feat: Implement nausea symptom system and related features
- Added SymptomManager autoload for managing symptom intensities. - Introduced nausea tilt effect for camera roll based on nausea intensity. - Created color desaturation shader and overlay for visual feedback. - Developed TreatmentManager to handle nausea ramping during IV treatment. - Added hospital room scene with first-person controller and interactions. - Implemented sit-down interaction for the treatment chair. - Created IV insertion sequence with animations and completion signal. - Added player controller with movement and interaction capabilities. - Integrated nausea effects into the player experience with smooth transitions.
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extends Node
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## Autoload singleton managing symptom states.
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##
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## Intensities are floats in the range [0, 100]. Nausea is the MVP symptom but
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## the API is generic so future symptoms (fatigue, taste distortion, etc.) can
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## reuse it. Register this script as an autoload named `SymptomManager`.
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## Emitted whenever any symptom intensity changes.
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## `symptom_id` is the changed symptom, `value` its new clamped intensity.
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signal symptom_intensity_changed(symptom_id: StringName, value: float)
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## Convenience signal specific to nausea (MVP visual effects subscribe to this).
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signal nausea_intensity_changed(value: float)
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const MIN_INTENSITY: float = 0.0
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const MAX_INTENSITY: float = 100.0
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## Well-known symptom ids.
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const NAUSEA: StringName = &"nausea"
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var _intensities: Dictionary = {}
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## Set a symptom's intensity to an absolute value (clamped to [0, 100]).
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func trigger_symptom(symptom_id: StringName, intensity: float) -> void:
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_set_intensity(symptom_id, intensity)
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## Add (or subtract, with a negative delta) to a symptom's current intensity.
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func add_intensity(symptom_id: StringName, delta: float) -> void:
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_set_intensity(symptom_id, get_intensity(symptom_id) + delta)
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## Return a symptom's current intensity, or 0.0 if never set.
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func get_intensity(symptom_id: StringName) -> float:
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return _intensities.get(symptom_id, 0.0)
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## Reset all symptoms to 0 (e.g. between treatments / new game).
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func reset_all() -> void:
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for symptom_id in _intensities.keys():
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_set_intensity(symptom_id, 0.0)
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func _set_intensity(symptom_id: StringName, value: float) -> void:
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var clamped := clampf(value, MIN_INTENSITY, MAX_INTENSITY)
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if is_equal_approx(_intensities.get(symptom_id, 0.0), clamped):
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return
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_intensities[symptom_id] = clamped
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symptom_intensity_changed.emit(symptom_id, clamped)
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if symptom_id == NAUSEA:
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nausea_intensity_changed.emit(clamped)
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class_name TreatmentManager
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extends Node
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## Drives nausea during an active treatment.
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##
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## When `start_ramp()` is called (wired to IV `iv_completed`), nausea ramps from
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## its current value up to `ramp_target` over `ramp_duration` seconds, then holds.
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## The SymptomManager autoload propagates changes to the tilt + desaturation
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## effects, so this node only needs to push intensity values.
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signal treatment_started
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signal ramp_complete
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## Target nausea intensity at the end of the initial ramp.
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@export var ramp_target: float = 40.0
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## How long (seconds) the initial ramp takes.
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@export var ramp_duration: float = 30.0
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var _ramping: bool = false
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var _elapsed: float = 0.0
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var _start_value: float = 0.0
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var _sm: Node = null
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func _ready() -> void:
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if is_inside_tree():
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_sm = get_tree().root.get_node_or_null("SymptomManager")
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if _sm == null:
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_sm = SymptomManager
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set_process(false)
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## Begin the nausea ramp. Safe to wire directly to IVInsertion.iv_completed.
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func start_ramp() -> void:
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if _sm == null:
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push_warning("TreatmentManager: SymptomManager not available.")
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return
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_start_value = _sm.get_intensity(_sm.NAUSEA)
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_elapsed = 0.0
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_ramping = true
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set_process(true)
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treatment_started.emit()
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func _process(delta: float) -> void:
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if not _ramping:
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return
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_elapsed += delta
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var t := clampf(_elapsed / ramp_duration, 0.0, 1.0)
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var value := lerpf(_start_value, ramp_target, t)
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_sm.trigger_symptom(_sm.NAUSEA, value)
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if t >= 1.0:
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_ramping = false
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set_process(false)
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ramp_complete.emit()
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