serious improvements on Ai and now has reload and rudimentary search
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@@ -883,13 +883,16 @@ script = ExtResource("9_6mvds")
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enemy = NodePath("../..")
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metadata/_custom_type_script = "uid://dhxolagi0b5s1"
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[node name="Attack" type="Node" parent="StateMachine" node_paths=PackedStringArray("enemy")]
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[node name="Attack" type="Node" parent="StateMachine" node_paths=PackedStringArray("alert_sound", "enemy")]
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script = ExtResource("10_gicen")
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alert_sound = NodePath("../../AUIDO/Alarm")
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enemy = NodePath("../..")
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body_turn_speed = 1.0
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[node name="Reload" type="Node" parent="StateMachine" node_paths=PackedStringArray("enemy")]
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[node name="Reload" type="Node" parent="StateMachine" node_paths=PackedStringArray("reload_sound", "servo_sound", "enemy")]
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script = ExtResource("11_ekglj")
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reload_sound = NodePath("../../AUIDO/Reload")
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servo_sound = NodePath("../../AUIDO/ServoSingle")
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enemy = NodePath("../..")
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[node name="Search" type="Node" parent="StateMachine" node_paths=PackedStringArray("enemy")]
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@@ -1,6 +1,17 @@
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extends EnemyState
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class_name EnemyAttack
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@export var initial_wait_time : float = 1.0
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@export var between_shot_time : Vector2 = Vector2(.5,2.0)
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@export var alert_sound : AudioStreamPlayer3D
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var initial_timer
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var shot_timer = 0.0
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func Enter():
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initial_timer = initial_wait_time
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alert_sound.play()
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func Physics_Update(delta):
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if enemy.is_player_visible():
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#get player location
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@@ -10,10 +21,58 @@ func Physics_Update(delta):
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#move and look at location
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move_to_nav_point(delta)
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turret_look3D(delta)
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#Initial wait time
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if initial_timer > 0:
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initial_timer -= delta
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else:
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#fire if player in view
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if enemy.ammo > 0:
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if shot_timer > 0:
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shot_timer -= delta
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else:
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shot_timer = randf_range(between_shot_time.x,between_shot_time.y)
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enemy.turret_material.emission_enabled = true
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await get_tree().create_timer(.1).timeout
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attack()
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else:
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await get_tree().create_timer(.5).timeout
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Transitioned.emit(self,"reload")
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else:
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Transitioned.emit(self,"idle") #when search is working make this search
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Transitioned.emit(self,"search")
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func update_player_target():
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move_target = enemy.player_last_seen
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look_target = enemy.player_last_seen + Vector3(0,.75,0)
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enemy.nav_agent.set_target_position(move_target)
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func attack():
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fire(enemy.barrel_1)
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enemy.smoke.emitting = true
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await get_tree().create_timer(.1).timeout
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fire(enemy.barrel_2)
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enemy.smoke_2.emitting = true
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enemy.turret_material.emission_enabled = false
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func fire(barrel):
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enemy.ammo -= 1
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var instance_bullet = enemy.bullet.instantiate()
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instance_bullet.position = barrel.global_position
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instance_bullet.transform.basis = barrel.global_transform.basis
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instance_bullet.bullet_speed = enemy.bullet_speed
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instance_bullet.bullet_drop = enemy.bullet_drop
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instance_bullet.random_spread_amt = enemy.random_spread_amt
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instance_bullet.bullet_damage = enemy.bullet_damage
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instance_bullet.fired_by = enemy
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instance_bullet.target_type = enemy.enemy_type
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get_tree().get_root().add_child(instance_bullet)
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enemy.audio_fire.play()
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spawn_casing()
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func spawn_casing():
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var instance_casing = enemy.casing.instantiate()
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instance_casing.position = enemy.casing_ejector.global_position
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instance_casing.transform.basis = enemy.casing_ejector.global_transform.basis
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instance_casing.player_velocity = enemy.velocity * enemy.transform.basis
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get_tree().get_root().add_child(instance_casing)
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@@ -1,2 +1,47 @@
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extends EnemyState
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class_name EnemyReload
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@export var reload_sound : AudioStreamPlayer3D
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@export var servo_sound : AudioStreamPlayer3D
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@export var retreat_distance : float = 5.0
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@onready var player = get_tree().current_scene.player
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func Enter():
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update_reload_move_target()
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servo_sound.play()
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func Update(delta):
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if enemy.ammo < enemy.max_ammo:
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reload()
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else:
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finished_reload()
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func Physics_Update(delta):
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if enemy.is_player_visible():
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#get player location
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enemy.cache_player_pos()
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update_reload_look_target()
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move_to_nav_point(delta)
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turret_look3D(delta)
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func update_reload_look_target():
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look_target = enemy.global_position + Vector3(0,10,0)
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func update_reload_move_target():
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var direction = (enemy.player_last_seen - enemy.global_position).normalized()
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move_target = direction * retreat_distance
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enemy.nav_agent.set_target_position(move_target)
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func reload():
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if !reload_sound.is_playing():
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enemy.ammo += 1
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reload_sound.play()
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func finished_reload():
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servo_sound.play()
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if enemy.is_player_visible():
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Transitioned.emit(self,"attack")
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else:
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Transitioned.emit(self,"search") #fix to search when it works
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@@ -1,2 +1,43 @@
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extends EnemyState
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class_name EnemySearch
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@export var scan_time : float = 3
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@export var scan_cone_angle : float = 90
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var scan_timer
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var scan_direction = scan_cone_angle/2
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func Enter():
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scan_timer = scan_time
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get_new_point_of_interest()
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func Update(delta):
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attack_on_sight()
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#on timeout change scan direction
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if scan_timer > 0:
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scan_timer -= delta
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else:
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change_scan_direction()
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func Physics_Update(delta):
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#draw target for debug purposes
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debug_marker(move_target)
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#if navigation is finished get new point, otherwise continue on path
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if enemy.nav_agent.is_navigation_finished():
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get_new_point_of_interest()
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else:
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move_to_nav_point(delta)
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#do turret scan
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turret_look3D(delta)
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func get_new_point_of_interest():
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if enemy.player_last_seen != null and enemy.player_last_seen != move_target:
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move_target = enemy.player_last_seen
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enemy.nav_agent.set_target_position(move_target)
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else:
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Transitioned.emit(self,"idle")
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func change_scan_direction():
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scan_timer = scan_time
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scan_direction = -scan_direction
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