Merge remote-tracking branch 'origin/develop' into quest_system

This commit is contained in:
cblech
2025-05-19 11:22:20 +02:00
1320 changed files with 204205 additions and 271 deletions
@@ -0,0 +1,44 @@
using Godot;
namespace Babushka.scripts.CSharp.Common.CharacterControls;
public partial class InteractionArea2D : Node2D
{
[Export] private Area2D _area;
[Export] private Label _label;
[Export] private SpriteSwitcher2D _sprites;
[Export] private bool _showLabel = true;
[Export] private int _id;
[Signal] public delegate void InteractedToolEventHandler(int id);
[Signal] public delegate void InteractedEventHandler();
public void OnPlayerEntered(Node2D player)
{
if(_showLabel)
_label.Show();
}
public void OnPlayerExited(Node2D player)
{
_label.Hide();
}
public override void _Input(InputEvent @event)
{
if (@event.IsAction("interact") && @event.IsPressed() && _area.HasOverlappingBodies())
{
_label.Hide();
EmitSignal(SignalName.InteractedTool, _id);
EmitSignal(SignalName.Interacted);
}
}
public void SetSpriteActiveState(bool success, int id)
{
if (_id == id)
{
_sprites.SwitchState(!success);
}
}
}
@@ -0,0 +1 @@
uid://ckp413wrub5fm
@@ -2,19 +2,59 @@ using Godot;
namespace Babushka.scripts.CSharp.Common.CharacterControls;
public partial class Player2D : Node2D
public partial class Player2D : CharacterBody2D
{
[Export] private float _speed = 100f;
[Export] private AnimatedSprite2D _sprite;
private bool anyActionPressed;
public override void _Process(double delta)
{
if (Input.IsActionPressed("move_right"))
Position = new Vector2(Position.X + (_speed * (float)delta), Position.Y);
if (Input.IsActionPressed("move_left"))
Position = new Vector2(Position.X - (_speed * (float)delta), Position.Y);
if (Input.IsActionPressed("move_up"))
Position = new Vector2(Position.X, Position.Y - (_speed * (float)delta));
if (Input.IsActionPressed("move_down"))
Position = new Vector2(Position.X, Position.Y + (_speed * (float)delta));
anyActionPressed = false;
if (Input.IsActionPressed("move_right"))
{
Velocity = new Vector2(_speed, 0);
MoveAndSlide();
_sprite.FlipH = false;
_sprite.Animation = "side_walking";
anyActionPressed = true;
}
if (Input.IsActionPressed("move_left"))
{
Velocity = new Vector2(-_speed, 0);
MoveAndSlide();
_sprite.FlipH = true;
_sprite.Animation = "side_walking";
anyActionPressed = true;
}
if (Input.IsActionPressed("move_up"))
{
Velocity = new Vector2(0, -_speed);
MoveAndSlide();
_sprite.Animation = "back walking";
anyActionPressed = true;
}
if (Input.IsActionPressed("move_down"))
{
Velocity = new Vector2(0, _speed);
MoveAndSlide();
_sprite.Animation = "front walking";
anyActionPressed = true;
}
if (anyActionPressed)
{
_sprite.Play();
}
else
{
_sprite.Animation = "front idle";
}
}
}
@@ -1,46 +0,0 @@
using Babushka.scripts.CSharp.Common.Farming;
using Godot;
namespace Babushka.scripts.CSharp.Common.CharacterControls;
public partial class VesnaBehaviour : Node
{
[ExportGroup("Farming")]
[Export] private FieldService _fieldParent;
[Export] private FarmingControls _farmingControls;
[Signal] public delegate void ToolPickupEventHandler(bool success);
public override void _Ready()
{
_farmingControls.FieldParent = _fieldParent;
}
#region Farming
public void ActivateHoe(bool activate)
{
ActivateTool(activate, 0);
}
public void ActivateWateringCan(bool activate)
{
ActivateTool(activate, 1);
}
private void ActivateTool(bool activate , int toolId)
{
bool success = false;
if (toolId == 0)
{
success = _farmingControls.ActivateHoe(activate);
}
else if (toolId == 1)
{
