AI has better detection, committing before a larger rework
This commit is contained in:
@@ -3,45 +3,50 @@ class_name EnemyAttack
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var heartbeat : float = 3.0
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@export var initial_wait_time : float = 1.0
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@export var between_shot_time : Vector2 = Vector2(.5,2.0)
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@export var reload_time : float = 7.0
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@onready var player = get_tree().current_scene.player
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var ammo
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var initial_timer
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var shot_timer = 0.0
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func Enter():
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super()
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update_waypoint()
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ammo = enemy.max_ammo
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enemy.turret_material.emission_enabled = true
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initial_timer = initial_wait_time
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func update_waypoint():
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enemy.nav_agent.set_target_position(player.global_position)
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enemy.nav_agent.set_target_position(enemy.character_follow.global_position)
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func Update(delta):
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if heartbeat > 0:
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heartbeat -= delta
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else:
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update_waypoint()
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#fire if player in view
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if ammo > 0:
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if shot_timer > 0:
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shot_timer -= delta
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else:
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if enemy.turret_look_next.is_colliding() and enemy.turret_look_next.get_collider().is_in_group("player"):
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shot_timer = randf_range(between_shot_time.x,between_shot_time.y)
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ammo -= 2
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enemy.turret_material.emission_enabled = true
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await get_tree().create_timer(.1).timeout
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attack()
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#Initial wait time
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if initial_timer > 0:
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initial_timer -= delta
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else:
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await get_tree().create_timer(.5).timeout
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Transitioned.emit(self,"reload")
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#fire if player in view
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if ammo > 0:
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if shot_timer > 0:
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shot_timer -= delta
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else:
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if enemy.turret_look_next.is_colliding() and enemy.turret_look_next.get_collider().is_in_group("player"):
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shot_timer = randf_range(between_shot_time.x,between_shot_time.y)
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enemy.turret_material.emission_enabled = true
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await get_tree().create_timer(.1).timeout
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attack()
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else:
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await get_tree().create_timer(.5).timeout
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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(player.global_position)
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enemy.turret_look_next.look_at(enemy.character_follow.global_position)
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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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@@ -61,11 +66,8 @@ func attack():
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enemy.smoke_2.emitting = true
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enemy.turret_material.emission_enabled = false
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func reload():
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await get_tree().create_timer(reload_time).timeout
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ammo = enemy.max_ammo
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func fire(barrel):
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ammo -= 1
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var instance_bullet = enemy.bullet.instantiate()
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instance_bullet.position = barrel.global_position
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instance_bullet.transform.basis = barrel.global_transform.basis
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@@ -31,6 +31,7 @@ func Enter():
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scan_direction = deg_to_rad(TURRET_TURN_AMT)
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func Update(delta: float):
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super(delta)
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if wander_time > 0:
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wander_time -= delta
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else:
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@@ -3,6 +3,7 @@ class_name EnemyReload
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@export var reload_sound : AudioStreamPlayer3D
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@export var run_distance : float = 3
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@export var body_turn_speed : float = 1
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@onready var player = get_tree().current_scene.player
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@@ -47,7 +48,7 @@ func Physics_Update(delta):
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enemy.velocity = direction * move_speed
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enemy.spider_look_next.look_at(player.global_position)
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var look_target = enemy.spider_look_next.global_rotation.y
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enemy.global_rotation.y = lerp(enemy.global_rotation.y,look_target,delta * 3)
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enemy.global_rotation.y = lerp(enemy.global_rotation.y,look_target,delta * body_turn_speed)
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func finished_reload():
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if enemy.turret_look_next.is_colliding():
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@@ -4,12 +4,32 @@ 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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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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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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enemy.point_of_interest = i.global_position
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else:
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enemy.point_of_interest = 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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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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@@ -20,7 +20,6 @@ var target_type
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@export var bullethole : Resource
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@onready var level_control = get_tree().current_scene
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var rng = RandomNumberGenerator.new()
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var av_x
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var av_y
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var av_z
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@@ -28,9 +27,9 @@ var av_z
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# Called when the node enters the scene tree for the first time.
