Idle state is simplified and looking good
This commit is contained in:
@@ -1,115 +1,2 @@
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extends EnemyState
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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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@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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func Enter():
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super()
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enemy.cache_player_pos()
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clear_point_of_interest()
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visibility_timer = time_before_losing_visual
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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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if enemy.is_player_visible():
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return enemy.character_follow.global_position
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else:
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return enemy.point_of_interest
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func Update(delta):
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enemy.cache_player_pos()
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if !enemy.is_player_visible():
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if visibility_timer > 0:
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visibility_timer -= delta
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else:
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if enemy.ammo <= 4:
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Transitioned.emit(self,"reload")
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else:
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enemy.player_last_seen = null
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Transitioned.emit(self,"search")
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else:
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visibility_timer = time_before_losing_visual
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if heartbeat > 0:
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heartbeat -= 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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#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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#fire if player in view
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if enemy.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.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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var local_destination = destination - enemy.global_position
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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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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
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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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func fire(barrel):
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enemy.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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instance_bullet.bullet_speed = enemy.bullet_speed
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instance_bullet.bullet_drop = enemy.bullet_drop
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instance_bullet.random_spread_amt = enemy.random_spread_amt
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instance_bullet.bullet_damage = enemy.bullet_damage
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instance_bullet.fired_by = enemy
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instance_bullet.target_type = enemy.enemy_type
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get_tree().get_root().add_child(instance_bullet)
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enemy.audio_fire.play()
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spawn_casing()
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func spawn_casing():
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var instance_casing = enemy.casing.instantiate()
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instance_casing.position = enemy.casing_ejector.global_position
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instance_casing.transform.basis = enemy.casing_ejector.global_transform.basis
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instance_casing.player_velocity = enemy.velocity * enemy.transform.basis
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get_tree().get_root().add_child(instance_casing)
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@@ -1,58 +1,37 @@
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extends EnemyState
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class_name EnemyIdle
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@export var idle_speed : float = 1.5
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@export var idle_time_range : Vector2 = Vector2(5,7)
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@export var wander_distance_max : float = 30.0
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var move_direction : Vector3
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var scan_direction : float
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var wander_time : float
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var scan_time : float
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const WANDER_AMT = 50
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const TURRET_TURN_AMT : float = 90.0
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func randomize_wander():
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var x = randf_range(-WANDER_AMT,WANDER_AMT)
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var z = randf_range(-WANDER_AMT,WANDER_AMT)
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move_direction = enemy.global_position + Vector3(x,0,z)
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enemy.nav_agent.set_target_position(move_direction)
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wander_time = randf_range(1,3)
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func randomize_turret_scan():
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scan_direction = -scan_direction
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enemy.turret_look_next.rotation = Vector3(0,scan_direction,0)
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scan_time = randf_range(5,10)
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var idle_timer
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func Enter():
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super()
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randomize_wander()
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scan_direction = deg_to_rad(TURRET_TURN_AMT)
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idle_timer = randf_range(idle_time_range.x,idle_time_range.y)
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get_new_wander_point()
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func Update(delta: float):
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super(delta)
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attack_on_sight()
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search_for_suspicious_sounds()
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if wander_time > 0:
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wander_time -= delta
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func Update(delta):
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#attack_on_sight()
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if idle_timer > 0:
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idle_timer -= delta
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else:
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randomize_wander()
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get_new_wander_point()
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if scan_time > 0:
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scan_time -= delta
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else:
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randomize_turret_scan()
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debug_marker(move_target)
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move_to_nav_point(delta)
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#turret_look(delta)
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func Physics_Update(delta : float):
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if enemy:
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#turret transform
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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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var local_destination = destination - enemy.global_position
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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 * idle_speed
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enemy.global_rotation.y = rotate_to_face2D(enemy,destination,delta,turret_speed)
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func get_new_wander_point():
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#reset timer
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idle_timer = randf_range(idle_time_range.x,idle_time_range.y)
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var x = randf_range(-wander_distance_max,wander_distance_max)
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var z = randf_range(-wander_distance_max,wander_distance_max)
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move_target = enemy.global_position + Vector3(x,0,z)
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enemy.nav_agent.set_target_position(move_target)
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print("MOVE TARGET : ",move_target)
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get_turret_look_destination()
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func get_turret_look_destination():
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look_target = move_target + Vector3(0,3,0)
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@@ -1,58 +1,2 @@
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extends EnemyState
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class_name EnemyReload
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@export var reload_sound : AudioStreamPlayer3D
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@export var run_distance : float = 3
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@export var body_turn_speed : float = 1
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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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func Enter():
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super()
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remaining_bullets = enemy.max_ammo
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enemy.servo_single.play()
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func Exit():
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super()
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enemy.ammo = enemy.max_ammo
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enemy.servo_single.play()
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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_or_idle()
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if remaining_bullets > 0:
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if !reload_sound.is_playing():
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remaining_bullets -= 1
