npcs and enemies now inherit from character state

This commit is contained in:
derek
2025-05-12 14:05:18 -05:00
parent 971ec93e35
commit 4c98bca83b
9 changed files with 2421 additions and 182 deletions

View File

@@ -1,127 +1,44 @@
extends State
extends CharacterState
class_name EnemyState
@export var enemy : CharacterBody3D
@export var move_speed : float = 3
@export var body_turn_speed : float = 3
@export var turret_speed : float = 6.0
@export var can_see : bool = true # indicates whether the enemy is able to see things in the state
@export var poi_investigate : bool = false
@export var poi_change_to_search : bool = false
@export var poi_update_waypoint_immediately : bool = false
var move_target
var look_target
func enemy_has_target():
if enemy.player_last_seen != null:
if character.player_last_seen != null:
return true
if enemy.point_of_interest != null:
if character.point_of_interest != null:
return true
return false
func update_move_target():
if enemy.player_last_seen != null:
return enemy.player_last_seen
elif enemy.point_of_interest != null:
return enemy.point_of_interest["point"]
else:
return enemy.global_position
func attack_on_sight():
if can_see:
if enemy.is_player_in_area() and enemy.is_player_visible():
enemy.cache_player_pos()
if character.is_player_in_area() and character.is_player_visible():
character.cache_player_pos()
Transitioned.emit(self,"attack")
if enemy.turret_look.is_colliding():
if enemy.turret_look.get_collider() is Player:
enemy.cache_player_pos()
if character.turret_look.is_colliding():
if character.turret_look.get_collider() is Player:
character.cache_player_pos()
Transitioned.emit(self,"attack")
func search_on_lost_target():
if !enemy.is_player_visible():
Transitioned.emit(self,"attack")
func move_target_adj(position):
return Vector3(position.x,enemy.global_position.y,position.z)
func search_for_suspicious_sounds():
if enemy.point_of_interest != null:
enemy.player_last_seen = null
Transitioned.emit(self,"search")
func rotate_to_face2D(object,target,target_offset_angle,delta,turn_speed):
#to allow both nodes and positions to be passed to this function, test the target and use Vector3 coords
var target_transformed
if target == null:
target_transformed = object.global_position
elif target is Vector3:
target_transformed = target
elif target is Node3D:
target_transformed = target.global_position
var pos2d = Vector2(object.global_position.x,object.global_position.z)
var target_pos2d = Vector2(target_transformed.x,target_transformed.z)
var direction = (pos2d - target_pos2d)
return lerp_angle(object.global_rotation.y,atan2(direction.x,direction.y) + deg_to_rad(target_offset_angle),delta * turn_speed)
func rotate_to_face3D(object : Node3D,target,target_offset_angle : Vector3,delta : float,turn_speed : float):
if target == null:
return
var target_positon
if target is Vector3:
target_positon = target
else:
target_positon = target.global_position
var desired_rotation = object.global_transform.looking_at(target_positon,Vector3.UP).basis.get_euler()
var current_rotation = object.global_rotation
#Interpolate each axis
current_rotation.x = lerp_angle(current_rotation.x,desired_rotation.x + target_offset_angle.x,delta * turn_speed)
current_rotation.y = lerp_angle(current_rotation.y,desired_rotation.y + target_offset_angle.y,delta * turn_speed)
current_rotation.z = lerp_angle(current_rotation.z,desired_rotation.z + target_offset_angle.z,delta * turn_speed)
#clamp pitch
var max_downward_pitch = deg_to_rad(85)
var min_upward_pitch = deg_to_rad(-45)
current_rotation.x = clamp(current_rotation.x,min_upward_pitch, max_downward_pitch)
object.global_rotation = current_rotation
func move_to_nav_point(delta):
var destination = enemy.nav_agent.get_next_path_position()
var local_destination = destination - enemy.global_position
var new_velocity = local_destination.normalized() * move_speed
enemy.nav_agent.set_velocity(new_velocity)
enemy.global_rotation.y = rotate_to_face2D(enemy,destination,0,delta,body_turn_speed)
func velocity_computed(safe_velocity):
enemy.velocity = enemy.velocity.move_toward(safe_velocity,.25)
func turret_look2D(delta):
enemy.turret_look.global_rotation.y = rotate_to_face2D(enemy.turret_look,look_target,0,delta,turret_speed)
character.turret_look.global_rotation.y = rotate_to_face2D(character.turret_look,look_target,0,delta,turret_speed)
func turret_scan(target_offset : Vector3,delta):
rotate_to_face3D(enemy.turret_look,look_target,target_offset,delta,turret_speed)
rotate_to_face3D(character.turret_look,look_target,target_offset,delta,turret_speed)
func turret_look3D(delta):
rotate_to_face3D(enemy.turret_look,look_target,Vector3.ZERO,delta,turret_speed)
rotate_to_face3D(character.turret_look,look_target,Vector3.ZERO,delta,turret_speed)
func turret_scan_look(target,scan_direction,delta):
enemy.turret_look.global_rotation.y = rotate_to_face2D(enemy.turret_look,target,scan_direction,delta,turret_speed)
character.turret_look.global_rotation.y = rotate_to_face2D(character.turret_look,target,scan_direction,delta,turret_speed)
func investigate_points_of_interest(point,loudness,max_distance):
if poi_investigate:
var distance_to_point = enemy.global_position.distance_to(point)
var distance_to_point = character.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}
enemy.points_of_interest.append(add_point)
character.points_of_interest.append(add_point)
if poi_change_to_search:
Transitioned.emit(self,"search")
@@ -130,32 +47,22 @@ func investigate_points_of_interest(point,loudness,max_distance):
get_new_point_of_interest()
func has_points_to_investigate():
if enemy.player_last_seen != null:
if character.player_last_seen != null:
return true
elif enemy.points_of_interest.size() > 0:
elif character.points_of_interest.size() > 0:
return true
else:
return false
func get_new_point_of_interest():
if enemy.player_last_seen != null:
move_target = enemy.player_last_seen
enemy.player_last_seen = null
enemy.nav_agent.set_target_position(move_target)
elif enemy.points_of_interest.size() > 0:
var point_of_interest = enemy.points_of_interest.pop_back()
if character.player_last_seen != null:
move_target = character.player_last_seen
character.player_last_seen = null
character.nav_agent.set_target_position(move_target)
elif character.points_of_interest.size() > 0:
var point_of_interest = character.points_of_interest.pop_back()
move_target = point_of_interest["point"]
enemy.nav_agent.set_target_position(move_target)
character.nav_agent.set_target_position(move_target)
func clear_points_of_interest():
enemy.points_of_interest = []
func debug_marker(target_pos):
if enemy.debug_tools:
enemy.debug_tracker.visible = true
enemy.debug_tracker.global_position = target_pos
else:
enemy.debug_tracker.visible = false
func update_minimap(priority,duration,color):
SignalBus.emit_signal("ui_minimap_point",enemy,enemy.global_position,1,duration,color)
character.points_of_interest = []