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

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[remap]
importer="mp3"
type="AudioStreamMP3"
uid="uid://chl8fl1ywr0bd"
path="res://.godot/imported/alarm Mixdown 1.mp3-bf454c731c69ae79d784c786c945fab8.mp3str"
[deps]
source_file="res://assets/Audio/Enemy SFX/alarm Mixdown 1.mp3"
dest_files=["res://.godot/imported/alarm Mixdown 1.mp3-bf454c731c69ae79d784c786c945fab8.mp3str"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

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[remap]
importer="mp3"
type="AudioStreamMP3"
uid="uid://b2vhaokheg264"
path="res://.godot/imported/alarm Mixdown 5.mp3-13dd84b6e2f3416bc4b272542c5daca4.mp3str"
[deps]
source_file="res://assets/Audio/Enemy SFX/alarm Mixdown 5.mp3"
dest_files=["res://.godot/imported/alarm Mixdown 5.mp3-13dd84b6e2f3416bc4b272542c5daca4.mp3str"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

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[remap]
importer="mp3"
type="AudioStreamMP3"
uid="uid://dm2dmk23oxf5e"
path="res://.godot/imported/alarm Mixdown 6.mp3-ec9c1f82b9a3dd83f9647806821d21a3.mp3str"
[deps]
source_file="res://assets/Audio/Enemy SFX/alarm Mixdown 6.mp3"
dest_files=["res://.godot/imported/alarm Mixdown 6.mp3-ec9c1f82b9a3dd83f9647806821d21a3.mp3str"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

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@@ -0,0 +1,19 @@
[remap]
importer="mp3"
type="AudioStreamMP3"
uid="uid://cigt88qjvuvxg"
path="res://.godot/imported/low-battery-alarm-beeps-2-SBA-300420705.mp3-dbb44829397d5251f1687ba46d057a0e.mp3str"
[deps]
source_file="res://assets/Audio/Enemy SFX/low-battery-alarm-beeps-2-SBA-300420705.mp3"
dest_files=["res://.godot/imported/low-battery-alarm-beeps-2-SBA-300420705.mp3-dbb44829397d5251f1687ba46d057a0e.mp3str"]
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loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

