class_name Plant extends Node2D enum PlantState { SAPLING, GROWN, DEAD} signal grown signal died @onready var growing_timer: Timer = $Growing @onready var need_checker: Timer = $NeedChecker @onready var sapling_count_down: Timer = $SaplingCountDown @onready var reproduction: Timer = $Reproduction @onready var sprite_node: AnimatedSprite2D = $AnimatedSprite2D const NEED_CHECK_PERIOD := 0.5 const SAPLING_LIFETIME_MULT := 2.0 # this multiplies the time to grow to tell the time it can stay as a sapling const OFFSET_REPRODUCTION_PERCT_DIST := 0.1 var parameter: PlantType var state := PlantState.SAPLING var sapling_time_left: float var can_grow := true var n_offsprings_left: int func init(plant_parameter: PlantType): parameter = plant_parameter sapling_count_down.start(SAPLING_LIFETIME_MULT * parameter.growing_time) sprite_node.sprite_frames = parameter.sprite_frames need_checker.start(NEED_CHECK_PERIOD) n_offsprings_left = parameter.offspring_per_lifetime func _on_need_checker_timeout() -> void: can_grow = check_terrain_viability() growing_timer.paused = not can_grow and state == PlantState.SAPLING reproduction.paused = not can_grow func check_terrain_viability() -> bool: var water := GameTerrain.get_stat(position, GameTerrain.Stats.WATER) if water < parameter.water_need[0] or water > parameter.water_need[1]: return false var fertility := GameTerrain.get_stat(position, GameTerrain.Stats.FERTILITY) if fertility < parameter.fertility_need[0] or fertility > parameter.fertility_need[1]: return false var presence := GameTerrain.get_stat(position, GameTerrain.Stats.PRESENCE) presence += float(GameTerrain.LEVELS_NUMBER) / 2 if presence < parameter.presence_need[0] or presence > parameter.presence_need[1]: return false return true func _on_growing_timeout() -> void: if state == PlantState.SAPLING: can_grow = check_terrain_viability() if not can_grow: growing_timer.start() return match state: PlantState.SAPLING: grow() PlantState.GROWN: die() PlantState.DEAD: remove() func plant(new_position: Vector2): if not GameTerrain.is_on_map(new_position): push_error("Planting out of the map") position = new_position state = PlantState.SAPLING growing_timer.start(parameter.growing_time) sprite_node.play("SAPLING") func grow(): if state != PlantState.SAPLING: push_error("Tried to grow " + parameter.type + ", but was not at sapling state") return state = PlantState.GROWN sapling_count_down.stop() growing_timer.start(parameter.dying_time) GameTerrain.modify_zone(position, parameter.distance_prod, GameTerrain.Stats.WATER, parameter.water_prod) GameTerrain.modify_zone(position, parameter.distance_prod, GameTerrain.Stats.FERTILITY, parameter.fertility_prod) GameTerrain.modify_zone(position, parameter.distance_prod, GameTerrain.Stats.PRESENCE, parameter.presence_prod) reproduction.start(parameter.dying_time / (n_offsprings_left + 1)) grown.emit() sprite_node.play("GROWN") func die(): state = PlantState.DEAD # remove alive prod and add dead prod GameTerrain.modify_zone(position, parameter.distance_prod, GameTerrain.Stats.WATER, -parameter.water_prod + parameter.dead_water_prod) GameTerrain.modify_zone(position, parameter.distance_prod, GameTerrain.Stats.FERTILITY, -parameter.fertility_prod + parameter.dead_fertility_prod) GameTerrain.modify_zone(position, parameter.distance_prod, GameTerrain.Stats.PRESENCE, -parameter.presence_prod) growing_timer.start(parameter.dead_time) died.emit() sprite_node.play("DEAD") func remove(was_dead: bool = true): if was_dead: GameTerrain.modify_zone(position, parameter.distance_prod, GameTerrain.Stats.WATER, -parameter.dead_water_prod) GameTerrain.modify_zone(position, parameter.distance_prod, GameTerrain.Stats.FERTILITY, -parameter.dead_fertility_prod) queue_free() func _on_sapling_count_down_timeout() -> void: remove(false) func _on_reproduction_timeout() -> void: var min_dist := parameter.distance_prod - parameter.distance_prod * OFFSET_REPRODUCTION_PERCT_DIST var max_dist := parameter.distance_prod + parameter.distance_prod * OFFSET_REPRODUCTION_PERCT_DIST var plant_pos = position + (Vector2.RIGHT * randf_range(min_dist, max_dist)).rotated(randf_range(0, PI)) if not GameTerrain.is_on_map(plant_pos): return var space := get_world_2d().direct_space_state var parameters = PhysicsPointQueryParameters2D.new() parameters.position = plant_pos parameters.collide_with_areas = true parameters.collide_with_bodies = false parameters.collision_mask = 1 var result := space.intersect_point(parameters, 1) if result.size() > 0: return var offspring = self.duplicate() self.get_parent().add_child(offspring) offspring.init(parameter) offspring.plant(plant_pos) n_offsprings_left -= 1 reproduction.start(parameter.dying_time / (n_offsprings_left + 1)) if n_offsprings_left == 0: reproduction.stop()