improvements to ai but still needs a lot of work
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@@ -22,7 +22,7 @@ func Enter():
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alarm_sound.play()
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func update_waypoint():
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enemy.nav_agent.set_target_position(enemy.character_follow.global_position)
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enemy.nav_agent.set_target_position(move_target())
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func current_target():
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if enemy.is_player_visible():
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@@ -65,7 +65,7 @@ func Update(delta):
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Transitioned.emit(self,"reload")
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func Physics_Update(delta):
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enemy.turret_look_next.look_at(enemy.character_follow.global_position)
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enemy.turret_look_next.look_at(move_target())
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enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,enemy.turret_look_next.rotation,delta * enemy.turret_look_speed)
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var destination = enemy.nav_agent.get_next_path_position()
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@@ -13,15 +13,6 @@ const WANDER_AMT = 50
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const TURRET_TURN_AMT : float = 90.0
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const TURRET_SCAN_SPEED : float = .5
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func search_point():
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enemy.nav_agent.set_target_position(enemy.point_of_interest)
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search_time = randf_range(3,10)
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func randomize_turret_scan():
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scan_direction = -scan_direction
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enemy.turret_look_next.rotation = Vector3(0,scan_direction,0)
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scan_time = randf_range(5,10)
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func Enter():
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super()
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search_point()
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@@ -56,3 +47,12 @@ func Physics_Update(delta : float):
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if enemy.turret_look.is_colliding() and enemy.turret_look.get_collider() is Player:
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Transitioned.emit(self,"attack")
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func search_point():
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enemy.nav_agent.set_target_position(move_target())
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search_time = randf_range(3,10)
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func randomize_turret_scan():
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scan_direction = -scan_direction
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enemy.turret_look_next.rotation = Vector3(0,scan_direction,0)
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scan_time = randf_range(5,10)
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@@ -7,19 +7,18 @@ class_name EnemyState
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func Update(delta):
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if enemy.visibility_areas != null:
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for area in enemy.visibility_areas:
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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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if i is Player:
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enemy.character_follow = i
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else:
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enemy.character_follow = null
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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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enemy.cache_player_pos()
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Transitioned.emit(self,"attack")
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if can_see:
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if enemy.is_player_in_area() and enemy.is_player_visible():
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Transitioned.emit(self,"attack")
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func move_target():
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if enemy.player_last_seen != null:
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return enemy.player_last_seen
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elif enemy.points_of_interest.size() > 0:
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var move_point = {"loudness" : 0.0,"point" : Vector3.ZERO}
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for point in enemy.points_of_interest:
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if point["loudness"] > move_point["loudness"]:
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move_point = point
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return move_point["point"]
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else:
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Transitioned.emit(self,"idle")
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@@ -84,7 +84,7 @@ func _process(delta):
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cam_target.global_position = lerp(cam_target.global_position,target_pos_adjusted,delta * MOVE_SPEED)
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look_ray.global_position = target_pos_adjusted
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look_ray.look_at(Vector3(target.global_position), Vector3.UP)
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camera.rotation = lerp(camera.rotation,look_ray.rotation,delta * CAMERA_LOOK_SPEED)
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camera.rotation = lerp_angle(camera.rotation,look_ray.rotation,delta * CAMERA_LOOK_SPEED)
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camera.fov = lerp(camera.fov, 40.0, delta * 5)
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1:
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#aim at player from enemy
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@@ -5,6 +5,7 @@ signal last_enemy_dead()
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var player
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var last_enemy : bool = false
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@export var debug_tools : bool = false
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@export var start_health = 3
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@export var SPEED = 3.0
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@export var turret_look_speed = 6
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@@ -60,6 +61,8 @@ $body/bodyoutline]
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@onready var health_bar_sprite: Sprite3D = $HealthBarSprite
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@onready var servo_single: AudioStreamPlayer3D = $AUIDO/ServoSingle
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@onready var servo_loop: AudioStreamPlayer3D = $AUIDO/ServoLoop
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@onready var debug_tracker: Node3D = $DebugTracker
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@onready var line_of_sight: RayCast3D = $LineOfSight
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var gravity = 9.8
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@@ -77,9 +80,10 @@ var stunned = false
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var health
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var ammo
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var point_of_interest
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var line_of_sight_target
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var character_follow
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var player_last_seen
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var points_of_interest
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func _ready():
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health = start_health
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@@ -97,9 +101,13 @@ func _ready():
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target.body_part_hit.connect(take_damage)
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func _process(delta):
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line_of_sight.global_position = global_position
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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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if debug_tools:
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debug_marker()
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func stun():
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change_state_to("stunned")
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@@ -121,8 +129,8 @@ 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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if line_of_sight_target != null:
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line_of_sight_ray.look_at(line_of_sight_target.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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@@ -138,6 +146,8 @@ func is_player_in_area():
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if bodies != null:
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for i in bodies:
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if i is Player:
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if line_of_sight_target == null:
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line_of_sight_target = i
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return true
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return false
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@@ -145,7 +155,14 @@ func is_player_in_area():
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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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player_last_seen = line_of_sight_ray.get_collision_point()
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func debug_marker():
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if player_last_seen != null:
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debug_tracker.visible = true
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debug_tracker.global_position = player_last_seen
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else:
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debug_tracker.visible = false
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func save():
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var save_dict = {
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