continued work on AI, still broken

This commit is contained in:
Derek
2025-04-29 21:26:27 -05:00
parent f7e776a179
commit d65e362539
5 changed files with 41 additions and 20 deletions

View File

@@ -26,6 +26,8 @@ bullet_damage = 5
smoke_enabled = false
bullet_force_mod = 5.0
bullet_speed = 1200
decibels_of_gunfire_sound = 160.0
max_distance_heard = 100
casing = ExtResource("2_ylruw")
vibration_weak_magnitude = 0.1
vibration_strong_magnitude = 0.5

View File

@@ -9,6 +9,9 @@ var heartbeat : float = 3.0
@export var alarm_sound : AudioStreamPlayer3D
@export var time_before_losing_visual : float = 1.0
var move_target
var look_target
var initial_timer
var shot_timer = 0.0
var visibility_timer
@@ -22,6 +25,9 @@ func Enter():
enemy.turret_material.emission_enabled = true
initial_timer = initial_wait_time
move_target = update_waypoint_or_idle()
look_target = update_waypoint_or_idle()
alarm_sound.play()
func current_target():
@@ -48,7 +54,8 @@ func Update(delta):
if heartbeat > 0:
heartbeat -= delta
else:
update_waypoint_or_idle()
move_target = update_waypoint_or_idle()
look_target = update_waypoint_or_idle()
#Initial wait time
if initial_timer > 0:
initial_timer -= delta
@@ -68,7 +75,6 @@ func Update(delta):
Transitioned.emit(self,"reload")
func Physics_Update(delta):
enemy.turret_look_next.look_at(move_target())
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()
@@ -76,12 +82,12 @@ func Physics_Update(delta):
var direction = local_destination.normalized()
if enemy.global_position.distance_to(local_destination) > 1:
enemy.velocity = direction * move_speed
enemy.global_rotation.y = rotate_to_face2D(enemy,move_target(),delta,turret_speed)
enemy.global_rotation.y = rotate_to_face2D(enemy,move_target,delta,turret_speed)
func attack():
fire(enemy.barrel_1)
enemy.smoke.emitting = true
await get_tree().create_timer(.1).timeout # makes it too hard lol
await get_tree().create_timer(.1).timeout
fire(enemy.barrel_2)
enemy.smoke_2.emitting = true
enemy.turret_material.emission_enabled = false

View File

@@ -7,6 +7,9 @@ class_name EnemyReload
@onready var player = get_tree().current_scene.player
var move_target
var look_target
var heartbeat : float = 3.0
var remaining_bullets
@@ -35,7 +38,7 @@ func Update(delta):
func Physics_Update(delta):
enemy.turret_look_next.look_at(move_target())
enemy.turret_look_next.look_at(look_target)
enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,Vector3(deg_to_rad(90),0,0),delta * enemy.turret_look_speed)
var destination = enemy.nav_agent.get_next_path_position()
@@ -43,7 +46,7 @@ func Physics_Update(delta):
var direction = local_destination.normalized()
if enemy.global_position.distance_to(local_destination) > 1:
enemy.velocity = direction * move_speed
enemy.global_rotation.y = rotate_to_face2D(enemy,move_target(),delta,turret_speed)
enemy.global_rotation.y = rotate_to_face2D(enemy,move_target,delta,turret_speed)
func finished_reload():
if enemy.turret_look_next.is_colliding():

View File

@@ -2,13 +2,21 @@ extends EnemyState
class_name EnemySearch
var search_timer
var search_target
var update_target_timer
const SEARCH_TIME_MAX : float = 10.0
var move_target
var look_target
const UPDATE_TARGET_TIME_MAX : float = 1.0
const SEARCH_TIME_MAX : float = 10.0 #only searches for anything for 10 seconds before returning to idle
func Enter():
super()
search_timer = SEARCH_TIME_MAX
update_target_timer = UPDATE_TARGET_TIME_MAX
move_target = update_waypoint_or_idle()
look_target = update_waypoint_or_idle()
func Exit():
pass
@@ -21,16 +29,20 @@ func Update(delta: float):
else:
Transitioned.emit(self,"idle")
if update_target_timer > 0:
update_target_timer -= delta
else:
move_target = update_waypoint_or_idle()
look_target = update_waypoint_or_idle()
attack_on_sight()
search_for_suspicious_sounds()
update_waypoint_or_idle()
if enemy.global_position.distance_to(move_target_adj()) < 1:
if enemy.global_position.distance_to(move_target_adj(move_target)) < 1:
Transitioned.emit(self,"idle")
func Physics_Update(delta : float):
#turret transform
#enemy.turret_look_next.look_at(move_target())
enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,enemy.turret_look_next.rotation,delta * turret_speed)
var destination = enemy.nav_agent.get_next_path_position()
@@ -38,4 +50,4 @@ func Physics_Update(delta : float):
var direction = local_destination.normalized()
enemy.velocity = direction * move_speed
#enemy.global_rotation.y = rotate_to_face2D(enemy,move_target(),delta,turret_speed)
enemy.global_rotation.y = rotate_to_face2D(enemy,move_target,delta,2)

View File

@@ -9,9 +9,6 @@ class_name EnemyState
@onready var target_lost_timer = time_to_lose_target
func Update(delta):
pass
func enemy_has_target():
if enemy.player_last_seen != null:
return true
@@ -19,7 +16,7 @@ func enemy_has_target():
return true
return false
func move_target():
func update_move_target():
if enemy.player_last_seen != null:
return enemy.player_last_seen
elif enemy.point_of_interest != null:
@@ -27,7 +24,9 @@ func move_target():
func update_waypoint_or_idle():
if enemy_has_target():
enemy.nav_agent.set_target_position(move_target())
update_move_target()
else:
Transitioned.emit(self,"idle")
func attack_on_sight():
if can_see:
@@ -37,12 +36,11 @@ func attack_on_sight():
if enemy.turret_look.get_collider() is Player:
Transitioned.emit(self,"attack")
func search_on_lost_target(delta):
func search_on_lost_target():
if !enemy.is_player_visible():
Transitioned.emit(self,"attack")
func move_target_adj():
var position = move_target()
func move_target_adj(position):
return Vector3(position.x,enemy.global_position.y,position.z)
func search_for_suspicious_sounds():