success = _farmingControls.ActivateWateringCan(activate);
}
EmitSignal(SignalName.ToolPickup, success);
}
#endregion
}
@@ -1 +0,0 @@
uid://xm0um640aes7
@@ -1,5 +1,8 @@
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using Godot;
using Godot.Collections;
namespace Babushka.scripts.CSharp.Common.Farming;
@@ -10,6 +13,7 @@ public partial class FarmingControls : Node3D
[Export] private Sprite3D _wateringCanSprite;
[Export] private PackedScene _fieldPrefab;
[Export] private Node3D _movingPlayer;
[Export] private Camera3D _camera;
public FieldService FieldParent;
@@ -42,45 +46,62 @@ public partial class FarmingControls : Node3D
public override void _Input(InputEvent @event)
{
if (@event.IsActionPressed("click") && _hoeInHand)
{
MakeField();
}
Vector2 mousePosition = GetViewport().GetMousePosition();
var dropPlane = new Plane(new Vector3(0, 0, 10), 10);
Vector3? position3D = dropPlane.IntersectsRay(_camera.ProjectRayOrigin(mousePosition),
_camera.ProjectRayNormal(mousePosition));
if (@event.IsActionPressed("click") && _waterCanInHand)
if (position3D.HasValue)
{
WaterTheField();
Vector2I adjustedPosition = new Vector2I(AdjustValue(position3D.Value.X), AdjustValue(position3D.Value.Y));
if (@event.IsActionPressed("click") && _hoeInHand)
{
MakeField(adjustedPosition);
}
if (@event.IsActionPressed("click") && _waterCanInHand)
{
WaterTheField(adjustedPosition);
}
}
}
private void WaterTheField()
private void WaterTheField(Vector2I fieldPosition)
{
FieldBehaviour field = FieldParent.Get(fieldPosition);
if (field == null)
return;
field.Water();
}
private void MakeField()
private void MakeField(Vector2I fieldPosition)
{
if(FieldParent == null || _fieldPrefab == null)
return;
Node fieldInstance = _fieldPrefab.Instantiate();
if (fieldInstance is Node3D field3d)
// only instantiate a field if there isn't one already.
if(FieldParent.Get(fieldPosition) == null)
{
Vector3 playerPos = _movingPlayer.GlobalPosition;
playerPos = new Vector3(AdjustValue(playerPos.X), 0.1f, AdjustValue(playerPos.Z));
field3d.Position = playerPos;
Vector2I intPosition = new Vector2I((int) playerPos.X, (int) playerPos.Z);
FieldParent.AddEntry(intPosition, FieldState.Tilled);
Node fieldInstance = _fieldPrefab.Instantiate();
if (fieldInstance is Node3D field3d)
{
// add dictionary entry for the field
Array<Node> fields = field3d.FindChildren("*", nameof(FieldBehaviour));
if (fields.Count > 0)
FieldParent.TryAddEntry(fieldPosition, fields[0] as FieldBehaviour);
// reposition and reparent the instance
field3d.Position = new Vector3(fieldPosition.X, 0.1f, fieldPosition.Y * -1);;
FieldParent.AddChild(fieldInstance);
}
}
FieldParent.AddChild(fieldInstance);
}
private float AdjustValue(float value)
private int AdjustValue(float value)
{
return Mathf.Floor(value);
return (int) Mathf.Floor(value);
}
}
@@ -0,0 +1,167 @@
using Godot;
using Godot.Collections;
namespace Babushka.scripts.CSharp.Common.Farming;
[GlobalClass]
public partial class FarmingControls2D : Node2D
{
[Export] private Sprite2D _hoeSprite;
[Export] private Sprite2D _wateringCanEmptySprite;
[Export] private Sprite2D _wateringCanFilledSprite;
[Export] private PackedScene _fieldPrefab;
[Export] private Node2D _movingPlayer;
[Export] private Camera2D _camera;
public FieldService2D FieldService;
private int _toolId = -1;
private bool _wateringCanFilled = false;
private int _currentWateringCanStep = 0;
private int _wateringCanCapacity = 3;
#region Tools
/// <summary>
/// If no tool has been set, then set the current tool to the incoming tool id.
