Idle state is simplified and looking good
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@@ -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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