Idle state is simplified and looking good
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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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