npcs and enemies now inherit from character state
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@@ -19,11 +19,11 @@ func Enter():
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func Physics_Update(delta):
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update_minimap(0,2.0,ColorSwatch.RED_COLOR)
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if enemy.is_player_visible():
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if character.is_player_visible():
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#reset lost target timer
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lost_target_timer = time_to_lose_target
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#get player location
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enemy.cache_player_pos()
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character.cache_player_pos()
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#set player location as target
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update_player_target()
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#move and look at location
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@@ -34,7 +34,7 @@ func Physics_Update(delta):
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initial_timer -= delta
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else:
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#fire if player in view
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if enemy.ammo > 0:
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if character.ammo > 0:
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attack_sequence(delta)
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else:
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await get_tree().create_timer(.5).timeout
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@@ -54,42 +54,42 @@ func attack_sequence(delta):
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shot_timer -= delta
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else:
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shot_timer = randf_range(between_shot_time.x,between_shot_time.y)
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enemy.turret_material.emission_enabled = true
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character.turret_material.emission_enabled = true
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await get_tree().create_timer(.1).timeout
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attack()
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func update_player_target():
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move_target = enemy.player_last_seen
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look_target = enemy.player_last_seen + Vector3(0,.75,0)
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enemy.nav_agent.set_target_position(move_target)
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move_target = character.player_last_seen
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look_target = character.player_last_seen + Vector3(0,.75,0)
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character.nav_agent.set_target_position(move_target)
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func attack():
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fire(enemy.barrel_1)
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enemy.smoke.emitting = true
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fire(character.barrel_1)
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character.smoke.emitting = true
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await get_tree().create_timer(.1).timeout
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fire(enemy.barrel_2)
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enemy.smoke_2.emitting = true
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enemy.turret_material.emission_enabled = false
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fire(character.barrel_2)
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character.smoke_2.emitting = true
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character.turret_material.emission_enabled = false
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func fire(barrel):
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enemy.ammo -= 1
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SignalBus.emit_signal("engaging_target",enemy,enemy.player_last_seen)
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var instance_bullet = enemy.bullet.instantiate()
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character.ammo -= 1
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SignalBus.emit_signal("engaging_target",character,character.player_last_seen)
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var instance_bullet = character.bullet.instantiate()
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instance_bullet.position = barrel.global_position
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instance_bullet.transform.basis = barrel.global_transform.basis
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instance_bullet.bullet_speed = enemy.bullet_speed
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instance_bullet.bullet_drop = enemy.bullet_drop
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instance_bullet.random_spread_amt = enemy.random_spread_amt
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instance_bullet.bullet_damage = enemy.bullet_damage
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instance_bullet.fired_by = enemy
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instance_bullet.target_type = enemy.enemy_type
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instance_bullet.bullet_speed = character.bullet_speed
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instance_bullet.bullet_drop = character.bullet_drop
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instance_bullet.random_spread_amt = character.random_spread_amt
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instance_bullet.bullet_damage = character.bullet_damage
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instance_bullet.fired_by = character
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instance_bullet.target_type = character.enemy_type
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get_tree().get_root().add_child(instance_bullet)
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enemy.audio_fire.play()
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character.audio_fire.play()
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spawn_casing()
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func spawn_casing():
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var instance_casing = enemy.casing.instantiate()
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instance_casing.position = enemy.casing_ejector.global_position
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instance_casing.transform.basis = enemy.casing_ejector.global_transform.basis
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instance_casing.player_velocity = enemy.velocity * enemy.transform.basis
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var instance_casing = character.casing.instantiate()
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instance_casing.position = character.casing_ejector.global_position
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instance_casing.transform.basis = character.casing_ejector.global_transform.basis
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instance_casing.player_velocity = character.velocity * character.transform.basis
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get_tree().get_root().add_child(instance_casing)
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