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reload_sound.play()
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else:
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finished_reload()
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func Physics_Update(delta):
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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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var local_destination = destination - enemy.global_position
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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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func finished_reload():
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if enemy.turret_look_next.is_colliding():
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if enemy.turret_look_next.get_collider() is Player:
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Transitioned.emit(self,"attack")
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else:
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Transitioned.emit(self,"search")
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else:
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Transitioned.emit(self,"search")
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@@ -1,53 +1,2 @@
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extends EnemyState
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class_name EnemySearch
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var search_timer
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var update_target_timer
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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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func Update(delta: float):
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super(delta)
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if search_timer > 0:
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search_timer -= delta
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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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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.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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var local_destination = destination - enemy.global_position
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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,2)
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@@ -3,12 +3,16 @@ class_name EnemyState
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@export var enemy : CharacterBody3D
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@export var move_speed : float = 3
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@export var body_turn_speed : float = 3
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@export var turret_speed : float = 6.0
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@export var can_see : bool = true # indicates whether the enemy is able to see things in the state
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@export var time_to_lose_target = 1.0
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@onready var target_lost_timer = time_to_lose_target
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var move_target
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var look_target
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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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@@ -21,12 +25,8 @@ func update_move_target():
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return enemy.player_last_seen
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elif enemy.point_of_interest != null:
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return enemy.point_of_interest["point"]
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func update_waypoint_or_idle():
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if enemy_has_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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return enemy.global_position
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func attack_on_sight():
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if can_see:
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@@ -65,3 +65,21 @@ func rotate_to_face2D(object,target,delta,turn_speed):
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func clear_point_of_interest():
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enemy.point_of_interest = null
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func move_to_nav_point(delta):
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var destination = enemy.nav_agent.get_next_path_position()
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var local_destination = destination - enemy.global_position
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var direction = local_destination.normalized()
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if enemy.global_position.distance_to(destination) > 1:
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enemy.velocity = direction * move_speed
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enemy.global_rotation.y = rotate_to_face2D(enemy,destination,delta,body_turn_speed)
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func turret_look(delta):
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enemy.turret_look.global_rotation.y = rotate_to_face2D(enemy.turret_look,move_target,delta,50)
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func debug_marker(target_pos):
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if enemy.debug_tools:
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enemy.debug_tracker.visible = true
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enemy.debug_tracker.global_position = target_pos
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else:
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enemy.debug_tracker.visible = false
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@@ -1,55 +1,2 @@
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extends EnemyState
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class_name EnemyStunned
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@export var stunned_stars : Node
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@export var stun_time_start : float = 5.0
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var move_direction : Vector3
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var scan_direction : float
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var wander_time : float
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var scan_time : float
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var stun_time
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const WANDER_AMT = 50
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const TURRET_TURN_AMT : float = 180.0
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func Enter():
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super()
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print("ENEMY STUNNED")
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if stunned_stars:
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stunned_stars.visible = true
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randomize_wander()
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stun_time = stun_time_start
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func _Exit():
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if stunned_stars:
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stunned_stars.visible = false
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func Update(delta):
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if wander_time > 0:
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wander_time -= delta
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else:
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randomize_wander()
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if stun_time > 0:
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stun_time -= delta
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else:
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stunned_stars.visible = false
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Transitioned.emit(self,"idle")
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func Physics_Update(delta : float):
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if enemy:
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var destination = enemy.nav_agent.get_next_path_position()
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var local_destination = destination - enemy.global_position
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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 += delta * 4
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func randomize_wander():
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var x = randf_range(-WANDER_AMT,WANDER_AMT)
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var z = randf_range(-WANDER_AMT,WANDER_AMT)
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move_direction = enemy.global_position + Vector3(x,0,z)
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enemy.nav_agent.set_target_position(move_direction)
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wander_time = randf_range(1,3)
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@@ -7,8 +7,6 @@ var player
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var last_enemy : bool = false
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@export var debug_tools : bool = false
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@export var start_health = 3
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@export var SPEED = 3.0
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@export var turret_look_speed = 6
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@export var max_ammo = 10
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@export var loot_amount = 2
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@export var nav_agent : NavigationAgent3D
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@@ -104,8 +102,6 @@ func _process(delta):
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move_and_slide()
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look_at_player()
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if debug_tools:
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debug_marker()
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func stun():
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change_state_to("stunned")
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@@ -155,13 +151,6 @@ func cache_player_pos():
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if line_of_sight_ray.get_collider() is Player:
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player_last_seen = line_of_sight_ray.get_collision_point()
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func debug_marker():
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if player_last_seen != null:
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debug_tracker.visible = true
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debug_tracker.global_position = player_last_seen
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else:
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debug_tracker.visible = false
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func add_point_of_interest(point,loudness,max_distance):
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var distance_to_point = global_position.distance_to(point)
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if distance_to_point <= max_distance:
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Reference in New Issue
Block a user