npcs and enemies now inherit from character state
This commit is contained in:
@@ -1,127 +1,44 @@
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extends State
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extends CharacterState
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class_name EnemyState
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@export var enemy : 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 turret_speed : float = 6.0
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@export var can_see : bool = true # indicates whether the enemy 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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var move_target
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var look_target
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func enemy_has_target():
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if enemy.player_last_seen != null:
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if character.player_last_seen != null:
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return true
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if enemy.point_of_interest != null:
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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 enemy.player_last_seen != null:
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return enemy.player_last_seen
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elif enemy.point_of_interest != null:
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return enemy.point_of_interest["point"]
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else:
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return enemy.global_position
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func attack_on_sight():
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if can_see:
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if enemy.is_player_in_area() and enemy.is_player_visible():
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enemy.cache_player_pos()
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if character.is_player_in_area() and character.is_player_visible():
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character.cache_player_pos()
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Transitioned.emit(self,"attack")
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if enemy.turret_look.is_colliding():
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if enemy.turret_look.get_collider() is Player:
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enemy.cache_player_pos()
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if character.turret_look.is_colliding():
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if character.turret_look.get_collider() is Player:
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character.cache_player_pos()
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Transitioned.emit(self,"attack")
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func search_on_lost_target():
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if !enemy.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,enemy.global_position.y,position.z)
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func search_for_suspicious_sounds():
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if enemy.point_of_interest != null:
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enemy.player_last_seen = null
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Transitioned.emit(self,"search")
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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 = enemy.nav_agent.get_next_path_position()
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var local_destination = destination - enemy.global_position
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var new_velocity = local_destination.normalized() * move_speed
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enemy.nav_agent.set_velocity(new_velocity)
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enemy.global_rotation.y = rotate_to_face2D(enemy,destination,0,delta,body_turn_speed)
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func velocity_computed(safe_velocity):
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enemy.velocity = enemy.velocity.move_toward(safe_velocity,.25)
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func turret_look2D(delta):
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enemy.turret_look.global_rotation.y = rotate_to_face2D(enemy.turret_look,look_target,0,delta,turret_speed)
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character.turret_look.global_rotation.y = rotate_to_face2D(character.turret_look,look_target,0,delta,turret_speed)
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func turret_scan(target_offset : Vector3,delta):
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rotate_to_face3D(enemy.turret_look,look_target,target_offset,delta,turret_speed)
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rotate_to_face3D(character.turret_look,look_target,target_offset,delta,turret_speed)
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func turret_look3D(delta):
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rotate_to_face3D(enemy.turret_look,look_target,Vector3.ZERO,delta,turret_speed)
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rotate_to_face3D(character.turret_look,look_target,Vector3.ZERO,delta,turret_speed)
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func turret_scan_look(target,scan_direction,delta):
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enemy.turret_look.global_rotation.y = rotate_to_face2D(enemy.turret_look,target,scan_direction,delta,turret_speed)
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character.turret_look.global_rotation.y = rotate_to_face2D(character.turret_look,target,scan_direction,delta,turret_speed)
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func investigate_points_of_interest(point,loudness,max_distance):
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if poi_investigate:
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var distance_to_point = enemy.global_position.distance_to(point)
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var distance_to_point = character.global_position.distance_to(point)
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if distance_to_point <= max_distance:
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var perceived_loudness = 1/distance_to_point * loudness
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var add_point = {"point" : point, "loudness" : perceived_loudness}
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enemy.points_of_interest.append(add_point)
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character.points_of_interest.append(add_point)
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if poi_change_to_search:
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Transitioned.emit(self,"search")
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@@ -130,32 +47,22 @@ func investigate_points_of_interest(point,loudness,max_distance):
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get_new_point_of_interest()
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func has_points_to_investigate():
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if enemy.player_last_seen != null:
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if character.player_last_seen != null:
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return true
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elif enemy.points_of_interest.size() > 0:
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elif character.points_of_interest.size() > 0:
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return true
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else:
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return false
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func get_new_point_of_interest():
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if enemy.player_last_seen != null:
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move_target = enemy.player_last_seen
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enemy.player_last_seen = null
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enemy.nav_agent.set_target_position(move_target)
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elif enemy.points_of_interest.size() > 0:
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var point_of_interest = enemy.points_of_interest.pop_back()
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if character.player_last_seen != null:
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move_target = character.player_last_seen
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character.player_last_seen = null
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character.nav_agent.set_target_position(move_target)
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elif character.points_of_interest.size() > 0:
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var point_of_interest = character.points_of_interest.pop_back()
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move_target = point_of_interest["point"]
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enemy.nav_agent.set_target_position(move_target)
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character.nav_agent.set_target_position(move_target)
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func clear_points_of_interest():
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enemy.points_of_interest = []
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func debug_marker(target_pos):
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if enemy.debug_tools:
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enemy.debug_tracker.visible = true
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enemy.debug_tracker.global_position = target_pos
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else:
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enemy.debug_tracker.visible = false
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func update_minimap(priority,duration,color):
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SignalBus.emit_signal("ui_minimap_point",enemy,enemy.global_position,1,duration,color)
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character.points_of_interest = []
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