continued work on AI, still broken
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@@ -9,6 +9,9 @@ var heartbeat : float = 3.0
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@export var alarm_sound : AudioStreamPlayer3D
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@export var time_before_losing_visual : float = 1.0
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var move_target
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var look_target
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var initial_timer
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var shot_timer = 0.0
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var visibility_timer
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@@ -22,6 +25,9 @@ func Enter():
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enemy.turret_material.emission_enabled = true
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initial_timer = initial_wait_time
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move_target = update_waypoint_or_idle()
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look_target = update_waypoint_or_idle()
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alarm_sound.play()
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func current_target():
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@@ -48,7 +54,8 @@ 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_or_idle()
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move_target = update_waypoint_or_idle()
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look_target = update_waypoint_or_idle()
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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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@@ -68,7 +75,6 @@ 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(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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@@ -76,12 +82,12 @@ func Physics_Update(delta):
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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 = rotate_to_face2D(enemy,move_target(),delta,turret_speed)
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enemy.global_rotation.y = rotate_to_face2D(enemy,move_target,delta,turret_speed)
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func attack():
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fire(enemy.barrel_1)
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enemy.smoke.emitting = true
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await get_tree().create_timer(.1).timeout # makes it too hard lol
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await get_tree().create_timer(.1).timeout
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fire(enemy.barrel_2)
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enemy.smoke_2.emitting = true
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enemy.turret_material.emission_enabled = false
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@@ -7,6 +7,9 @@ class_name EnemyReload
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@onready var player = get_tree().current_scene.player
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var move_target
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var look_target
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var heartbeat : float = 3.0
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var remaining_bullets
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@@ -35,7 +38,7 @@ func Update(delta):
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func Physics_Update(delta):
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enemy.turret_look_next.look_at(move_target())
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enemy.turret_look_next.look_at(look_target)
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enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,Vector3(deg_to_rad(90),0,0),delta * enemy.turret_look_speed)
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var destination = enemy.nav_agent.get_next_path_position()
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@@ -43,7 +46,7 @@ func Physics_Update(delta):
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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 = rotate_to_face2D(enemy,move_target(),delta,turret_speed)
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enemy.global_rotation.y = rotate_to_face2D(enemy,move_target,delta,turret_speed)
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func finished_reload():
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if enemy.turret_look_next.is_colliding():
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@@ -2,13 +2,21 @@ extends EnemyState
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class_name EnemySearch
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var search_timer
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var search_target
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var update_target_timer
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const SEARCH_TIME_MAX : float = 10.0
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var move_target
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var look_target
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const UPDATE_TARGET_TIME_MAX : float = 1.0
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const SEARCH_TIME_MAX : float = 10.0 #only searches for anything for 10 seconds before returning to idle
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func Enter():
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super()
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search_timer = SEARCH_TIME_MAX
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update_target_timer = UPDATE_TARGET_TIME_MAX
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move_target = update_waypoint_or_idle()
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look_target = update_waypoint_or_idle()
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func Exit():
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pass
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@@ -21,16 +29,20 @@ func Update(delta: float):
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else:
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Transitioned.emit(self,"idle")
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if update_target_timer > 0:
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update_target_timer -= delta
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else:
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move_target = update_waypoint_or_idle()
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look_target = update_waypoint_or_idle()
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attack_on_sight()
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search_for_suspicious_sounds()
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update_waypoint_or_idle()
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if enemy.global_position.distance_to(move_target_adj()) < 1:
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if enemy.global_position.distance_to(move_target_adj(move_target)) < 1:
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Transitioned.emit(self,"idle")
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func Physics_Update(delta : float):
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#turret transform
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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 * turret_speed)
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var destination = enemy.nav_agent.get_next_path_position()
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@@ -38,4 +50,4 @@ func Physics_Update(delta : float):
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var direction = local_destination.normalized()
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enemy.velocity = direction * move_speed
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#enemy.global_rotation.y = rotate_to_face2D(enemy,move_target(),delta,turret_speed)
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enemy.global_rotation.y = rotate_to_face2D(enemy,move_target,delta,2)
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@@ -9,9 +9,6 @@ class_name EnemyState
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@onready var target_lost_timer = time_to_lose_target
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func Update(delta):
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pass
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func enemy_has_target():
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if enemy.player_last_seen != null:
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return true
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@@ -19,7 +16,7 @@ func enemy_has_target():
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return true
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return false
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func move_target():
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func update_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.point_of_interest != null:
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@@ -27,7 +24,9 @@ func move_target():
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func update_waypoint_or_idle():
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if enemy_has_target():
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enemy.nav_agent.set_target_position(move_target())
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update_move_target()
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else:
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Transitioned.emit(self,"idle")
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func attack_on_sight():
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if can_see:
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@@ -37,12 +36,11 @@ func attack_on_sight():
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if enemy.turret_look.get_collider() is Player:
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Transitioned.emit(self,"attack")
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func search_on_lost_target(delta):
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func search_on_lost_target():
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if !enemy.is_player_visible():
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Transitioned.emit(self,"attack")
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func move_target_adj():
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var position = move_target()
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func move_target_adj(position):
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return Vector3(position.x,enemy.global_position.y,position.z)
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func search_for_suspicious_sounds():
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