kinda broke the AI but it's getting better
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@@ -16,17 +16,14 @@ 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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update_waypoint()
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enemy.points_of_interest = []
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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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alarm_sound.play()
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func update_waypoint():
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enemy.nav_agent.set_target_position(move_target())
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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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@@ -43,6 +40,7 @@ func Update(delta):
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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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@@ -50,7 +48,7 @@ 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()
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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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@@ -11,7 +11,6 @@ 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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const TURRET_SCAN_SPEED : float = .5
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func randomize_wander():
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var x = randf_range(-WANDER_AMT,WANDER_AMT)
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@@ -49,7 +48,7 @@ func Update(delta: float):
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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 * TURRET_SCAN_SPEED)
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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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@@ -20,15 +20,11 @@ func Exit():
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enemy.ammo = enemy.max_ammo
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enemy.servo_single.play()
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func update_waypoint():
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#var direction = (player.global_position - enemy.global_position).normalized()
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enemy.nav_agent.set_target_position(move_target())
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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()
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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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@@ -2,17 +2,16 @@ extends EnemyState
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class_name EnemySearch
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var search_timer
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var search_target
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const SEARCH_TIME_MAX : float = 10.0
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func Enter():
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super()
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search_point()
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search_timer = SEARCH_TIME_MAX
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func Exit():
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enemy.player_last_seen = null
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enemy.points_of_interest = []
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pass
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func Update(delta: float):
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super(delta)
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@@ -24,14 +23,14 @@ func Update(delta: float):
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attack_on_sight()
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search_for_suspicious_sounds()
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search_point()
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update_waypoint_or_idle()
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if enemy.global_position.distance_to(move_target_adj()) < 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_next.look_at(move_target())
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#enemy.turret_look_next.look_at(move_target())
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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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@@ -39,8 +38,4 @@ func Physics_Update(delta : float):
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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,turret_speed)
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func search_point():
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enemy.nav_agent.set_target_position(move_target())
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#enemy.global_rotation.y = rotate_to_face2D(enemy,move_target(),delta,turret_speed)
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@@ -12,17 +12,22 @@ class_name EnemyState
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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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if enemy.point_of_interest != null:
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return true
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return false
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func 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.points_of_interest != null:
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var move_point = {"loudness" : 0.0,"point" : Vector3.ZERO}
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for point in enemy.points_of_interest:
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if point["loudness"] > move_point["loudness"]:
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move_point = point
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return move_point["point"]
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else:
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Transitioned.emit(self,"idle")
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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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enemy.nav_agent.set_target_position(move_target())
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func attack_on_sight():
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if can_see:
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@@ -41,7 +46,8 @@ func move_target_adj():
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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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if enemy.points_of_interest != [] and enemy.points_of_interest != null:
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if enemy.point_of_interest != null:
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enemy.player_last_seen = null
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Transitioned.emit(self,"search")
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func rotate_to_face2D(object,target,delta,turn_speed):
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@@ -58,3 +64,6 @@ func rotate_to_face2D(object,target,delta,turn_speed):
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var target_pos2d = Vector2(target_transformed.x,target_transformed.z)
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var direction = (pos2d - target_pos2d)
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return lerp_angle(object.rotation.y,atan2(direction.x,direction.y),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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@@ -81,7 +81,7 @@ var ammo
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var line_of_sight_target
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var player_last_seen
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var points_of_interest = []
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var point_of_interest
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func _ready():
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SignalBus.suspicious_sound.connect(add_point_of_interest)
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@@ -163,13 +163,11 @@ func debug_marker():
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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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print("SHOT HEARD")
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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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var perceived_loudness = 1/distance_to_point * loudness
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var add_point = {"point" : point, "loudness" : perceived_loudness}
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points_of_interest.append(add_point)
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print("POINTS OF INTEREST : ",points_of_interest)
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point_of_interest = add_point
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func save():
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