|
|
@@ -58,78 +58,55 @@ func get_contentment(): |
|
|
|
return _mood.b |
|
|
|
|
|
|
|
func get_comfort_distance(): |
|
|
|
return get_parent().get_node("CollisionShape2D").shape.radius * 1.1 |
|
|
|
return get_parent().get_node("CollisionShape2D").shape.radius * 2.1 |
|
|
|
|
|
|
|
func get_mood_color(): |
|
|
|
return _mood |
|
|
|
|
|
|
|
func shift_mood(delta, in_air, speed, distance): |
|
|
|
var nr = 0.0 |
|
|
|
var ng = 0.0 |
|
|
|
var nb = 0.0 |
|
|
|
|
|
|
|
if in_air: |
|
|
|
if speed >= EXCITEMENT_MIN_SPEED: |
|
|
|
if speed >= EXCITEMENT_MAX_SPEED: |
|
|
|
nr += 0.1 |
|
|
|
else: |
|
|
|
nr += 0.05 |
|
|
|
else: |
|
|
|
nr -= 0.1 |
|
|
|
nb += 0.05 |
|
|
|
|
|
|
|
# first handle red (aggression) |
|
|
|
if _mood.r > 0: |
|
|
|
if _mood.b > 0.0: |
|
|
|
if _mood.b >= _mood.r * 0.5: |
|
|
|
nr += -0.1 |
|
|
|
if _mood.b < _mood.r * 0.5: |
|
|
|
nr += -0.05 |
|
|
|
if _mood.r > _mood.b: |
|
|
|
nr += 0.05 |
|
|
|
nr *= delta |
|
|
|
|
|
|
|
|
|
|
|
# Then handle green <neediness> |
|
|
|
# green <neediness> is based on how far the mouse is from the player. The greater the distance |
|
|
|
# the more <neediness> grows. This can be affected by <contentment> and <aggression> as well. |
|
|
|
var cdist = get_comfort_distance() |
|
|
|
if not in_air: |
|
|
|
if is_content(): |
|
|
|
if distance <= cdist: |
|
|
|
ng += -0.1 |
|
|
|
elif distance < (cdist * 0.5): |
|
|
|
ng += -0.05 |
|
|
|
elif is_needie(): |
|
|
|
if distance <= cdist: |
|
|
|
ng += -0.05 |
|
|
|
elif distance >= (cdist * 0.5): |
|
|
|
ng += 0.1 |
|
|
|
else: |
|
|
|
ng += 0.05 |
|
|
|
elif is_aggressive(): |
|
|
|
# If player is <aggressive>, then neediness is kinda forgotten about. |
|
|
|
if _mood.r > 0.25 and _mood.r < 0.5: |
|
|
|
ng += -0.05 |
|
|
|
elif _mood.r >= 0.5: |
|
|
|
ng += -0.15 |
|
|
|
else: |
|
|
|
if distance > cdist: |
|
|
|
ng += 0.05 |
|
|
|
ng *= delta |
|
|
|
|
|
|
|
func _agg_shift(in_air, speed): |
|
|
|
var v = -0.1 # By default, aggression is always lowering |
|
|
|
|
|
|
|
# Finally handle blue <contentment> |
|
|
|
# If red <aggression> is half as high or more than blue <contentment>, then contentment goes down. |
|
|
|
if _mood.r >= _mood.b * 0.5: |
|
|
|
nb += -0.1 |
|
|
|
elif _mood.g > 0.0: |
|
|
|
nb += -0.025 |
|
|
|
if distance < cdist: |
|
|
|
nb += 0.015 |
|
|
|
if in_air and speed >= EXCITEMENT_MIN_SPEED and speed <= EXCITEMENT_MAX_SPEED: |
|
|
|
v = 0.1 # If in the air, going at an "exciting" speed, aggression rises! |
|
|
|
elif is_aggressive(): |
|
|
|
v = -0.05 # Otherwise, if we're dominantly aggressive, slow aggression cooldown. |
|
|
|
if _mood.r * 0.5 > _mood.b and _mood.r * 0.5 > _mood.g: |
|
|
|
v = 0.0 # But, if our aggression is more than twice the other emotions, don't cooldown at all. |
|
|
|
return v |
|
|
|
|
|
|
|
func _need_shift(in_air, distance): |
|
|
|
var v = -0.1 |
|
|
|
if in_air or is_aggressive(): |
|
|
|
# Decrease neediness faster while in air, as "player" is giving attension (in the air) or |
|
|
|
# otherwise excited!! |
|
|
|
v = -0.25 |
|
|
|
else: |
|
|
|
nb += -0.1 |
|
|
|
nb *= delta |
|
|
|
|
|
|
|
# Finalize changes! |
|
|
|
adjust_mood(nr, ng, nb) |
|
|
|
var cdist = get_comfort_distance() |
|
|
|
if distance > cdist: |
|
|
|
v = 0.1 |
|
|
|
if distance > cdist * 8.0: |
|
|
|
v = 0.25 |
|
|
|
return v |
|
|
|
|
|
|
|
func _con_shift(in_air, speed, distance): |
|
|
|
var v = -0.1 |
|
|
|
if in_air and speed < EXCITEMENT_MIN_SPEED: |
|
|
|
v = 0.1 |
|
|
|
if is_aggressive(): # Assuming aggression hasn't taken over... |
|
|
|
v = 0.05 # Levitating in the air is nice! |
|
|
|
else: |
|
|
|
var cdist = get_comfort_distance() |
|
|
|
if distance <= cdist: |
|
|
|
v = 0.1 # It's nice when the player is nearby |
|
|
|
if is_needie(): |
|
|
|
v = 0.05 # My neediness is slowing my contentment. |
|
|
|
elif is_aggressive(): |
|
|
|
v = -0.25 # If aggressive, reduce contentment a lot. |
|
|
|
return v |
|
|
|
|
|
|
|
func shift_mood(delta, in_air, speed, distance): |
|
|
|
adjust_mood( |
|
|
|
_agg_shift(in_air, speed) * delta, |
|
|
|
_need_shift(in_air, distance) * delta, |
|
|
|
_con_shift(in_air, speed, distance) * delta |
|
|
|
) |