/// </summary>
/// <param name="toolId">The id of the tool to activate if possible</param>
/// <returns>If the tool in question was activated.</returns>
public bool TryActivateTool(int toolId)
{
bool activate;
//if our hands are empty, activate
if (_toolId == -1)
{
activate = true;
}
else
{
//if we're already carrying a tool, deactivate or fail return
if (_toolId == toolId)
{
activate = false;
}
else
{
return false;
}
}
switch (toolId)
{
case 0:
_hoeSprite.Visible = activate;
break;
case 1:
if (activate)
{
_wateringCanEmptySprite.Visible = true;
GD.Print("Activating empty Watering can sprite.");
}
else
{
_wateringCanEmptySprite.Visible = false;
_wateringCanFilledSprite.Visible = false;
}
break;
default:
_toolId = -1;
break;
}
_toolId = activate ? toolId : -1;
return activate;
}
#endregion
public override void _Input(InputEvent @event)
{
Vector2 mousePosition = _camera.GetGlobalMousePosition();
Vector2I mousePositionInteger = (Vector2I) mousePosition;
Vector2I adjustedPosition = AdjustValue(mousePositionInteger, new Vector2I(735, 651));
if (@event.IsActionPressed("click") && _toolId == 0)
{
MakeField(adjustedPosition);
}
if (@event.IsActionPressed("click") && _toolId == 1 && _wateringCanFilled)
{
WaterTheField(adjustedPosition);
}
}
public void FillWateringCan(bool fillUp)
{
if (_toolId == 1 )
{
GD.Print("Watering can in hand, filling.");
_wateringCanEmptySprite.Visible = !fillUp;
_wateringCanFilledSprite.Visible = fillUp;
_wateringCanFilled = fillUp;
}
}
private void WaterTheField(Vector2I fieldPosition)
{
FieldBehaviour2D field = FieldService.Get(fieldPosition);
if (field == null || field.FieldState == FieldState.Watered)
return;
field.Water();
if (_currentWateringCanStep < _wateringCanCapacity)
{
_currentWateringCanStep++;
}
else
{
_currentWateringCanStep = 0;
FillWateringCan(false);
}
}
private void MakeField(Vector2I fieldPosition)
{
if(FieldService == null || _fieldPrefab == null)
return;
// only try to instantiate a field if you're in the allowed area
if (!FieldService.FieldAllowed())
return;
// only instantiate a field if there isn't one already.
if(FieldService.Get(fieldPosition) == null)
{
Node fieldInstance = _fieldPrefab.Instantiate();
if (fieldInstance is Node2D field2d)
{
// add dictionary entry for the field
Array<Node> fields = field2d.FindChildren("*", nameof(FieldBehaviour2D));
if (fields.Count > 0)
FieldService.TryAddEntry(fieldPosition, fields[0] as FieldBehaviour2D);
// reposition and reparent the instance
field2d.Position = new Vector2(fieldPosition.X, fieldPosition.Y);;
FieldService.AddChild(fieldInstance);
}
}
}
private int AdjustValue(float value)
{
float adjustedValue = value / 500;
adjustedValue = Mathf.RoundToInt(adjustedValue);
adjustedValue *= 500;
return (int)adjustedValue;
}
private Vector2I AdjustValue(Vector2I input, Vector2I step)
{
return input.Snapped(step);
}
}
@@ -0,0 +1 @@
uid://bcskt5ckh3rqa
+54 -49
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@@ -1,54 +1,59 @@
using System.Diagnostics;
using Godot;
namespace Babushka.scripts.CSharp.Common.Farming;
public enum FieldState
namespace Babushka.scripts.CSharp.Common.Farming
{
Empty = 0,
Tilled = 1,
Planted = 2,
Watered = 3
public enum FieldState
{
Empty = 0,
Tilled = 1,
Planted = 2,
Watered = 3,
NotFound = 99
}
[GlobalClass]
public partial class FieldBehaviour : Sprite3D
{
[Export] private Texture2D Tilled;
[Export] private Texture2D Watered;
[Export] public FieldState FieldState = FieldState.Empty;
public Vector2 FieldPosition;
public override void _Ready()
{
Texture = Tilled;
base._Ready();
}
public void Water()
{
FieldState = FieldState.Watered;
Texture = Watered;
}
/// <summary>
/// Called when the player enters the field'S interaction area and presses <E>.
/// </summary>
public void Farm()
{
switch (FieldState)
{
case FieldState.Empty:
Texture = Tilled;
FieldState = FieldState.Tilled;
break;
case FieldState.Tilled:
FieldState = FieldState.Planted;
break;
case FieldState.Planted:
break;
default:
break;
}
}
}
}
public partial class FieldBehaviour : Sprite3D
{
[Export] private Texture2D Tilled;
[Export] private Texture2D Watered;
[Export] private FieldState FieldState = FieldState.Empty;
public Vector2 FieldPosition;
public override void _Ready()
{
Texture = Tilled;
base._Ready();
}
public void Water()
{
FieldState = FieldState.Watered;
Texture = Watered;
}
/// <summary>
/// Called when the player enters the field'S interaction area and presses <E>.
