added most player movement states and started work on 'on foot'
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@@ -1,91 +1,14 @@
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extends State
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class_name PlayerState
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@export var character: CharacterBody3D
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@export var move_speed: float = 3
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@export var body_turn_speed: float = 3
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@export var head_turn_speed: float = 6.0
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@export var can_see: bool = true # indicates whether the character is able to see things in the state
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@export var poi_investigate: bool = false
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@export var poi_change_to_search: bool = false
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@export var poi_update_waypoint_immediately: bool = false
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@export var move_speed: float = 12
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@export var move_transition_speed : float = 7
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@onready var player_character = get_parent().player_character
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var move_target
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var look_target
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func character_has_target():
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if character.player_last_seen != null:
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return true
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if character.point_of_interest != null:
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return true
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return false
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func update_move_target():
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if character.player_last_seen != null:
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return character.player_last_seen
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elif character.point_of_interest != null:
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return character.point_of_interest["point"]
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else:
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return character.global_position
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func search_on_lost_target():
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if !character.is_player_visible():
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Transitioned.emit(self, "attack")
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func move_target_adj(position):
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return Vector3(position.x, character.global_position.y, position.z)
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func rotate_to_face2D(object, target, target_offset_angle, delta, turn_speed):
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#to allow both nodes and positions to be passed to this function, test the target and use Vector3 coords
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var target_transformed
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if target == null:
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target_transformed = object.global_position
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elif target is Vector3:
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target_transformed = target
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elif target is Node3D:
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target_transformed = target.global_position
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var pos2d = Vector2(object.global_position.x, object.global_position.z)
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var target_pos2d = Vector2(target_transformed.x, target_transformed.z)
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var direction = (pos2d - target_pos2d)
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return lerp_angle(object.global_rotation.y, atan2(direction.x, direction.y) + deg_to_rad(target_offset_angle), delta * turn_speed)
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func rotate_to_face3D(object: Node3D, target, target_offset_angle: Vector3, delta: float, turn_speed: float):
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if target == null:
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return
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var target_positon
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if target is Vector3:
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target_positon = target
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else:
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target_positon = target.global_position
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var desired_rotation = object.global_transform.looking_at(target_positon, Vector3.UP).basis.get_euler()
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var current_rotation = object.global_rotation
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#Interpolate each axis
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current_rotation.x = lerp_angle(current_rotation.x, desired_rotation.x + target_offset_angle.x, delta * turn_speed)
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current_rotation.y = lerp_angle(current_rotation.y, desired_rotation.y + target_offset_angle.y, delta * turn_speed)
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current_rotation.z = lerp_angle(current_rotation.z, desired_rotation.z + target_offset_angle.z, delta * turn_speed)
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#clamp pitch
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var max_downward_pitch = deg_to_rad(85)
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var min_upward_pitch = deg_to_rad(-45)
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current_rotation.x = clamp(current_rotation.x, min_upward_pitch, max_downward_pitch)
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object.global_rotation = current_rotation
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func move_to_nav_point(delta):
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var destination = character.nav_agent.get_next_path_position()
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var local_destination = destination - character.global_position
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var new_velocity = local_destination.normalized() * move_speed
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character.nav_agent.set_velocity(new_velocity)
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character.global_rotation.y = rotate_to_face2D(character, destination, 0, delta, body_turn_speed)
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func velocity_computed(safe_velocity):
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character.velocity = character.velocity.move_toward(safe_velocity, .25)
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func update_minimap(priority, duration, color):
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SignalBus.emit_signal("ui_minimap_point", character, character.global_position, 1, duration, color)
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func standard_movement(delta):
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player_character.velocity.x = lerp(player_character.velocity.x, player_character.movement_input().x * move_speed,delta * move_transition_speed)
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player_character.velocity.z = lerp(player_character.velocity.z, player_character.movement_input().z * move_speed,delta * move_transition_speed)
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