extends CharacterBody3D class_name Enemy signal last_enemy_dead() var player var last_enemy : bool = false @export var debug_tools : bool = false @export var start_health = 3 @export var max_ammo = 10 @export var loot_amount = 2 @export var join_ally_max_distance = 10 @export var nav_agent : NavigationAgent3D @export var hit_targets : Array[Area3D] @export var visibility_areas : Array[Area3D] @export var line_of_sight_ray : RayCast3D @export_enum("Enemy", "Trap") var enemy_type: int @export var bullet : Resource @export var casing : Resource @export var bullet_speed = 10 @export var bullet_drop = .1 @export var random_spread_amt = .01 @export var bullet_damage = 1 @export var die_particles : Resource @export var damage_number : Resource @export_group("Taunts") @export var taunts : Array[String] = [] @onready var state_machine: Node = $StateMachine @onready var level_control = get_tree().current_scene @onready var movement_shape = $MovementShape @onready var barrel_1 = $TurretLook/Turret/Barrel1 @onready var barrel_2 = $TurretLook/Turret/Barrel2 @onready var casing_ejector = $TurretLook/Turret/CasingEjector @onready var prefire_timer = $Timers/prefire_timer @onready var postfire_timer = $Timers/postfire_timer @onready var knocked_timer = $Timers/knocked_timer @onready var stunned_timer = $Timers/stunned_timer @onready var body = $body @onready var audio_fire = $AUIDO/Fire @onready var turret = $TurretLook/Turret @onready var turret_material = turret.get_surface_override_material(2) @onready var turret_look = $TurretLook @onready var smoke: GPUParticles3D = $TurretLook/Turret/Smoke @onready var smoke_2: GPUParticles3D = $TurretLook/Turret/Smoke2 @onready var stunned_stars: Node3D = $body/StunnedStars @onready var outline_meshes = [$TurretLook/Turret/turretoutline, $body/leg1/foot1/foot1outline, $body/leg1/leg1outline, $body/leg2/foot2/foot2outline, $body/leg2/leg2outline, $body/leg3/foot3/foot3outline, $body/leg3/leg3outline, $body/leg4/foot4/foot4outline, $body/leg4/leg4outline, $body/bodyoutline] @onready var health_bar_sprite: Sprite3D = $HealthBarSprite @onready var servo_single: AudioStreamPlayer3D = $AUIDO/ServoSingle @onready var servo_loop: AudioStreamPlayer3D = $AUIDO/ServoLoop @onready var debug_tracker: Node3D = $DebugTracker @onready var line_of_sight: RayCast3D = $LineOfSight var gravity = 9.8 var particlespawn var rand_select var rand_item var body_look_to var distance_to_player var hive_velocity var hive_nav_point var dying var can_die : bool = false var knocked = false var stunned = false var health var ammo var line_of_sight_target var player_last_seen var points_of_interest = [] var damage_buffer = [] func _ready(): SignalBus.suspicious_sound.connect(add_point_of_interest) SignalBus.engaging_target.connect(investigate_nearby_combat) health = start_health ammo = max_ammo player = level_control.player #health_bar_sprite.visible = false turret_material.emission_enabled = false #randomly start the postfire timer so enemy turrets aren't synced var random_time = randf_range(0,5) await get_tree().create_timer(random_time).timeout postfire_timer.start() if hit_targets != null: for target in hit_targets: target.body_part_hit.connect(take_damage) func _process(delta): line_of_sight.global_position = global_position + Vector3(0,1.5,0) look_at_player() move_and_slide() apply_damage() func stun(): change_state_to("stunned") func apply_damage(): if damage_buffer.size() > 0 and health > 0: var damage_info = damage_buffer.pop_front() var dam = damage_info['dam'] var bullet_damage = damage_info['bullet_damage'] SignalBus.emit_signal("enemy_hit") health -= dam * bullet_damage health_bar_sprite.visible = true health_bar_sprite.health_update() var number_spawn = damage_number.instantiate() number_spawn.damage_amt = bullet_damage * dam number_spawn.position = global_position + Vector3(0,2,0) get_tree().get_root().add_child(number_spawn) if health <= 0: change_state_to("die") func take_damage(dam,bullet_damage): damage_buffer.append({'dam' : dam,'bullet_damage' : bullet_damage}) func change_state_to(set_state): state_machine.on_child_transition(state_machine.current_state,set_state) func look_at_player(): if line_of_sight_target != null: line_of_sight_ray.look_at(line_of_sight_target.global_position) func is_player_visible(): if line_of_sight_ray.is_colliding(): if line_of_sight_ray.get_collider() is Player: return true return false func is_player_in_area(): if visibility_areas != null: for area in visibility_areas: var bodies = area.get_overlapping_bodies() if bodies != null: for i in bodies: if i is Player: if line_of_sight_target == null: line_of_sight_target = i return true return false func cache_player_pos(): if line_of_sight_ray.is_colliding(): if line_of_sight_ray.get_collider() is Player: player_last_seen = line_of_sight_ray.get_collision_point() func add_point_of_interest(point,loudness,max_distance): state_machine.current_state.investigate_points_of_interest(point,loudness,max_distance) func investigate_nearby_combat(ally,target): if ally != self: var distance_to_ally = global_position.distance_to(ally.global_position) if distance_to_ally < join_ally_max_distance: player_last_seen = target if state_machine.current_state.name.to_lower() == "idle": change_state_to("search") func save(): var save_dict = { "filename" : get_scene_file_path(), "parent" : get_parent().get_path(), "pos_x" : position.x, "pos_y" : position.y, "pos_z" : position.z, "rot_x" : rotation.x, "rot_y" : rotation.y, "rot_z" : rotation.z, "start_health" : start_health, "health" : health } return save_dict func _on_navigation_agent_3d_velocity_computed(safe_velocity: Vector3) -> void: state_machine.current_state.velocity_computed(safe_velocity)