_timer_timeout():
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anim_tree["parameters/Blink/active"] = true
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$"%blink_timer".wait_time = rand_range(0.5, 3.0)
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func sleep(made_it_to_bed: bool, hop_position: Spatial):
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state.on_sleep(made_it_to_bed, hop_position)
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@@ -0,0 +1,36 @@
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extends Reference
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const NAME = "default"
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const EPSILON = 0.0001
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var ctx = null
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var anim_tree: AnimationTree
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var move_playback
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func _init():
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pass
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func enter_from(state):
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anim_tree = ctx.get_node("model_transform/DungMan/AnimationTree")
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move_playback = anim_tree["parameters/Move/playback"]
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func exit_to(state):
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pass
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func physics_process(delta):
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var input = Vector3(Input.get_axis("left", "right"), 0.0, Input.get_axis("up", "down"))
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var motion = Plane.PLANE_XZ.project(ctx.get_viewport().get_camera().global_transform.basis.xform(input)).normalized() * ctx.SPEED
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if motion.length_squared() > EPSILON:
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ctx.get_node("model_transform").look_at(ctx.global_transform.origin - motion, Vector3.UP)
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ctx.move_playback.travel("run")
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else:
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ctx.move_playback.travel("idle")
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ctx.move_and_slide(motion)
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func unhandled_input(event):
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if event.is_action_pressed("action"):
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ctx.get_tree().set_input_as_handled()
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ctx.change_state(ctx.StateInteracting.new())
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func on_sleep(made_it_to_bed: bool, hop_position: Spatial):
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ctx.change_state(ctx.StateSleeping.new(made_it_to_bed, hop_position))
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@@ -0,0 +1,54 @@
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extends Reference
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const NAME = "interacting"
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var ctx: KinematicBody = null
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var anim_tree: AnimationTree
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var timer: SceneTreeTimer
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func _init():
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pass
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func enter_from(state):
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anim_tree = ctx.get_node("model_transform/DungMan/AnimationTree")
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anim_tree["parameters/Move/playback"].travel("idle")
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anim_tree["parameters/Activate/active"] = true
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timer = ctx.get_tree().create_timer(0.2)
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timer.connect("timeout", self, "_on_timeout", [], CONNECT_ONESHOT)
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func exit_to(state):
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pass
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func physics_process(delta):
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pass
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func unhandled_input(event):
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pass
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func _on_timeout():
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for area in ctx.get_node("%TriggerVolume").get_overlapping_areas():
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if try_trigger_interact(area):
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break
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if ctx.state == self:
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ctx.change_state(ctx.StateDefault.new())
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func try_trigger_interact(area) -> bool:
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var owner = area
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if area.has_meta("owner"):
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owner = area.get_meta("owner")
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if not owner.has_method("on_player_interact"):
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return false
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var result = owner.on_player_interact(ctx)
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if not result:
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print("player failed to interacted with ", owner)
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return false
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print("player interacted with ", owner)
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return true
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func on_sleep(made_it_to_bed: bool, hop_position: Spatial):
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timer.disconnect("timeout", self, "_on_timeout")
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ctx.change_state(ctx.StateSleeping.new(made_it_to_bed, hop_position))
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@@ -0,0 +1,99 @@
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extends Reference
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const NAME = "sleeping"
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var ctx: KinematicBody = null
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var hop_position: Spatial
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var made_it_to_bed: bool
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var model_transform: Spatial
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var anim_player: AnimationPlayer
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var old_model_origin: Vector3
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var waiting := false
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func _init(p_made_it_to_bed: bool, p_hop_position: Spatial = null):
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hop_position = p_hop_position
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made_it_to_bed = p_made_it_to_bed
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func enter_from(state):
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hop_position = hop_position if hop_position else ctx.get_tree().get_nodes_in_group("bed_hop_position")[0]
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model_transform = ctx.get_node("model_transform")
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anim_player = ctx.get_node("model_transform/node_animations")
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# Pause everything but the player
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ctx.get_tree().paused = true
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ctx.get_node("hunger_timer").pause_mode = ctx.PAUSE_MODE_STOP
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ctx.pause_mode = ctx.PAUSE_MODE_PROCESS
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# Drop any carried item
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if ctx.has_item():
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ctx.drop_item_in_hand()
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# Prepare to play animation
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if made_it_to_bed:
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# Slide the player to the front of the bed
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old_model_origin = model_transform.global_transform.origin
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var tween = model_transform.create_tween()
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tween.tween_property(model_transform, "global_transform:origin", hop_position.global_transform.origin, .1)
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yield(tween, "finished")
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# Warp the player to the right position & orientation
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model_transform.global_transform = hop_position.global_transform
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else:
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# Harm the player and show message
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ctx.set_health(ctx.health - 1)
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var node = Dialogic.start("day_end")
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node.pause_mode = ctx.PAUSE_MODE_PROCESS
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ctx.add_child(node)
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yield(node, "timeline_end")
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# Warp the player to the right position & orientation
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ctx.global_transform.origin = hop_position.global_transform.origin
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model_transform.global_transform = hop_position.global_transform
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old_model_origin = model_transform.global_transform.origin
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# Play hop animation
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ctx.get_node("model_transform/DungMan/AnimationTree")["parameters/Move/playback"].travel("idle")
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anim_player.call_deferred("play", "hop_into_bed")
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yield(anim_player, "animation_finished")
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waiting = true
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# Reset the day timer
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for game_manager in ctx.get_tree().get_nodes_in_group("game_manager"):
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game_manager.reset_day_timer()
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func exit_to(state):
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ctx.pause_mode = ctx.PAUSE_MODE_INHERIT
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ctx.get_node("hunger_timer").pause_mode = ctx.PAUSE_MODE_INHERIT
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ctx.get_tree().paused = false
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func physics_process(delta):
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pass
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func unhandled_input(event: InputEvent):
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if not waiting:
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return
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if not event.is_action_pressed("action"):
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return
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ctx.get_tree().set_input_as_handled()
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# Play hop out animation
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anim_player.call_deferred("play", "hop_out_of_bed")
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yield(anim_player, "animation_finished")
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# Slide the player back to the front of the bed
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var tween = model_transform.create_tween()
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tween.tween_property(model_transform, "global_transform:origin", old_model_origin, .1)
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yield(tween, "finished")
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# Show message
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var node = Dialogic.start("wake_up")
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node.pause_mode = ctx.PAUSE_MODE_PROCESS
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ctx.add_child(node)
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yield(node, "timeline_end")
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ctx.change_state(ctx.StateDefault.new())
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func on_sleep(made_it_to_bed: bool, hop_position: Spatial):
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assert(false, "shouldn't be able to sleep while sleeping")
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Block a user