Enemy Hivemind became Room Manager, will probably pull out the actual enemy script at some point

This commit is contained in:
derek
2024-11-07 11:21:21 -06:00
parent fa054ad3ed
commit 168963163a
25 changed files with 283 additions and 121 deletions

57
scripts/room_manager.gd Normal file
View File

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extends Node
var enemies = []
var doors = []
var room_checks = []
var number_enemies : int
var rot_amount : float
# Called when the node enters the scene tree for the first time.
func _ready():
for i in self.get_children():
if i.is_in_group("enemy"):
enemies.append(i)
i.last_enemy_dead.connect(last_enemy_dead)
if i.is_in_group("door"):
doors.append(i)
if i.is_in_group("room_check"):
room_checks.append(i)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if enemies.size() > 0:
#calculate move position for each child
for i in enemies:
if i.player_in_view == true:
#by number of minions determine the amount they should rotate around the player to be evenly distributed
number_enemies = enemies.size()
#return current array index
var enemy_rot_amount = enemies.find(i) * deg_to_rad(360 / number_enemies)
var player_pos = i.player.global_transform.origin
var enemy_pos = player_pos + Vector3(4,0,0)
var nav_pos : Vector3
nav_pos.x = player_pos.x + (enemy_pos.x-player_pos.x)*cos(enemy_rot_amount) - (enemy_pos.z-player_pos.z)*sin(enemy_rot_amount)
nav_pos.z = player_pos.z + (enemy_pos.x-player_pos.x)*sin(enemy_rot_amount) - (enemy_pos.z-player_pos.z)*cos(enemy_rot_amount)
i.nav_agent.set_target_position(nav_pos)
var next_nav_point = i.nav_agent.get_next_path_position()
i.hive_velocity = (next_nav_point - i.global_transform.origin).normalized() * i.SPEED
elif i.player_in_view != true and i.player_last_seen != null:
i.nav_agent.set_target_position(i.player_last_seen)
var next_nav_point = i.nav_agent.get_next_path_position()
i.hive_velocity = (next_nav_point - i.global_transform.origin).normalized() * i.SPEED
# loot on last enemy
if enemies.size() == 1:
for i in enemies:
i.loot_amount = 30 #later get this number from level manager
i.last_enemy = true
func last_enemy_dead():
for i in doors:
i.open()