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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