117 lines
3.8 KiB
GDScript
117 lines
3.8 KiB
GDScript
extends Node3D
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@onready var world: Node3D = $World/ChunkManager
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@onready var dolphin: CharacterBody3D = $Dolphin
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@onready var hud: CanvasLayer = $Dolphin/HUD
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@onready var plankton_follower: Node3D = $PlanktonFollower
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var inventory: Inventory = Inventory.new()
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var _inventory_ui: CanvasLayer = null
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var _pause_menu: Control = null
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var _last_chunk_update_pos: Vector3 = Vector3(99999, 99999, 99999)
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func _ready() -> void:
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dolphin.block_break_requested.connect(_on_block_break)
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dolphin.block_place_requested.connect(_on_block_place)
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dolphin.echolocation_triggered.connect(_on_echolocation)
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if dolphin.has_signal("hotbar_scroll"):
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dolphin.hotbar_scroll.connect(inventory.scroll_hotbar)
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if is_instance_valid(hud) and hud.has_method("connect_to_dolphin"):
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hud.connect_to_dolphin(dolphin)
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# Load and attach InventoryUI
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var ui_scene: PackedScene = load("res://scenes/InventoryUI.tscn")
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if ui_scene != null:
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_inventory_ui = ui_scene.instantiate() as CanvasLayer
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add_child(_inventory_ui)
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_inventory_ui.setup(inventory)
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else:
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push_error("Main: could not load InventoryUI.tscn")
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# Load and attach PauseMenu
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var pause_scene: PackedScene = preload("res://scenes/PauseMenu.tscn")
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_pause_menu = pause_scene.instantiate() as Control
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add_child(_pause_menu)
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_pause_menu.hide()
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AudioManager.play_ambient_loop("underwater_ambient")
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AudioManager.play_music("underwater_theme")
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AudioManager.play_whale_call_random()
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world.world_seed = 12345
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# Starting inventory
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inventory.add_item(2, 10) # 10 SAND
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inventory.add_item(6, 5) # 5 KELP
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inventory.add_item(8, 2) # 2 ICE
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# Add dolphin to player group (for mob detection)
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dolphin.add_to_group("player")
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# Spawner de mobs
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var MobSpawnerScene: PackedScene = load("res://scenes/mobs/MobSpawner.tscn")
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var mob_spawner: Node3D = MobSpawnerScene.instantiate()
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add_child(mob_spawner)
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mob_spawner.player = mob_spawner.get_path_to(dolphin)
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func _process(_delta: float) -> void:
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# Throttle chunk updates: only when dolphin moved > 4m
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if dolphin.global_position.distance_to(_last_chunk_update_pos) > 4.0:
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world.update_player_position(dolphin.global_position)
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_last_chunk_update_pos = dolphin.global_position
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plankton_follower.global_position = dolphin.global_position
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func _unhandled_input(event: InputEvent) -> void:
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if not event.is_action_pressed("escape"):
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return
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# Priority: close inventory first if open
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if _inventory_ui != null and _inventory_ui.get("_is_open"):
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_inventory_ui.call("_toggle_inventory")
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get_viewport().set_input_as_handled()
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return
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# Toggle pause menu
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if is_instance_valid(_pause_menu):
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if _pause_menu.visible:
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_pause_menu.hide_pause()
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else:
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_pause_menu.show_pause()
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get_viewport().set_input_as_handled()
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func _on_block_break(hit_position: Vector3, _normal: Vector3) -> void:
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var broken_id: int = world.break_block(hit_position)
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if broken_id > 0:
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inventory.add_item(broken_id, 1)
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AudioManager.play_bubble_sfx(hit_position)
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func _on_block_place(hit_position: Vector3, normal: Vector3) -> void:
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var selected: Variant = inventory.get_selected_item()
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if selected == null:
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return
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if not ItemDatabase.is_placeable(selected["item_id"]):
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return
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var place_pos := hit_position + normal * 0.5
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var block_coord := Vector3(floor(place_pos.x), floor(place_pos.y), floor(place_pos.z))
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var block_center := block_coord + Vector3(0.5, 0.5, 0.5)
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# Refuse if bloc overlaps player AABB (CapsuleShape3D r=0.4 h=2.0)
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var dolphin_pos: Vector3 = dolphin.global_position
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var dist := block_center - dolphin_pos
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if abs(dist.x) < 1.0 and abs(dist.y) < 1.8 and abs(dist.z) < 1.0:
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return # too close to player, silent refuse
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if world.place_block(place_pos, selected["item_id"]):
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inventory.remove_item_from_slot(inventory.selected_hotbar, 1)
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func _on_echolocation(position: Vector3, _radius: float) -> void:
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AudioManager.play_bubble_sfx(position)
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