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