Removing a lot of logging
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parent
e88b2248b3
commit
07b63a8426
15 changed files with 9 additions and 67 deletions
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@ -7,7 +7,6 @@ class_name BeeGathering
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var time_at_patch : float = 0.0
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func enter(_msg := {}):
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Log.pr("I am going to attempt to gather some stuff!")
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bee.just_gathering = true
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#animator.play("Idle")
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@ -6,7 +6,6 @@ class_name BeeIdle
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var idle_time : float = 0.0
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func enter(_msg := {}):
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Log.pr("I sit by idl-bee")
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#animator.play("Idle")
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pass
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@ -15,7 +14,6 @@ func update(delta : float):
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idle_time += delta
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if idle_time > 2.0:
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Log.pr("Been idle for 2 seconds, check for something to do...")
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find_something_to_do()
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idle_time = 0.0
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pass
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@ -23,10 +21,8 @@ func update(delta : float):
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func find_something_to_do():
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if bee.nectar > 0:
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## Bee has pollen - head home
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Log.pr(bee, "I have nectar, I should return to the hive")
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state_transition.emit(self, "Travelling")
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else:
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## Bee has no pollen - they should move to a flower
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Log.pr(bee, "I have no nectar, I should find a flower")
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state_transition.emit(self, "Travelling")
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pass
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@ -5,11 +5,8 @@ class_name BeeReturning
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@onready var target = get_tree().get_first_node_in_group("beehive")
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func enter(_msg := {}):
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Log.pr("I return to the hive!")
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bee.animation_player.play("Flying")
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func update(delta : float) -> void:
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if target:
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@ -6,12 +6,7 @@ class_name BeeSleeping
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var time_at_patch : float = 0.0
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func enter(_msg := {}):
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Log.pr("BuzzzZZZzzzZZZZzzz (Sleeping)!")
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#animator.play("Idle")
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func update(_delta : float):
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# If there is a dancing bee in range of the hive then
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# we have a chance to wake up the bee...
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pass
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func update(_delta):
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pass
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@ -8,7 +8,6 @@ class_name BeeTravelling
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var return_to_hive : bool = false
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func enter(_msg := {}):
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Log.pr("I am on the move!")
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return_to_hive = false
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## Get the next target location from the bee
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if bee.just_gathering:
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@ -17,11 +16,8 @@ func enter(_msg := {}):
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else:
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target = bee.get_next_target()
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Log.pr(bee, target)
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# If we have no target, we are returning to the hive
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if !target:
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Log.pr("No more drones to visit, going to go back to the hive")
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return_to_hive = true
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bee.animation_player.play("Flying")
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@ -15,13 +15,8 @@ var in_range_of_flowers : bool = false
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var just_gathering : bool = false # Used to check if the bee has just been gathering to return to their previous director
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func _ready():
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speed = randi_range(35,55) # Randomise the bee speed a bit
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Log.pr("I have never bee-n so ready!")
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Log.pr(fsm.current_state.name)
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func get_current_director():
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return drone_manager.get_director(latest_target_director)
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@ -32,27 +27,21 @@ func get_current_director():
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## If we are at the highest director, we need to go to a flower
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func get_next_target():
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if nectar == 0:
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Log.pr("I have no nectar")
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## If there is a next directory drone, lets go to it
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var next_drone = drone_manager.get_next_director(latest_target_director)
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if next_drone:
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Log.pr("Next drone target", next_drone)
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latest_target_director = next_drone.visit_order
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return next_drone
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## If there is no next drone, check for a collector drone
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var collector_drone = drone_manager.get_collector()
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if collector_drone:
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Log.pr("Collector drone target", collector_drone)
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return collector_drone
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else:
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Log.pr("I have nectar")
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## Let's go home, we need the previous director drones location
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var previous_drone = drone_manager.get_previous_director(latest_target_director)
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if previous_drone:
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Log.pr("Previous drone target", previous_drone)
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latest_target_director = previous_drone.visit_order
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return previous_drone
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@ -10,10 +10,8 @@ func _on_area_entered(area:Area2D):
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## Check if the area entered is a flower patch
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if area.is_in_group("flowers"):
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bee.in_range_of_flowers = true
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Log.pr("I found some flowers!")
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func _on_area_exited(area:Area2D):
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## Check if the area exited is a flower patch
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if area.is_in_group("flowers"):
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bee.in_range_of_flowers = false
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Log.pr("I left the flowers!")
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bee.in_range_of_flowers = false
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@ -3,16 +3,10 @@ class_name Beehive
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var dancer_in_range : bool = false
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func _ready():
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Log.pr("Beehive has joined the party")
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func _on_area_2d_area_entered(area:Area2D):
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Log.pr("Beehive: Area entered", area)
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if area.is_in_group("dancer"):
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dancer_in_range = true
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print("Dancer in range")
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func _on_area_2d_area_exited(area:Area2D):
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if area.is_in_group("dancer"):
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dancer_in_range = false
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print("Dancer out of range")
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@ -10,14 +10,11 @@ var current_state : State
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# everything that uses a state machine!
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func _ready():
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Log.pr("FSM Ready")
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for child in get_children():
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if child is State:
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states[child.name.to_lower()] = child
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child.state_transition.connect(change_state)
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Log.pr(states)
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if initial_state:
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initial_state.enter()
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current_state = initial_state
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