serious improvements on Ai and now has reload and rudimentary search

This commit is contained in:
derek
2025-05-01 16:33:58 -05:00
parent 303a12b827
commit 02436895e9
4 changed files with 151 additions and 3 deletions

View File

@@ -883,13 +883,16 @@ script = ExtResource("9_6mvds")
enemy = NodePath("../..") enemy = NodePath("../..")
metadata/_custom_type_script = "uid://dhxolagi0b5s1" metadata/_custom_type_script = "uid://dhxolagi0b5s1"
[node name="Attack" type="Node" parent="StateMachine" node_paths=PackedStringArray("enemy")] [node name="Attack" type="Node" parent="StateMachine" node_paths=PackedStringArray("alert_sound", "enemy")]
script = ExtResource("10_gicen") script = ExtResource("10_gicen")
alert_sound = NodePath("../../AUIDO/Alarm")
enemy = NodePath("../..") enemy = NodePath("../..")
body_turn_speed = 1.0 body_turn_speed = 1.0
[node name="Reload" type="Node" parent="StateMachine" node_paths=PackedStringArray("enemy")] [node name="Reload" type="Node" parent="StateMachine" node_paths=PackedStringArray("reload_sound", "servo_sound", "enemy")]
script = ExtResource("11_ekglj") script = ExtResource("11_ekglj")
reload_sound = NodePath("../../AUIDO/Reload")
servo_sound = NodePath("../../AUIDO/ServoSingle")
enemy = NodePath("../..") enemy = NodePath("../..")
[node name="Search" type="Node" parent="StateMachine" node_paths=PackedStringArray("enemy")] [node name="Search" type="Node" parent="StateMachine" node_paths=PackedStringArray("enemy")]

View File

@@ -1,6 +1,17 @@
extends EnemyState extends EnemyState
class_name EnemyAttack class_name EnemyAttack
@export var initial_wait_time : float = 1.0
@export var between_shot_time : Vector2 = Vector2(.5,2.0)
@export var alert_sound : AudioStreamPlayer3D
var initial_timer
var shot_timer = 0.0
func Enter():
initial_timer = initial_wait_time
alert_sound.play()
func Physics_Update(delta): func Physics_Update(delta):
if enemy.is_player_visible(): if enemy.is_player_visible():
#get player location #get player location
@@ -10,10 +21,58 @@ func Physics_Update(delta):
#move and look at location #move and look at location
move_to_nav_point(delta) move_to_nav_point(delta)
turret_look3D(delta) turret_look3D(delta)
#Initial wait time
if initial_timer > 0:
initial_timer -= delta
else:
#fire if player in view
if enemy.ammo > 0:
if shot_timer > 0:
shot_timer -= delta
else:
shot_timer = randf_range(between_shot_time.x,between_shot_time.y)
enemy.turret_material.emission_enabled = true
await get_tree().create_timer(.1).timeout
attack()
else:
await get_tree().create_timer(.5).timeout
Transitioned.emit(self,"reload")
else: else:
Transitioned.emit(self,"idle") #when search is working make this search Transitioned.emit(self,"search")
func update_player_target(): func update_player_target():
move_target = enemy.player_last_seen move_target = enemy.player_last_seen
look_target = enemy.player_last_seen + Vector3(0,.75,0) look_target = enemy.player_last_seen + Vector3(0,.75,0)
enemy.nav_agent.set_target_position(move_target) enemy.nav_agent.set_target_position(move_target)
func attack():
fire(enemy.barrel_1)
enemy.smoke.emitting = true
await get_tree().create_timer(.1).timeout
fire(enemy.barrel_2)
enemy.smoke_2.emitting = true
enemy.turret_material.emission_enabled = false
func fire(barrel):
enemy.ammo -= 1
var instance_bullet = enemy.bullet.instantiate()
instance_bullet.position = barrel.global_position
instance_bullet.transform.basis = barrel.global_transform.basis
instance_bullet.bullet_speed = enemy.bullet_speed
instance_bullet.bullet_drop = enemy.bullet_drop
instance_bullet.random_spread_amt = enemy.random_spread_amt
instance_bullet.bullet_damage = enemy.bullet_damage
instance_bullet.fired_by = enemy
instance_bullet.target_type = enemy.enemy_type
get_tree().get_root().add_child(instance_bullet)
enemy.audio_fire.play()
spawn_casing()
func spawn_casing():
var instance_casing = enemy.casing.instantiate()
instance_casing.position = enemy.casing_ejector.global_position
instance_casing.transform.basis = enemy.casing_ejector.global_transform.basis
instance_casing.player_velocity = enemy.velocity * enemy.transform.basis
get_tree().get_root().add_child(instance_casing)

View File

@@ -1,2 +1,47 @@
extends EnemyState extends EnemyState
class_name EnemyReload class_name EnemyReload
@export var reload_sound : AudioStreamPlayer3D
@export var servo_sound : AudioStreamPlayer3D
@export var retreat_distance : float = 5.0
@onready var player = get_tree().current_scene.player
func Enter():
update_reload_move_target()
servo_sound.play()
func Update(delta):
if enemy.ammo < enemy.max_ammo:
reload()
else:
finished_reload()
func Physics_Update(delta):
if enemy.is_player_visible():
#get player location
enemy.cache_player_pos()
update_reload_look_target()
move_to_nav_point(delta)
turret_look3D(delta)
func update_reload_look_target():
look_target = enemy.global_position + Vector3(0,10,0)
func update_reload_move_target():
var direction = (enemy.player_last_seen - enemy.global_position).normalized()
move_target = direction * retreat_distance
enemy.nav_agent.set_target_position(move_target)
func reload():
if !reload_sound.is_playing():
enemy.ammo += 1
reload_sound.play()
func finished_reload():
servo_sound.play()
if enemy.is_player_visible():
Transitioned.emit(self,"attack")
else:
Transitioned.emit(self,"search") #fix to search when it works

View File

@@ -1,2 +1,43 @@
extends EnemyState extends EnemyState
class_name EnemySearch class_name EnemySearch
@export var scan_time : float = 3
@export var scan_cone_angle : float = 90
var scan_timer
var scan_direction = scan_cone_angle/2
func Enter():
scan_timer = scan_time
get_new_point_of_interest()
func Update(delta):
attack_on_sight()
#on timeout change scan direction
if scan_timer > 0:
scan_timer -= delta
else:
change_scan_direction()
func Physics_Update(delta):
#draw target for debug purposes
debug_marker(move_target)
#if navigation is finished get new point, otherwise continue on path
if enemy.nav_agent.is_navigation_finished():
get_new_point_of_interest()
else:
move_to_nav_point(delta)
#do turret scan
turret_look3D(delta)
func get_new_point_of_interest():
if enemy.player_last_seen != null and enemy.player_last_seen != move_target:
move_target = enemy.player_last_seen
enemy.nav_agent.set_target_position(move_target)
else:
Transitioned.emit(self,"idle")
func change_scan_direction():
scan_timer = scan_time
scan_direction = -scan_direction