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@@ -1,4 +1,4 @@
[gd_scene load_steps=88 format=4 uid="uid://djr7vnr1hcx82"] [gd_scene load_steps=90 format=4 uid="uid://djr7vnr1hcx82"]
[ext_resource type="Script" uid="uid://cdofgtwevbray" path="res://scripts/spider.gd" id="1_7e7fe"] [ext_resource type="Script" uid="uid://cdofgtwevbray" path="res://scripts/spider.gd" id="1_7e7fe"]
[ext_resource type="PackedScene" uid="uid://h5ojldugfyyu" path="res://assets/bullet_enemy.tscn" id="2_aew5r"] [ext_resource type="PackedScene" uid="uid://h5ojldugfyyu" path="res://assets/bullet_enemy.tscn" id="2_aew5r"]
@@ -28,6 +28,7 @@
[ext_resource type="AudioStream" uid="uid://bsfhh126bteon" path="res://assets/Audio/Weapons/7Mag Bolt Action Rifle/Gunshots/7Mag Bolt Action Rifle - Gunshot A 003.wav" id="25_aasxo"] [ext_resource type="AudioStream" uid="uid://bsfhh126bteon" path="res://assets/Audio/Weapons/7Mag Bolt Action Rifle/Gunshots/7Mag Bolt Action Rifle - Gunshot A 003.wav" id="25_aasxo"]
[ext_resource type="AudioStream" uid="uid://d0n46ursprjjs" path="res://assets/Audio/Enemy SFX/servo-motor-SBA-300109173.mp3" id="25_lr3lm"] [ext_resource type="AudioStream" uid="uid://d0n46ursprjjs" path="res://assets/Audio/Enemy SFX/servo-motor-SBA-300109173.mp3" id="25_lr3lm"]
[ext_resource type="AudioStream" uid="uid://br3tyu6cmgyy2" path="res://assets/Audio/Weapons/7Mag Bolt Action Rifle/Gunshots/7Mag Bolt Action Rifle - Gunshot A 004.wav" id="26_1b3cb"] [ext_resource type="AudioStream" uid="uid://br3tyu6cmgyy2" path="res://assets/Audio/Weapons/7Mag Bolt Action Rifle/Gunshots/7Mag Bolt Action Rifle - Gunshot A 004.wav" id="26_1b3cb"]
[ext_resource type="AudioStream" uid="uid://chl8fl1ywr0bd" path="res://assets/Audio/Enemy SFX/alarm Mixdown 1.mp3" id="29_nhal8"]
[sub_resource type="SphereShape3D" id="SphereShape3D_fborx"] [sub_resource type="SphereShape3D" id="SphereShape3D_fborx"]
radius = 15.0 radius = 15.0
@@ -824,12 +825,19 @@ random_pitch = 1.1
streams_count = 1 streams_count = 1
stream_0/stream = ExtResource("25_lr3lm") stream_0/stream = ExtResource("25_lr3lm")
[node name="spider" type="CharacterBody3D" node_paths=PackedStringArray("nav_agent", "visibility_areas", "line_of_sight_ray") groups=["enemy", "persist"]] [sub_resource type="AudioStreamRandomizer" id="AudioStreamRandomizer_aasxo"]
streams_count = 3
stream_0/stream = ExtResource("29_nhal8")
stream_1/stream = ExtResource("29_nhal8")
stream_2/stream = ExtResource("29_nhal8")
[node name="spider" type="CharacterBody3D" node_paths=PackedStringArray("nav_agent", "hit_targets", "visibility_areas", "line_of_sight_ray") groups=["enemy", "persist"]]
collision_layer = 8 collision_layer = 8
collision_mask = 521 collision_mask = 521
up_direction = Vector3(0.0449994, 0.998987, 0) up_direction = Vector3(0.0449994, 0.998987, 0)
script = ExtResource("1_7e7fe") script = ExtResource("1_7e7fe")
nav_agent = NodePath("NavigationAgent3D") nav_agent = NodePath("NavigationAgent3D")
hit_targets = [NodePath("body/backTarget")]
visibility_areas = [NodePath("VisibilityArea")] visibility_areas = [NodePath("VisibilityArea")]
line_of_sight_ray = NodePath("LineOfSight") line_of_sight_ray = NodePath("LineOfSight")
bullet = ExtResource("2_aew5r") bullet = ExtResource("2_aew5r")
@@ -844,34 +852,31 @@ taunts = Array[String](["did i do that?", "you've been on my shitlist", "you lik
script = ExtResource("6_87l3v") script = ExtResource("6_87l3v")
initial_state = NodePath("Idle") initial_state = NodePath("Idle")
[node name="Idle" type="Node" parent="StateMachine" node_paths=PackedStringArray("enemy", "enemy_targets")] [node name="Idle" type="Node" parent="StateMachine" node_paths=PackedStringArray("enemy")]
script = ExtResource("7_cwyr0") script = ExtResource("7_cwyr0")
enemy = NodePath("../..") enemy = NodePath("../..")
enemy_targets = [NodePath("../../body/backTarget")]
can_see = true can_see = true
[node name="Stunned" type="Node" parent="StateMachine" node_paths=PackedStringArray("stunned_stars", "enemy", "enemy_targets")] [node name="Stunned" type="Node" parent="StateMachine" node_paths=PackedStringArray("stunned_stars", "enemy")]
script = ExtResource("8_wpql0") script = ExtResource("8_wpql0")
stunned_stars = NodePath("../../body/StunnedStars") stunned_stars = NodePath("../../body/StunnedStars")
enemy = NodePath("../..") enemy = NodePath("../..")
enemy_targets = [NodePath("../../body/backTarget")]
[node name="Die" type="Node" parent="StateMachine" node_paths=PackedStringArray("enemy")] [node name="Die" type="Node" parent="StateMachine" node_paths=PackedStringArray("enemy")]
script = ExtResource("9_6mvds") script = ExtResource("9_6mvds")
enemy = NodePath("../..") enemy = NodePath("../..")
metadata/_custom_type_script = "uid://dhxolagi0b5s1" metadata/_custom_type_script = "uid://dhxolagi0b5s1"
[node name="Attack" type="Node" parent="StateMachine" node_paths=PackedStringArray("enemy", "enemy_targets")] [node name="Attack" type="Node" parent="StateMachine" node_paths=PackedStringArray("alarm_sound", "enemy")]
script = ExtResource("10_gicen") script = ExtResource("10_gicen")
alarm_sound = NodePath("../../AUIDO/Alarm")
enemy = NodePath("../..") enemy = NodePath("../..")
enemy_targets = [NodePath("../../body/backTarget")]
can_see = true can_see = true
[node name="Reload" type="Node" parent="StateMachine" node_paths=PackedStringArray("reload_sound", "enemy", "enemy_targets")] [node name="Reload" type="Node" parent="StateMachine" node_paths=PackedStringArray("reload_sound", "enemy")]
script = ExtResource("11_ekglj") script = ExtResource("11_ekglj")
reload_sound = NodePath("../../AUIDO/Reload") reload_sound = NodePath("../../AUIDO/Reload")
enemy = NodePath("../..") enemy = NodePath("../..")
enemy_targets = [NodePath("../../body/backTarget")]
[node name="VisibilityArea" type="Area3D" parent="."] [node name="VisibilityArea" type="Area3D" parent="."]
collision_layer = 0 collision_layer = 0
@@ -1115,6 +1120,9 @@ stream = SubResource("AudioStreamRandomizer_fborx")
volume_db = -2.5 volume_db = -2.5
unit_size = 5.0 unit_size = 5.0
[node name="Alarm" type="AudioStreamPlayer3D" parent="AUIDO"]
stream = SubResource("AudioStreamRandomizer_aasxo")
[connection signal="body_entered" from="body/backTarget" to="body/backTarget" method="_on_body_entered"] [connection signal="body_entered" from="body/backTarget" to="body/backTarget" method="_on_body_entered"]
[connection signal="body_part_hit" from="body/backTarget" to="." method="_on_area_3d_body_part_hit"] [connection signal="body_part_hit" from="body/backTarget" to="." method="_on_area_3d_body_part_hit"]
[connection signal="timeout" from="Timers/prefire_timer" to="." method="_on_prefire_timer_timeout"] [connection signal="timeout" from="Timers/prefire_timer" to="." method="_on_prefire_timer_timeout"]

