feat: NPC units drop demo packs

This commit is contained in:
Sara Gerretsen 2026-01-29 17:28:06 +01:00
parent dd6a639eb1
commit 6b7ca195ee
3 changed files with 32 additions and 12 deletions

View file

@ -4,11 +4,13 @@
#include "map_region.h"
#include "patrol_path.h"
#include "player_detector.h"
#include "scene/resources/packed_scene.h"
void NpcUnit::_bind_methods() {
BIND_HPROPERTY(Variant::OBJECT, patrol_path, PROPERTY_HINT_NODE_TYPE, "PatrolPath");
BIND_PROPERTY(Variant::FLOAT, patrol_speed);
BIND_HPROPERTY(Variant::OBJECT, region, PROPERTY_HINT_NODE_TYPE, "MapRegion");
BIND_HPROPERTY(Variant::OBJECT, drop_on_clear, PROPERTY_HINT_RESOURCE_TYPE, "PackedScene");
}
void NpcUnit::remove_npc(EnemyBody *npc) {
@ -18,18 +20,23 @@ void NpcUnit::remove_npc(EnemyBody *npc) {
npc->set_global_transform(tf);
}
void NpcUnit::on_npc_death() {
void NpcUnit::on_npc_death(EnemyBody *npc) {
Vector<EnemyBody>::Size living{ this->npcs.size() };
// remove any dead npcs from the list
// leaving their bodies as separate nodes part of the tree
for (Vector<EnemyBody>::Size i{ 0 }; i < this->npcs.size(); ++i) {
EnemyBody *npc{ this->npcs[i] };
if (npc->get_health()->get_health() <= 0) {
--living;
}
}
// remove unit from world once all npcs are dead
// all member NPCs are dead, remove self (leaving NPC bodies) and drop reward for player
if (living == 0) {
if (this->drop_on_clear.is_valid()) {
Node *node{ this->drop_on_clear->instantiate() };
if (Node3D * node3d{ cast_to<Node3D>(node) }) {
node3d->set_position(npc->get_global_position());
this->get_parent()->add_child(node3d);
}
}
for (EnemyBody *npc : this->npcs) {
remove_npc(npc);
}
@ -63,7 +70,7 @@ void NpcUnit::ready() {
detector->connect(PlayerDetector::sig_awareness_changed, callable_mp(this, &self_type::on_npc_awareness_changed));
}
if (HealthStatus * health{ npc->get_health() }) {
health->connect(HealthStatus::sig_death, callable_mp(this, &self_type::on_npc_death));
health->connect(HealthStatus::sig_death, callable_mp(this, &self_type::on_npc_death).bind(npc));
}
}
}
@ -123,3 +130,11 @@ void NpcUnit::set_region(MapRegion *region) {
MapRegion *NpcUnit::get_region() const {
return this->region;
}
void NpcUnit::set_drop_on_clear(Ref<PackedScene> object) {
this->drop_on_clear = object;
}
Ref<PackedScene> NpcUnit::get_drop_on_clear() const {
return this->drop_on_clear;
}

View file

@ -11,7 +11,7 @@ class NpcUnit : public Node3D {
GDCLASS(NpcUnit, Node3D);
static void _bind_methods();
void remove_npc(EnemyBody *unit);
void on_npc_death();
void on_npc_death(EnemyBody *npc);
void on_npc_awareness_changed(bool seen);
void child_added(Node *node);
void enter_tree();
@ -28,6 +28,8 @@ public:
float get_patrol_speed() const;
void set_region(MapRegion *region);
MapRegion *get_region() const;
void set_drop_on_clear(Ref<PackedScene> object);
Ref<PackedScene> get_drop_on_clear() const;
private:
bool aware_of_player{ false };
@ -35,6 +37,7 @@ private:
PatrolPath *patrol_path{ nullptr };
float patrol_speed{ 1.f };
MapRegion *region{ nullptr };
Ref<PackedScene> drop_on_clear{};
};
#endif // !NPC_UNIT_H