Bee State Machine

This commit is contained in:
Dan 2024-05-03 15:43:05 +01:00
parent 20bcab01b1
commit 752131c955
16 changed files with 467 additions and 13 deletions

55
entities/scripts/bee.gd Normal file
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extends Node2D
class_name Bee
@onready var fsm = $StateMachine as FiniteStateMachine
@onready var drone_manager = get_tree().get_first_node_in_group("dronemanager") as DroneManager
@export var nectar : int = 0
@export var speed : int = 30
var latest_target_director : int = 0
# This is updated when the bee enters or exits a flower patch
var in_range_of_flowers : bool = false
func _ready():
Log.pr("I have never bee-n so ready!")
Log.pr(fsm.current_state.name)
## Get the next target to move to
## If we have no nectar, we need to go up the director list
## If we have nectar, we need to go down the director list
## If we are at the lower director, we need to go the hive
## If we are at the highest director, we need to go to a flower
func get_next_target():
if nectar == 0:
Log.pr("I have no nectar")
## If there is a next directory drone, lets go to it
var next_drone = drone_manager.get_next_director(latest_target_director)
if next_drone:
Log.pr("Next drone target", next_drone)
latest_target_director = next_drone.visit_order
return next_drone
## If there is no next drone, check for a collector drone
var collector_drone = drone_manager.get_collector()
if collector_drone:
Log.pr("Collector drone target", collector_drone)
return collector_drone
else:
Log.pr("I have nectar")
## Let's go home, we need the previous director drones location
var previous_drone = drone_manager.get_previous_director(latest_target_director)
if previous_drone:
Log.pr("Previous drone target", previous_drone)
latest_target_director = previous_drone.visit_order
return previous_drone
pass