187 lines
5.4 KiB
GDScript
187 lines
5.4 KiB
GDScript
extends CharacterBody3D
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class_name Enemy
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signal last_enemy_dead()
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var player
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var last_enemy : bool = false
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@export var debug_tools : bool = false
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@export var start_health = 3
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@export var SPEED = 3.0
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@export var turret_look_speed = 6
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@export var max_ammo = 10
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@export var loot_amount = 2
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@export var nav_agent : NavigationAgent3D
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@export var hit_targets : Array[Area3D]
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@export var visibility_areas : Array[Area3D]
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@export var line_of_sight_ray : RayCast3D
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@export_enum("Enemy", "Trap") var enemy_type: int
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@export var bullet : Resource
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@export var casing : Resource
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@export var bullet_speed = 10
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@export var bullet_drop = .1
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@export var random_spread_amt = .01
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@export var bullet_damage = 1
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@export var die_particles : Resource
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@export var damage_number : Resource
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@export_group("Taunts")
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@export var taunts : Array[String] = []
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@onready var state_machine: Node = $StateMachine
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@onready var level_control = get_tree().current_scene
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@onready var movement_shape = $MovementShape
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@onready var barrel_1 = $TurretLook/Turret/Barrel1
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@onready var barrel_2 = $TurretLook/Turret/Barrel2
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@onready var casing_ejector = $TurretLook/Turret/CasingEjector
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@onready var prefire_timer = $Timers/prefire_timer
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@onready var postfire_timer = $Timers/postfire_timer
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@onready var knocked_timer = $Timers/knocked_timer
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@onready var stunned_timer = $Timers/stunned_timer
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@onready var turret_look_next = $TurretLookNext
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@onready var body = $body
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@onready var audio_fire = $AUIDO/Fire
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@onready var turret = $TurretLook/Turret
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@onready var turret_material = turret.get_surface_override_material(2)
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@onready var turret_look = $TurretLook
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@onready var smoke: GPUParticles3D = $TurretLook/Turret/Smoke
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@onready var smoke_2: GPUParticles3D = $TurretLook/Turret/Smoke2
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@onready var stunned_stars: Node3D = $body/StunnedStars
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@onready var outline_meshes = [$TurretLook/Turret/turretoutline,
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$body/leg1/foot1/foot1outline,
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$body/leg1/leg1outline,
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$body/leg2/foot2/foot2outline,
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$body/leg2/leg2outline,
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$body/leg3/foot3/foot3outline,
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$body/leg3/leg3outline,
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$body/leg4/foot4/foot4outline,
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$body/leg4/leg4outline,
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$body/bodyoutline]
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@onready var health_bar_sprite: Sprite3D = $HealthBarSprite
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@onready var servo_single: AudioStreamPlayer3D = $AUIDO/ServoSingle
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@onready var servo_loop: AudioStreamPlayer3D = $AUIDO/ServoLoop
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@onready var debug_tracker: Node3D = $DebugTracker
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@onready var line_of_sight: RayCast3D = $LineOfSight
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var gravity = 9.8
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var particlespawn
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var rand_select
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var rand_item
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var body_look_to
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var distance_to_player
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var hive_velocity
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var hive_nav_point
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var dying
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var can_die : bool = false
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var knocked = false
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var stunned = false
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var health
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var ammo
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var line_of_sight_target
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var player_last_seen
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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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health = start_health
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ammo = max_ammo
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player = level_control.player
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#health_bar_sprite.visible = false
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turret_material.emission_enabled = false
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#randomly start the postfire timer so enemy turrets aren't synced
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var random_time = randf_range(0,5)
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await get_tree().create_timer(random_time).timeout
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postfire_timer.start()
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if hit_targets != null:
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for target in hit_targets:
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target.body_part_hit.connect(take_damage)
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func _process(delta):
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line_of_sight.global_position = global_position
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move_and_slide()
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look_at_player()
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if debug_tools:
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debug_marker()
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func stun():
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change_state_to("stunned")
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func take_damage(dam,bullet_damage):
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SignalBus.emit_signal("enemy_hit")
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health -= dam * bullet_damage
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health_bar_sprite.visible = true
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health_bar_sprite.health_update()
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var number_spawn = damage_number.instantiate()
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number_spawn.damage_amt = bullet_damage * dam
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number_spawn.position = global_position + Vector3(0,2,0)
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get_tree().get_root().add_child(number_spawn)
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if health <= 0:
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change_state_to("die")
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func change_state_to(set_state):
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state_machine.on_child_transition(state_machine.current_state,set_state)
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func look_at_player():
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if line_of_sight_target != null:
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line_of_sight_ray.look_at(line_of_sight_target.global_position)
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func is_player_visible():
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if line_of_sight_ray.is_colliding():
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if line_of_sight_ray.get_collider() is Player:
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return true
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return false
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func is_player_in_area():
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if visibility_areas != null:
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for area in visibility_areas:
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var bodies = area.get_overlapping_bodies()
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if bodies != null:
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for i in bodies:
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if i is Player:
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if line_of_sight_target == null:
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line_of_sight_target = i
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return true
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return false
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func cache_player_pos():
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if line_of_sight_ray.is_colliding():
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if line_of_sight_ray.get_collider() is Player:
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player_last_seen = line_of_sight_ray.get_collision_point()
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func debug_marker():
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if player_last_seen != null:
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debug_tracker.visible = true
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debug_tracker.global_position = player_last_seen
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else:
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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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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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point_of_interest = add_point
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func save():
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var save_dict = {
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"filename" : get_scene_file_path(),
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"parent" : get_parent().get_path(),
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"pos_x" : position.x,
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"pos_y" : position.y,
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"pos_z" : position.z,
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"rot_x" : rotation.x,
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"rot_y" : rotation.y,
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"rot_z" : rotation.z,
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"start_health" : start_health,
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"health" : health
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}
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return save_dict
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