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

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@@ -2,14 +2,9 @@ extends State
class_name EnemyState class_name EnemyState
@export var enemy : CharacterBody3D @export var enemy : CharacterBody3D
@export var enemy_targets : Array[Area3D]
@export var move_speed : float = 3 @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): func Update(delta):
if enemy.visibility_areas != null: if enemy.visibility_areas != null:
@@ -17,28 +12,15 @@ func Update(delta):
var bodies = area.get_overlapping_bodies() var bodies = area.get_overlapping_bodies()
if bodies != null: if bodies != null:
for i in bodies: for i in bodies:
enemy.point_of_interest = i.global_position if i is Player:
enemy.character_follow = i
else: else:
enemy.point_of_interest = null enemy.character_follow = null
if enemy.point_of_interest != null: if enemy.character_follow != null:
enemy.line_of_sight_ray.look_at(enemy.point_of_interest) if can_see:
if enemy.line_of_sight_ray.is_colliding(): if enemy.is_player_visible():
if enemy.line_of_sight_ray.get_collider() is Player: print("PLAYER SPOTTED")
if can_see: enemy.cache_player_pos()
enemy.character_follow = enemy.line_of_sight_ray.get_collider() Transitioned.emit(self,"attack")
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")

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

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

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@@ -11,6 +11,7 @@ var last_enemy : bool = false
@export var max_ammo = 10 @export var max_ammo = 10
@export var loot_amount = 2 @export var loot_amount = 2
@export var nav_agent : NavigationAgent3D @export var nav_agent : NavigationAgent3D
@export var hit_targets : Array[Area3D]
@export var visibility_areas : Array[Area3D] @export var visibility_areas : Array[Area3D]
@export var line_of_sight_ray : RayCast3D @export var line_of_sight_ray : RayCast3D
@@ -71,14 +72,14 @@ var hive_velocity
var hive_nav_point var hive_nav_point
var dying var dying
var can_die : bool = false var can_die : bool = false
var player_in_view = false
var player_last_seen
var knocked = false var knocked = false
var stunned = false var stunned = false
var health var health
var point_of_interest var point_of_interest
var character_follow var character_follow
var player_last_seen
func _ready(): func _ready():
health = start_health health = start_health
@@ -90,12 +91,49 @@ func _ready():
await get_tree().create_timer(random_time).timeout await get_tree().create_timer(random_time).timeout
postfire_timer.start() postfire_timer.start()
if hit_targets != null:
for target in hit_targets:
target.body_part_hit.connect(take_damage)
func _process(delta): func _process(delta):
move_and_slide() move_and_slide()
look_at_player()
cache_player_pos()
func stun(): 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(): func save():
var save_dict = { var save_dict = {