improvements to ai but still needs a lot of work

This commit is contained in:
derek
2025-04-28 16:32:34 -05:00
parent f0ec7bc953
commit 80cf7ec2c5
8 changed files with 83 additions and 34 deletions

View File

@@ -5,6 +5,7 @@ signal last_enemy_dead()
var player
var last_enemy : bool = false
@export var debug_tools : bool = false
@export var start_health = 3
@export var SPEED = 3.0
@export var turret_look_speed = 6
@@ -60,6 +61,8 @@ $body/bodyoutline]
@onready var health_bar_sprite: Sprite3D = $HealthBarSprite
@onready var servo_single: AudioStreamPlayer3D = $AUIDO/ServoSingle
@onready var servo_loop: AudioStreamPlayer3D = $AUIDO/ServoLoop
@onready var debug_tracker: Node3D = $DebugTracker
@onready var line_of_sight: RayCast3D = $LineOfSight
var gravity = 9.8
@@ -77,9 +80,10 @@ var stunned = false
var health
var ammo
var point_of_interest
var line_of_sight_target
var character_follow
var player_last_seen
var points_of_interest
func _ready():
health = start_health
@@ -97,9 +101,13 @@ func _ready():
target.body_part_hit.connect(take_damage)
func _process(delta):
line_of_sight.global_position = global_position
move_and_slide()
look_at_player()
cache_player_pos()
if debug_tools:
debug_marker()
func stun():
change_state_to("stunned")
@@ -121,8 +129,8 @@ 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)
if line_of_sight_target != null:
line_of_sight_ray.look_at(line_of_sight_target.global_position)
func is_player_visible():
if line_of_sight_ray.is_colliding():
@@ -138,6 +146,8 @@ func is_player_in_area():
if bodies != null:
for i in bodies:
if i is Player:
if line_of_sight_target == null:
line_of_sight_target = i
return true
return false
@@ -145,7 +155,14 @@ func is_player_in_area():
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()
player_last_seen = line_of_sight_ray.get_collision_point()
func debug_marker():
if player_last_seen != null:
debug_tracker.visible = true
debug_tracker.global_position = player_last_seen
else:
debug_tracker.visible = false
func save():
var save_dict = {