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