AI has better detection, committing before a larger rework
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@@ -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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