balancing mit W
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@ -1,6 +1,16 @@
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class_name AudienceProfile
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extends Node2D
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const HAPPY_THRESHOLD: float = 2
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const ANGRY_THRESHOLD: float = -1
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const LASHOUT_THRESHOLD: float = -5
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const HAPPINESS_DECAY: float = .01
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const LASHOUT_DECAY: float = .01
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const GOOD_REACTION: float = 1
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const NEUTRAL_REACTION: float = .1
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const BAD_REACTION: float = -1.2
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const BOTTLE_REACTION: float = 3
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class ProfileData:
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var happy_threshold: float
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@ -39,23 +49,12 @@ var joke_mood_mapping: Dictionary
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static func get_profile_data(index) -> ProfileData:
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var profiles = [
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ProfileData.new(3, -3, -10, 0.1, 0.1, {0: 1, 1: -0.25, 2: 0, 3: 2}),
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ProfileData.new(3, -3, -10, 0.1, 0.1, {0: 0, 1: 1, 2: -0.25, 3: 2}),
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ProfileData.new(3, -3, -10, 0.1, 0.1, {0: -0.25, 1: 0, 2: 1, 3: 2}),
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ProfileData.new(HAPPY_THRESHOLD, ANGRY_THRESHOLD, LASHOUT_THRESHOLD, HAPPINESS_DECAY, LASHOUT_DECAY, {0: GOOD_REACTION, 1: BAD_REACTION, 2: NEUTRAL_REACTION, 3: BOTTLE_REACTION}),
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ProfileData.new(HAPPY_THRESHOLD, ANGRY_THRESHOLD, LASHOUT_THRESHOLD, HAPPINESS_DECAY, LASHOUT_DECAY, {0: NEUTRAL_REACTION, 1: GOOD_REACTION, 2: BAD_REACTION, 3: BOTTLE_REACTION}),
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ProfileData.new(HAPPY_THRESHOLD, ANGRY_THRESHOLD, LASHOUT_THRESHOLD, HAPPINESS_DECAY, LASHOUT_DECAY, {0: BAD_REACTION, 1: NEUTRAL_REACTION, 2: GOOD_REACTION, 3: BOTTLE_REACTION}),
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]
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return profiles[index]
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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pass
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func load_data(data: ProfileData):
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happy_threshold = data.happy_threshold
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angry_threshold = data.angry_threshold
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@ -2,7 +2,7 @@
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[ext_resource type="Script" path="res://scenes/crowd/crowd.gd" id="1_y7wyj"]
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[ext_resource type="Texture2D" uid="uid://b6p145ne8x013" path="res://sprites/room/table.svg" id="2_bax5s"]
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[ext_resource type="PackedScene" path="res://sprites/room/chair.tscn" id="3_y4hpm"]
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[ext_resource type="PackedScene" uid="uid://bbehbuw5lvfkr" path="res://sprites/room/chair.tscn" id="3_y4hpm"]
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[node name="Crowd" type="Node2D"]
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position = Vector2(240, 232)
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@ -83,7 +83,7 @@ func _process(delta):
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if laughter_left >= 0:
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laughter_left -= delta
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if not is_listening and mood > profile.happy_threshold * .5:
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if not is_listening and mood > profile.happy_threshold * .9:
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mood -= profile.happiness_decay * delta
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elif not is_listening and mood < profile.lashout_threshold * .9:
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mood += profile.lashout_decay * delta
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@ -103,7 +103,7 @@ func _input(event):
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update_mood(-1.)
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func update_mood(change: float):
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if mood > profile.happy_threshold and change > 0 and laughter_left <= 0:
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if laughter_left <= 0 and change > 0 and (mood + change) > profile.happy_threshold :
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laughter_left = laughter_duration
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# bob head
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var tween = get_tree().create_tween().bind_node(self).set_loops(laughter_bobs)
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@ -143,8 +143,8 @@ func on_joke_start():
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func on_hear_joke(joke: Joke):
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var mood_change = profile.joke_mood_mapping.get(joke.type, 0) * joke.effectiveness
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if joke.type == last_joke_heard:
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mood_change = min(0, mood_change)
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if joke.type == last_joke_heard and mood_change > 0:
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mood_change *= .5
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update_mood(mood_change)
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last_joke_heard = joke.type
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@ -152,7 +152,7 @@ func on_joke_finish():
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is_listening = false
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func throw_bottle():
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mood += 2.0
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mood = profile.lashout_threshold * 0.99
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var bottle_scene = preload("res://scenes/objects/bottle.tscn")
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var bottle = bottle_scene.instantiate()
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@ -19,7 +19,7 @@ var required_stamina: int
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var effectiveness: float
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static func get_bottle_joke():
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return Joke.new(JokeType.Bottle, 5, 1)
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return Joke.new(JokeType.Bottle, 15, 1)
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static func get_random_joke(type):
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var stamina = STAMINA_CATEGORIES[randi_range(0, STAMINA_CATEGORIES.size() - 1)]
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