pollen-not-included/entities/scripts/bee.gd
Dan 2a9e78b52e Refactor: Added explicit typing and void return types
- Introduced explicit typing to variables and functions across multiple scripts for better code clarity.
- Specified 'void' as the return type for functions that do not return a value.
- Removed redundant code in some scripts.
2024-05-15 10:42:16 +01:00

75 lines
2.5 KiB
GDScript

extends Node2D
class_name Bee
@onready var fsm : FiniteStateMachine = $StateMachine as FiniteStateMachine
@onready var drone_manager : DroneManager = get_tree().get_first_node_in_group("dronemanager") as DroneManager
@onready var bee_position_animation : AnimationPlayer = $BeePositionAnimation as AnimationPlayer
@onready var bee_wing_animation : AnimationPlayer = $WingAnimation as AnimationPlayer
@onready var bee_body : Sprite2D = $BeeBody as Sprite2D
@onready var impact_cloud : CPUParticles2D = $ImpactCloud
@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
var just_gathering : bool = false # Used to check if the bee has just been gathering to return to their previous director
func _ready() -> void:
modulate = Color(1,1,1,1)
impact_cloud.visible = false
speed = randi_range(35,55) # Randomise the bee speed a bit
bee_wing_animation.play("Fly")
func get_current_director() -> DirectorDrone:
return drone_manager.get_director(latest_target_director)
## 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() -> Drone:
if nectar == 0:
Log.pr("No nectar!")
## If there is a next directory drone, lets go to it
var next_drone : DirectorDrone = drone_manager.get_next_director(latest_target_director)
if 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 : CollectorDrone = drone_manager.get_collector()
if collector_drone:
return collector_drone
else:
## Let's go home, we need the previous director drones location
var previous_drone : DirectorDrone = drone_manager.get_previous_director(latest_target_director)
if previous_drone:
Log.pr("Previous drone", previous_drone)
latest_target_director = previous_drone.visit_order
return previous_drone
else:
Log.pr("No previous drone")
return null
return null
func deposit_nectar() -> void:
if nectar > 0:
GameState.add_nectar(nectar)
nectar = 0
latest_target_director = 0
just_gathering = false
func die() -> void:
# Move to the death state
fsm.force_change_state("Death")