/// </summary>
public void Farm()
{
switch (FieldState)
{
case FieldState.Empty:
Texture = Tilled;
FieldState = FieldState.Tilled;
break;
case FieldState.Tilled:
FieldState = FieldState.Planted;
break;
case FieldState.Planted:
break;
default:
break;
}
}
}
@@ -0,0 +1,71 @@
using Godot;
namespace Babushka.scripts.CSharp.Common.Farming;
[GlobalClass]
public partial class FieldBehaviour2D : Sprite2D
{
[Export] private Texture2D Tilled;
[Export] private Texture2D Watered;
[Export] public FieldState FieldState = FieldState.Tilled;
public Vector2 FieldPosition;
public override void _Ready()
{
UpdateFieldState(FieldState);
base._Ready();
}
public void UpdateFieldState(FieldState state)
{
switch (state)
{
case FieldState.Empty:
FieldState = FieldState.Empty;
break;
case FieldState.Tilled:
FieldState = FieldState.Tilled;
Texture = Tilled;
break;
case FieldState.Watered:
FieldState = FieldState.Watered;
Texture = Watered;
break;
case FieldState.Planted:
FieldState = FieldState.Planted;
break;
default:
FieldState = FieldState.NotFound;
break;
}
}
public void Water()
{
FieldState = FieldState.Watered;
Texture = Watered;
}
/// <summary>
/// Called when the player enters the field's interaction area and presses <E>.
/// </summary>
public void Farm()
{
switch (FieldState)
{
case FieldState.Empty:
Texture = Tilled;
FieldState = FieldState.Tilled;
break;
case FieldState.Watered:
FieldState = FieldState.Planted;
break;
case FieldState.Planted:
break;
default:
break;
}
}
}
@@ -0,0 +1 @@
uid://bdffon388rkty
+18 -9
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@@ -1,3 +1,4 @@
using System.Diagnostics;
using Godot;
using Godot.Collections;
@@ -6,32 +7,40 @@ namespace Babushka.scripts.CSharp.Common.Farming;
[GlobalClass]
public partial class FieldService : Node3D
{
[Export] private Dictionary<Vector2I, FieldState> fields = new Dictionary<Vector2I, FieldState>();
[Export] private Dictionary<Vector2I, FieldBehaviour> fields = new Dictionary<Vector2I, FieldBehaviour>();
//Create
public void AddEntry(Vector2I key, FieldState state)
public bool TryAddEntry(Vector2I key, FieldBehaviour field)
{
fields.Add(key, state);
if (!fields.ContainsKey(key))
{
fields.Add(key, field);
return true;
}
return false;
}
// Read
public FieldState Get(Vector2I key)
public FieldBehaviour Get(Vector2I key)
{
return fields[key];
if (fields.TryGetValue(key, out FieldBehaviour field))
return field;
return field;
return null;
}
//Update
public void UpdateEntry(Vector2I fieldPosition, FieldState state)
public void UpdateEntry(Vector2I fieldPosition, FieldBehaviour state)
{
if (fields.ContainsKey(fieldPosition))
{
fields[fieldPosition] = state;
}
else
{
AddEntry(fieldPosition, state);
TryAddEntry(fieldPosition, state);
}
}
@@ -1 +1 @@
uid://12hleqx8amr8
uid://c6hh7m8wikv04
@@ -0,0 +1,74 @@
using Godot;
using Godot.Collections;
namespace Babushka.scripts.CSharp.Common.Farming;
[GlobalClass]
public partial class FieldService2D : Node2D
{
[Export] private Dictionary<Vector2I, FieldBehaviour2D> fields = new Dictionary<Vector2I, FieldBehaviour2D>();
private bool _fieldAllowed = false;
//Validate
public void MouseEnteredAllowedArea()
{
_fieldAllowed = true;
}
public void MouseExitedAllowedArea()
{
_fieldAllowed = false;
}
public bool FieldAllowed()
{
return _fieldAllowed;
}
//Create
public bool TryAddEntry(Vector2I key, FieldBehaviour2D field)
{
if (!fields.ContainsKey(key))
{
fields.Add(key, field);
return true;
}
return false;
}
// Read
public FieldBehaviour2D Get(Vector2I key)
{
if (fields.TryGetValue(key, out FieldBehaviour2D field))
return field;
return field;
return null;
}
//Update
public void UpdateEntry(Vector2I fieldPosition, FieldBehaviour2D state)
{
if (fields.ContainsKey(fieldPosition))
{
fields[fieldPosition] = state;
}
else
{
TryAddEntry(fieldPosition, state);
}
}
//Delete
public void RemoveEntry(Vector2I fieldPosition)
{
if (fields.ContainsKey(fieldPosition))
{
fields.Remove(fieldPosition);
}
}
}
@@ -0,0 +1 @@
uid://dhxtdhfqx3bte
@@ -0,0 +1,70 @@
using System;
using Godot;
namespace Babushka.scripts.CSharp.Common.Farming;
/// <summary>
/// Determines the behaviour of a plant in Babushka.
