continued work on AI, still broken
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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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