AI has better detection, committing before a larger rework

This commit is contained in:
derek
2025-04-24 15:22:30 -05:00
parent 53ce4e401f
commit 9be895e89f
19 changed files with 240 additions and 48 deletions

View File

@@ -3,45 +3,50 @@ class_name EnemyAttack
var heartbeat : float = 3.0
@export var initial_wait_time : float = 1.0
@export var between_shot_time : Vector2 = Vector2(.5,2.0)
@export var reload_time : float = 7.0
@onready var player = get_tree().current_scene.player
var ammo
var initial_timer
var shot_timer = 0.0
func Enter():
super()
update_waypoint()
ammo = enemy.max_ammo
enemy.turret_material.emission_enabled = true
initial_timer = initial_wait_time
func update_waypoint():
enemy.nav_agent.set_target_position(player.global_position)
enemy.nav_agent.set_target_position(enemy.character_follow.global_position)
func Update(delta):
if heartbeat > 0:
heartbeat -= delta
else:
update_waypoint()
#fire if player in view
if ammo > 0:
if shot_timer > 0:
shot_timer -= delta
else:
if enemy.turret_look_next.is_colliding() and enemy.turret_look_next.get_collider().is_in_group("player"):
shot_timer = randf_range(between_shot_time.x,between_shot_time.y)
ammo -= 2
enemy.turret_material.emission_enabled = true
await get_tree().create_timer(.1).timeout
attack()
#Initial wait time
if initial_timer > 0:
initial_timer -= delta
else:
await get_tree().create_timer(.5).timeout
Transitioned.emit(self,"reload")
#fire if player in view
if ammo > 0:
if shot_timer > 0:
shot_timer -= delta
else:
if enemy.turret_look_next.is_colliding() and enemy.turret_look_next.get_collider().is_in_group("player"):
shot_timer = randf_range(between_shot_time.x,between_shot_time.y)
enemy.turret_material.emission_enabled = true
await get_tree().create_timer(.1).timeout
attack()
else:
await get_tree().create_timer(.5).timeout
Transitioned.emit(self,"reload")
func Physics_Update(delta):
enemy.turret_look_next.look_at(player.global_position)
enemy.turret_look_next.look_at(enemy.character_follow.global_position)
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()
@@ -61,11 +66,8 @@ func attack():
enemy.smoke_2.emitting = true
enemy.turret_material.emission_enabled = false
func reload():
await get_tree().create_timer(reload_time).timeout
ammo = enemy.max_ammo
func fire(barrel):
ammo -= 1
var instance_bullet = enemy.bullet.instantiate()
instance_bullet.position = barrel.global_position
instance_bullet.transform.basis = barrel.global_transform.basis