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

@@ -867,32 +867,38 @@ taunts = Array[String](["did i do that?", "you've been on my shitlist", "you lik
script = ExtResource("6_87l3v")
initial_state = NodePath("Idle")
[node name="Idle" type="Node" parent="StateMachine"]
[node name="Idle" type="Node" parent="StateMachine" node_paths=PackedStringArray("character")]
script = ExtResource("7_cwyr0")
move_speed = 1.5
turret_speed = 0.5
character = NodePath("../..")
move_speed = 1.5
poi_investigate = true
poi_change_to_search = true
[node name="Stunned" type="Node" parent="StateMachine"]
[node name="Stunned" type="Node" parent="StateMachine" node_paths=PackedStringArray("character")]
script = ExtResource("8_wpql0")
character = NodePath("../..")
[node name="Die" type="Node" parent="StateMachine"]
[node name="Die" type="Node" parent="StateMachine" node_paths=PackedStringArray("character")]
script = ExtResource("9_6mvds")
character = NodePath("../..")
metadata/_custom_type_script = "uid://dhxolagi0b5s1"
[node name="Attack" type="Node" parent="StateMachine" node_paths=PackedStringArray("alert_sound")]
[node name="Attack" type="Node" parent="StateMachine" node_paths=PackedStringArray("alert_sound", "character")]
script = ExtResource("10_gicen")
alert_sound = NodePath("../../AUIDO/Alarm")
character = NodePath("../..")
body_turn_speed = 1.0
[node name="Reload" type="Node" parent="StateMachine" node_paths=PackedStringArray("reload_sound", "servo_sound")]
[node name="Reload" type="Node" parent="StateMachine" node_paths=PackedStringArray("reload_sound", "servo_sound", "character")]
script = ExtResource("11_ekglj")
reload_sound = NodePath("../../AUIDO/Reload")
servo_sound = NodePath("../../AUIDO/ServoSingle")
character = NodePath("../..")
[node name="Search" type="Node" parent="StateMachine"]
[node name="Search" type="Node" parent="StateMachine" node_paths=PackedStringArray("character")]
script = ExtResource("12_aasxo")
character = NodePath("../..")
poi_investigate = true
poi_update_waypoint_immediately = true

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

View File

@@ -10,7 +10,6 @@ var scan_direction = scan_cone_angle/2
func Enter():
scan_timer = scan_time
get_new_wander_point()
clear_points_of_interest()
func Update(delta):
@@ -22,11 +21,8 @@ func Update(delta):
change_scan_direction()
func Physics_Update(delta):
#draw target for debug purposes
debug_marker(move_target)
#if navigation is finished get new point, otherwise continue on path
if enemy.nav_agent.is_navigation_finished():
if character.nav_agent.is_navigation_finished():
get_new_wander_point()
else:
move_to_nav_point(delta)
@@ -37,8 +33,8 @@ func Physics_Update(delta):
func get_new_wander_point():
var x = randf_range(-wander_distance_max,wander_distance_max)
var z = randf_range(-wander_distance_max,wander_distance_max)
move_target = enemy.global_position + Vector3(x,0,z)
enemy.nav_agent.set_target_position(move_target)
move_target = character.global_position + Vector3(x,0,z)
character.nav_agent.set_target_position(move_target)
func change_scan_direction():
scan_timer = scan_time

View File

@@ -12,36 +12,36 @@ func Enter():
servo_sound.play()
func Update(delta):
if enemy.ammo < enemy.max_ammo:
if character.ammo < character.max_ammo:
reload()
else:
finished_reload()
func Physics_Update(delta):
if enemy.is_player_visible():
if character.is_player_visible():
#get player location
enemy.cache_player_pos()
character.cache_player_pos()
update_reload_look_target()
move_to_nav_point(delta)
turret_look3D(delta)
func update_reload_look_target():
look_target = enemy.global_position + Vector3(0,10,0)
look_target = character.global_position + Vector3(0,10,0)
func update_reload_move_target():
var direction = (enemy.player_last_seen - enemy.global_position).normalized()
var direction = (character.player_last_seen - character.global_position).normalized()
move_target = direction * retreat_distance
enemy.nav_agent.set_target_position(move_target)
character.nav_agent.set_target_position(move_target)
func reload():
if !reload_sound.is_playing():
enemy.ammo += 1
character.ammo += 1
reload_sound.play()
func finished_reload():
servo_sound.play()
if enemy.is_player_visible():
if character.is_player_visible():
Transitioned.emit(self,"attack")
else:
Transitioned.emit(self,"search") #fix to search when it works

View File

@@ -27,11 +27,8 @@ func Update(delta):
Transitioned.emit(self,"idle")
func Physics_Update(delta):
#draw target for debug purposes
debug_marker(move_target)
#if navigation is finished get new point, otherwise continue on path
if enemy.nav_agent.is_navigation_finished():
if character.nav_agent.is_navigation_finished():
if has_points_to_investigate():
get_new_point_of_interest()
else:

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 = []

View File

@@ -8,11 +8,11 @@ func Enter():
func die():
drop_loot()
enemy.visible = false
character.visible = false
#remove from parent array
var particlespawn = enemy.die_particles.instantiate()
particlespawn.position = enemy.global_position
particlespawn.transform.basis = enemy.global_transform.basis
var particlespawn = character.die_particles.instantiate()
particlespawn.position = character.global_position
particlespawn.transform.basis = character.global_transform.basis
for particle in particlespawn.get_children():
if particle is RigidBody3D:
particle.linear_velocity += random_av_lv()["linear_velocity"]
@@ -22,15 +22,15 @@ func die():
if GameGlobals.last_hit_path == str(get_path()):
GameGlobals.last_hit_path = null
SignalBus.emit_signal("enemy_killed",enemy)
SignalBus.emit_signal("enemy_killed",character)
func drop_loot():
var number_of_drops = enemy.loot_amount
var number_of_drops = character.loot_amount
#pickup drop
while number_of_drops > 0:
var pickup_spawn = enemy.level_control.ITEM_PICKUP.instantiate()
var item_stats = enemy.level_control.pickup_spawn(false)
var pickup_spawn = character.level_control.ITEM_PICKUP.instantiate()
var item_stats = character.level_control.pickup_spawn(false)
##SET VARIABLES
pickup_spawn.pickup_type = item_stats["pickup_type"]
@@ -39,16 +39,16 @@ func drop_loot():
# Random Item Drop
pickup_spawn.position = enemy.global_position + Vector3(0,2,0) #added height to spawn location since origin is on the ground
pickup_spawn.transform.basis = enemy.global_transform.basis
pickup_spawn.linear_velocity += enemy.global_transform.basis * random_av_lv()["linear_velocity"]
pickup_spawn.angular_velocity += enemy.global_transform.basis * random_av_lv()["angular_velocity"]
pickup_spawn.position = character.global_position + Vector3(0,2,0) #added height to spawn location since origin is on the ground
pickup_spawn.transform.basis = character.global_transform.basis
pickup_spawn.linear_velocity += character.global_transform.basis * random_av_lv()["linear_velocity"]
pickup_spawn.angular_velocity += character.global_transform.basis * random_av_lv()["angular_velocity"]
await get_tree().create_timer(.05).timeout
get_tree().get_root().add_child(pickup_spawn)
number_of_drops -= 1
await number_of_drops <= 0
enemy.queue_free()
character.queue_free()
func random_av_lv():
var lv_x = randf_range(-MAX_LV,MAX_LV)