more AI work

This commit is contained in:
derek
2025-04-24 17:03:01 -05:00
parent 9be895e89f
commit 546f9a895e
14 changed files with 152 additions and 45 deletions

View File

@@ -6,6 +6,7 @@ var heartbeat : float = 3.0
@export var initial_wait_time : float = 1.0
@export var between_shot_time : Vector2 = Vector2(.5,2.0)
@export var reload_time : float = 7.0
@export var alarm_sound : AudioStreamPlayer3D
var ammo
@@ -18,9 +19,10 @@ func Enter():
ammo = enemy.max_ammo
enemy.turret_material.emission_enabled = true
initial_timer = initial_wait_time
alarm_sound.play()
func update_waypoint():
enemy.nav_agent.set_target_position(enemy.character_follow.global_position)
enemy.nav_agent.set_target_position(enemy.point_of_interest)
func Update(delta):
if heartbeat > 0:
@@ -46,7 +48,7 @@ func Update(delta):
Transitioned.emit(self,"reload")
func Physics_Update(delta):
enemy.turret_look_next.look_at(enemy.character_follow.global_position)
enemy.turret_look_next.look_at(enemy.point_of_interest)
enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,enemy.turret_look_next.rotation,delta * enemy.turret_look_speed)
var destination = enemy.nav_agent.get_next_path_position()

View File

@@ -2,14 +2,9 @@ extends State
class_name EnemyState
@export var enemy : CharacterBody3D
@export var enemy_targets : Array[Area3D]
@export var move_speed : float = 3
@export var can_see : bool = false
@export var can_see : bool = false # indicates whether the enemy is able to see things in the state
func Enter():
if enemy_targets != null:
for target in enemy_targets:
target.body_part_hit.connect(take_damage)
func Update(delta):
if enemy.visibility_areas != null:
@@ -17,28 +12,15 @@ func Update(delta):
var bodies = area.get_overlapping_bodies()
if bodies != null:
for i in bodies:
enemy.point_of_interest = i.global_position
if i is Player:
enemy.character_follow = i
else:
enemy.point_of_interest = null
enemy.character_follow = null
if enemy.point_of_interest != null:
enemy.line_of_sight_ray.look_at(enemy.point_of_interest)
if enemy.line_of_sight_ray.is_colliding():
if enemy.line_of_sight_ray.get_collider() is Player:
if can_see:
enemy.character_follow = enemy.line_of_sight_ray.get_collider()
Transitioned.emit(self,"attack")
if enemy.character_follow != null:
if can_see:
if enemy.is_player_visible():
print("PLAYER SPOTTED")
enemy.cache_player_pos()
Transitioned.emit(self,"attack")
func take_damage(dam,bullet_damage):
SignalBus.emit_signal("enemy_hit")
enemy.health -= dam * bullet_damage
enemy.health_bar_sprite.visible = true
enemy.health_bar_sprite.health_update()
var number_spawn = enemy.damage_number.instantiate()
number_spawn.damage_amt = bullet_damage * dam
number_spawn.position = enemy.global_position + Vector3(0,2,0)
get_tree().get_root().add_child(number_spawn)
if enemy.health <= 0:
Transitioned.emit(self,"die")

View File

@@ -7,5 +7,5 @@ signal body_part_hit(dam,bullet_damage)
func hit(bullet_damage):
emit_signal("body_part_hit", damage, bullet_damage)
func _on_body_entered(body: Node3D) -> void:
hit(body.bullet_damage)
#func _on_body_entered(body: Node3D) -> void:
#hit(body.bullet_damage)

View File

@@ -34,6 +34,7 @@ func _physics_process(delta: float) -> void:
collision_ray_length_adj()
func damage(body):
print("BODY HIT : ",body)
if body != null and !body.is_in_group("player"):
if collision_raycast_3d != null:

View File

@@ -11,6 +11,7 @@ var last_enemy : bool = false
@export var max_ammo = 10
@export var loot_amount = 2
@export var nav_agent : NavigationAgent3D
@export var hit_targets : Array[Area3D]
@export var visibility_areas : Array[Area3D]
@export var line_of_sight_ray : RayCast3D
@@ -71,14 +72,14 @@ var hive_velocity
var hive_nav_point
var dying
var can_die : bool = false
var player_in_view = false
var player_last_seen
var knocked = false
var stunned = false
var health
var point_of_interest
var character_follow
var player_last_seen
func _ready():
health = start_health
@@ -90,12 +91,49 @@ func _ready():
await get_tree().create_timer(random_time).timeout
postfire_timer.start()
if hit_targets != null:
for target in hit_targets:
target.body_part_hit.connect(take_damage)
func _process(delta):
move_and_slide()
look_at_player()
cache_player_pos()
func stun():
state_machine.on_child_transition(state_machine.current_state,"stunned")
change_state_to("stunned")
func take_damage(dam,bullet_damage):
SignalBus.emit_signal("enemy_hit")
health -= dam * bullet_damage
health_bar_sprite.visible = true
health_bar_sprite.health_update()
var number_spawn = damage_number.instantiate()
number_spawn.damage_amt = bullet_damage * dam
number_spawn.position = global_position + Vector3(0,2,0)
get_tree().get_root().add_child(number_spawn)
if health <= 0:
change_state_to("die")
func change_state_to(set_state):
state_machine.on_child_transition(state_machine.current_state,set_state)
func look_at_player():
if character_follow != null:
line_of_sight_ray.look_at(character_follow.global_position)
func is_player_visible():
if line_of_sight_ray.is_colliding():
if line_of_sight_ray.get_collider() is Player:
return true
return false
func cache_player_pos():
if line_of_sight_ray.is_colliding():
if line_of_sight_ray.get_collider() is Player:
point_of_interest = line_of_sight_ray.get_collision_point()
func save():
var save_dict = {