they talk to each other now

This commit is contained in:
derek
2025-05-02 15:14:42 -05:00
parent db07777fca
commit 083f1eec83
9 changed files with 1200 additions and 11 deletions

View File

@@ -9,6 +9,7 @@ var last_enemy : bool = false
@export var start_health = 3
@export var max_ammo = 10
@export var loot_amount = 2
@export var join_ally_max_distance = 10
@export var nav_agent : NavigationAgent3D
@export var hit_targets : Array[Area3D]
@export var visibility_areas : Array[Area3D]
@@ -78,10 +79,11 @@ var ammo
var line_of_sight_target
var player_last_seen
var point_of_interest
var points_of_interest = []
func _ready():
SignalBus.suspicious_sound.connect(add_point_of_interest)
SignalBus.engaging_target.connect(investigate_nearby_combat)
health = start_health
ammo = max_ammo
player = level_control.player
@@ -151,12 +153,29 @@ func cache_player_pos():
player_last_seen = line_of_sight_ray.get_collision_point()
func add_point_of_interest(point,loudness,max_distance):
var distance_to_point = global_position.distance_to(point)
if distance_to_point <= max_distance:
var perceived_loudness = 1/distance_to_point * loudness
var add_point = {"point" : point, "loudness" : perceived_loudness}
point_of_interest = add_point
var current_state_name = state_machine.current_state.name.to_lower()
if current_state_name == "idle" or current_state_name == "search":
var distance_to_point = global_position.distance_to(point)
if distance_to_point <= max_distance:
var perceived_loudness = 1/distance_to_point * loudness
var add_point = {"point" : point, "loudness" : perceived_loudness}
points_of_interest.append(add_point)
if current_state_name == "idle":
change_state_to("search")
if current_state_name == "search":
pass
#get new waypoint
#state_machine.current_state.investigate_points_of_interest()
func investigate_nearby_combat(ally,target):
if ally != self:
var distance_to_ally = global_position.distance_to(ally.global_position)
if distance_to_ally < join_ally_max_distance:
player_last_seen = target
if state_machine.current_state.name.to_lower() == "idle":
change_state_to("search")
func save():
var save_dict = {