Files
fps_project_1/scripts/spider.gd
2025-05-04 23:35:43 -05:00

184 lines
5.4 KiB
GDScript

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 = []
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
move_and_slide()
look_at_player()
func stun():
change_state_to("stunned")
func take_damage(dam,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 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)