Working on enemy hivemind, it's doing *something* now
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@@ -25,7 +25,7 @@ const MAX_AV = 10
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@onready var casing_ejector = $TurretLook/Turret/CasingEjector
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@onready var prefire_timer = $Timers/prefire_timer
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@onready var postfire_timer = $Timers/postfire_timer
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@onready var retarget_timer = $Timers/retarget_timer
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@onready var knocked_timer = $Timers/knocked_timer
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@onready var turret_look_next = $TurretLookNext
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@onready var spider_look_next = $SpiderLookNext
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@onready var body = $body
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@@ -41,6 +41,7 @@ const MAX_AV = 10
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@export var die_particles : Resource
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@onready var turret_look = $TurretLook
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var gravity = 9.8
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var particlespawn
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var rng = RandomNumberGenerator.new()
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var rand_select
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@@ -49,6 +50,7 @@ var body_look_to
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var distance_to_player
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var hive_velocity
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var hive_nav_point
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var knocked
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func _ready():
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player = get_node(player_path)
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@@ -60,12 +62,10 @@ func _ready():
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postfire_timer.start()
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func _process(delta):
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velocity = Vector3.ZERO
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# Navigation
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#nav_agent.set_target_position(player.global_transform.origin)
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#var next_nav_point = nav_agent.get_next_path_position()
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velocity = hive_velocity
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if !knocked:
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velocity = hive_velocity
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#FIX BODY ROTATION
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spider_look_next.look_at(Vector3(player.global_position.x, 0, player.global_position.z), Vector3.UP)
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@@ -76,9 +76,12 @@ func _process(delta):
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distance_to_player = abs(self.global_position - player.global_position)
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#apply gravity
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if !is_on_floor():
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velocity.y -= gravity * delta
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if distance_to_player.x > 4 or distance_to_player.z > 4:
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move_and_slide()
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#if distance_to_player.x > 4 or distance_to_player.z > 4:
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move_and_slide()
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func _on_area_3d_body_part_hit(dam,bullet_damage):
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@@ -160,5 +163,14 @@ func _on_prefire_timer_timeout():
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func _on_postfire_timer_timeout():
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prefire_timer.start()
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if turret_look_next.is_colliding() and turret_look_next.get_collider().is_in_group("player"):
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prefire_timer.start()
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else:
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postfire_timer.start()
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turret_material.emission_enabled = true
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func _on_knocked_timer_timeout():
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print("KNOCK TIMEOUT")
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velocity = Vector3(0,0,0)
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knocked = false
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