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func _ready():
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#apply random rotation
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av_x = deg_to_rad(rng.randf_range(-random_spread_amt,random_spread_amt))
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av_y = deg_to_rad(rng.randf_range(-random_spread_amt,random_spread_amt))
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av_z = deg_to_rad(rng.randf_range(-random_spread_amt,random_spread_amt))
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av_x = deg_to_rad(randf_range(-random_spread_amt,random_spread_amt))
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av_y = deg_to_rad(randf_range(-random_spread_amt,random_spread_amt))
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av_z = deg_to_rad(randf_range(-random_spread_amt,random_spread_amt))
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rotation += Vector3(av_x,av_y,av_z)
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timer.start()
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@@ -2,12 +2,14 @@ extends EnemyState
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class_name EnemyStunned
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@export var stunned_stars : Node
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@export var stun_time_start : float = 5.0
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var move_direction : Vector3
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var scan_direction : float
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var wander_time : float
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var scan_time : float
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var stun_time
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const WANDER_AMT = 50
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const TURRET_TURN_AMT : float = 180.0
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@@ -18,6 +20,7 @@ func Enter():
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if stunned_stars:
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stunned_stars.visible = true
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randomize_wander()
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stun_time = stun_time_start
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func _Exit():
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if stunned_stars:
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@@ -28,6 +31,12 @@ func Update(delta):
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wander_time -= delta
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else:
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randomize_wander()
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if stun_time > 0:
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stun_time -= delta
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else:
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stunned_stars.visible = false
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Transitioned.emit(self,"idle")
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func Physics_Update(delta : float):
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if enemy:
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@@ -36,7 +45,7 @@ func Physics_Update(delta : float):
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var direction = local_destination.normalized()
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if enemy.global_position.distance_to(local_destination) > 1:
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enemy.velocity = direction * move_speed
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enemy.global_rotation.y += delta
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enemy.global_rotation.y += delta * 4
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func randomize_wander():
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var x = randf_range(-WANDER_AMT,WANDER_AMT)
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7
scripts/respawn_enemies_button.gd
Normal file
7
scripts/respawn_enemies_button.gd
Normal file
@@ -0,0 +1,7 @@
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extends Node3D
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func _on_switch_1_switch_changed() -> void:
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var parent = get_parent()
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parent.number_of_enemies = 1
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parent.spawn_enemies()
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1
scripts/respawn_enemies_button.gd.uid
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1
scripts/respawn_enemies_button.gd.uid
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@@ -0,0 +1 @@
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uid://bi1rvqju6nwh7
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@@ -2,7 +2,7 @@ extends Node
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@export_group("Main")
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@export var room_lockdown : bool = false
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@export var number_of_enemies : int = 20
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@export var start_enemies : int = 20
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@export var spawnable_enemies = preload("res://assets/spider2.tscn")
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@export_group("Key")
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@export var key_drop : bool = false
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@@ -11,13 +11,13 @@ extends Node
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@export_group("Item Drops")
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@export var number_of_drops = 5
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var enemies = []
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var doors = []
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var room_checks = []
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var enemy_spawners = []
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var number_enemies : int
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@onready var number_of_enemies : int = start_enemies
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var rot_amount : float
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# Called when the node enters the scene tree for the first time.
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func _ready():
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SignalBus.enemy_killed.connect(enemy_in_room_killed)
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@@ -29,9 +29,7 @@ func _process(delta):
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pass
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func assign_elements():
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for i in self.get_children():
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if i is Enemy:
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enemies.append(i)
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for i in get_children():
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if i.is_in_group("door"):
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doors.append(i)
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if i.is_in_group("room_check"):
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@@ -71,7 +69,7 @@ func room_exited():
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i.open()
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func spawn_enemies():
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while number_of_enemies >= 0:
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while number_of_enemies > 0:
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number_of_enemies -= 1
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var random_spawner = enemy_spawners.pick_random()
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@@ -81,7 +79,3 @@ func spawn_enemies():
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add_child(enemy)
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enemy.global_position = set_pos
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await number_enemies == 0
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for i in self.get_children():
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if i is Enemy:
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enemies.append(i)
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@@ -11,11 +11,13 @@ 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 visibility_areas : Array[Area3D]
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@export var line_of_sight_ray : RayCast3D
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@export_enum("Enemy", "Trap") var enemy_type: int
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@export var bullet : Resource
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@export var casing : Resource
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@export var bullet_speed = 150
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@export var bullet_speed = 10
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@export var bullet_drop = .1
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@export var random_spread_amt = .01
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@export var bullet_damage = 1
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@@ -74,7 +76,9 @@ 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 turret_current_moving_speed
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var point_of_interest
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var character_follow
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func _ready():
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health = start_health
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