/// </summary>
public partial class PlantBehaviour2D : Node2D
{
[Export] private Sprite2D[] _seeds;
[Export] private Sprite2D[] _smallPlants;
[Export] private Sprite2D[] _bigPlants;
[Export] private Sprite2D[] _readyPlants;
[Export] private PlantState _state = PlantState.None;
[Export] private FieldBehaviour2D _field;
private Sprite2D _currentPlantSprite = null;
/// <summary>
/// Transitions the plant to its next growth stage.
/// </summary>
public void Grow()
{
if (_field.FieldState != FieldState.Watered)
return;
switch (_state)
{
case PlantState.None:
_state = PlantState.Planted;
_currentPlantSprite = GetRandomSprite(_seeds);
_currentPlantSprite.Visible = true;
break;
case PlantState.Planted:
_state = PlantState.SmallPlant;
_currentPlantSprite.Visible = false;
_currentPlantSprite = GetRandomSprite(_smallPlants);
_currentPlantSprite.Visible = true;
break;
case PlantState.SmallPlant:
_state = PlantState.BigPlant;
_currentPlantSprite.Visible = false;
_currentPlantSprite = GetRandomSprite(_bigPlants);
_currentPlantSprite.Visible = true;
break;
case PlantState.BigPlant:
_state = PlantState.Ready;
_currentPlantSprite.Visible = false;
_currentPlantSprite = GetRandomSprite(_readyPlants);
_currentPlantSprite.Visible = true;
break;
case PlantState.Ready:
_state = PlantState.None;
_currentPlantSprite.Visible = false;
_currentPlantSprite = null;
break;
default:
break;
}
_field.UpdateFieldState(FieldState.Tilled);
}
private Sprite2D GetRandomSprite(Sprite2D[] sprites)
{
Random rand = new Random();
return sprites[rand.Next(sprites.Length)];
}
}
@@ -0,0 +1 @@
uid://cms357f23fmfy
@@ -0,0 +1,35 @@
using Godot;
namespace Babushka.scripts.CSharp.Common.Farming;
public partial class VesnaBehaviour2D : Node
{
[ExportGroup("Farming")]
[Export] private FieldService2D _fieldParent;
[Export] private FarmingControls2D _farmingControls;
[Signal] public delegate void PickedUpToolEventHandler(bool success, int toolId);
public override void _Ready()
{
_farmingControls.FieldService = _fieldParent;
}
#region Farming
public void ActivateTool(int toolId)
{
bool activated = _farmingControls.TryActivateTool(toolId);
EmitSignal(SignalName.PickedUpTool, activated, toolId);
}
public void TryFillWateringCan(int toolId)
{
if (toolId == 1)
{
_farmingControls.FillWateringCan(true);
}
}
#endregion
}
@@ -0,0 +1 @@
uid://b05uyj001ehwi
@@ -1 +0,0 @@
uid://b7vlkecrn0t5c
@@ -0,0 +1 @@
uid://hg7jay2kt441
+36
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@@ -0,0 +1,36 @@
using Godot;
namespace Babushka.scripts.CSharp.Common;
/// <summary>
/// Switches between two available Sprite Options.
/// </summary>
public partial class SpriteSwitcher2D : Node2D
{
[Export] private Sprite2D _activeSprite;
[Export] private Sprite2D _inactiveSprite;
[Export] private bool _active = false;
public override void _Ready()
{
SetSprites();
}
/// <summary>
/// Switches the State of the Sprites to the opposite.
/// Emits Switch Signal.
/// </summary>
public void SwitchState(bool state)
{
_active = state;
SetSprites();
}
private void SetSprites()
{
if(_activeSprite != null)
_activeSprite.Visible = _active;
if(_inactiveSprite != null)
_inactiveSprite.Visible = !_active;
}
}
@@ -0,0 +1 @@
uid://pemu31f6fe4l