kinda broke the AI but it's getting better

This commit is contained in:
derek
2025-04-29 17:02:25 -05:00
parent 6124a370b4
commit f7e776a179
8 changed files with 39 additions and 38 deletions

View File

@@ -16,17 +16,14 @@ var visibility_timer
func Enter():
super()
enemy.cache_player_pos()
update_waypoint()
enemy.points_of_interest = []
clear_point_of_interest()
visibility_timer = time_before_losing_visual
enemy.turret_material.emission_enabled = true
initial_timer = initial_wait_time
alarm_sound.play()
func update_waypoint():
enemy.nav_agent.set_target_position(move_target())
func current_target():
if enemy.is_player_visible():
return enemy.character_follow.global_position
@@ -43,6 +40,7 @@ func Update(delta):
if enemy.ammo <= 4:
Transitioned.emit(self,"reload")
else:
enemy.player_last_seen = null
Transitioned.emit(self,"search")
else:
visibility_timer = time_before_losing_visual
@@ -50,7 +48,7 @@ func Update(delta):
if heartbeat > 0:
heartbeat -= delta
else:
update_waypoint()
update_waypoint_or_idle()
#Initial wait time
if initial_timer > 0:
initial_timer -= delta

View File

@@ -11,7 +11,6 @@ var scan_time : float
const WANDER_AMT = 50
const TURRET_TURN_AMT : float = 90.0
const TURRET_SCAN_SPEED : float = .5
func randomize_wander():
var x = randf_range(-WANDER_AMT,WANDER_AMT)
@@ -49,7 +48,7 @@ func Update(delta: float):
func Physics_Update(delta : float):
if enemy:
#turret transform
enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,enemy.turret_look_next.rotation,delta * TURRET_SCAN_SPEED)
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()
var local_destination = destination - enemy.global_position

View File

@@ -20,15 +20,11 @@ func Exit():
enemy.ammo = enemy.max_ammo
enemy.servo_single.play()
func update_waypoint():
#var direction = (player.global_position - enemy.global_position).normalized()
enemy.nav_agent.set_target_position(move_target())
func Update(delta):
if heartbeat > 0:
heartbeat -= delta
else:
update_waypoint()
update_waypoint_or_idle()
if remaining_bullets > 0:
if !reload_sound.is_playing():

View File

@@ -2,17 +2,16 @@ extends EnemyState
class_name EnemySearch
var search_timer
var search_target
const SEARCH_TIME_MAX : float = 10.0
func Enter():
super()
search_point()
search_timer = SEARCH_TIME_MAX
func Exit():
enemy.player_last_seen = null
enemy.points_of_interest = []
pass
func Update(delta: float):
super(delta)
@@ -24,14 +23,14 @@ func Update(delta: float):
attack_on_sight()
search_for_suspicious_sounds()
search_point()
update_waypoint_or_idle()
if enemy.global_position.distance_to(move_target_adj()) < 1:
Transitioned.emit(self,"idle")
func Physics_Update(delta : float):
#turret transform
enemy.turret_look_next.look_at(move_target())
#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()
@@ -39,8 +38,4 @@ 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)
func search_point():
enemy.nav_agent.set_target_position(move_target())
#enemy.global_rotation.y = rotate_to_face2D(enemy,move_target(),delta,turret_speed)

View File

@@ -12,17 +12,22 @@ class_name EnemyState
func Update(delta):
pass
func enemy_has_target():
if enemy.player_last_seen != null:
return true
if enemy.point_of_interest != null:
return true
return false
func move_target():
if enemy.player_last_seen != null:
return enemy.player_last_seen
elif enemy.points_of_interest != null:
var move_point = {"loudness" : 0.0,"point" : Vector3.ZERO}
for point in enemy.points_of_interest:
if point["loudness"] > move_point["loudness"]:
move_point = point
return move_point["point"]
else:
Transitioned.emit(self,"idle")
elif enemy.point_of_interest != null:
return enemy.point_of_interest["point"]
func update_waypoint_or_idle():
if enemy_has_target():
enemy.nav_agent.set_target_position(move_target())
func attack_on_sight():
if can_see:
@@ -41,7 +46,8 @@ func move_target_adj():
return Vector3(position.x,enemy.global_position.y,position.z)
func search_for_suspicious_sounds():
if enemy.points_of_interest != [] and enemy.points_of_interest != null:
if enemy.point_of_interest != null:
enemy.player_last_seen = null
Transitioned.emit(self,"search")
func rotate_to_face2D(object,target,delta,turn_speed):
@@ -58,3 +64,6 @@ func rotate_to_face2D(object,target,delta,turn_speed):
var target_pos2d = Vector2(target_transformed.x,target_transformed.z)
var direction = (pos2d - target_pos2d)
return lerp_angle(object.rotation.y,atan2(direction.x,direction.y),delta * turn_speed)
func clear_point_of_interest():
enemy.point_of_interest = null

View File

@@ -81,7 +81,7 @@ var ammo
var line_of_sight_target
var player_last_seen
var points_of_interest = []
var point_of_interest
func _ready():
SignalBus.suspicious_sound.connect(add_point_of_interest)
@@ -163,13 +163,11 @@ func debug_marker():
debug_tracker.visible = false
func add_point_of_interest(point,loudness,max_distance):
print("SHOT HEARD")
var distance_to_point = global_position.distance_to(point)
if distance_to_point <= max_distance:
var perceived_loudness = 1/distance_to_point * loudness
var add_point = {"point" : point, "loudness" : perceived_loudness}
points_of_interest.append(add_point)
print("POINTS OF INTEREST : ",points_of_interest)
point_of_interest = add_point
func save():