Files
blorgshooter/scripts/Character_Hazmat.gd
2025-08-12 04:38:42 -04:00

180 lines
5.1 KiB
GDScript

extends CharacterBody3D
var gravity : float = ProjectSettings.get_setting("physics/3d/default_gravity")
var grabbable : bool = false
var shootable : bool = true
var weakpoint : bool = false
var rootnode : bool = true
var waitingfor : int = 0
@export var HP : float = 3
@export var weakpoint_damage : float = 5.0
@export var runner : bool = false
@export var physics_push_force : float = 1.5
var movement_speed: float = 8.0
var movement_delta: float
var path_point_margin: float = 1
var current_path_index: int = 0
var current_path_point: Vector3
var current_path: PackedVector3Array
@onready var default_3d_map_rid: RID = get_world_3d().get_navigation_map()
var startpos : Vector3
var forth : bool = false
var headoffset : Vector3
var headbone : int
var pissed : bool = false
@export var min_player_distance : float = 4.0
@export var min_ally_distance : float = 6.0
var runtarget : Vector3
@export var player : Node
# Called when the node enters the scene tree for the first time.
func _ready():
headoffset = Vector3(0,0.2,0)
headbone = $CharacterArmature/Skeleton3D.find_bone("Head")
$CharacterArmature.rotation_degrees.y = 180
rotation_degrees.y += 180
player.enemies.append(self)
$AnimationPlayer.play("Idle")
pissed = true
func _physics_process(delta):
if pissed and player.global_transform.origin.distance_to(runtarget) > 4:
runtarget = player.global_transform.origin
if current_path.is_empty() and NavigationServer3D.map_is_active(default_3d_map_rid):
if runner:
set_movement_target($waypoint.global_transform.origin)
elif pissed and global_transform.origin.distance_to(runtarget) > 4:
set_movement_target(runtarget)
$chase_timer.start(1.5)
move_and_slide()
for i in get_slide_collision_count():
var slaminto = get_slide_collision(i)
if slaminto.get_collider() is RigidBody3D:
slaminto.get_collider().apply_central_impulse(-slaminto.get_normal() * physics_push_force)
if !current_path.is_empty():
if !runner and global_transform.origin.distance_to(player.global_transform.origin) <= min_player_distance:
clearpath()
$chase_timer.start(1.5)
if global_transform.origin.distance_to(current_path_point) <= path_point_margin:
current_path_index += 1
if current_path_index >= current_path.size():
clearpath()
if runner:
if !forth:
set_movement_target(startpos)
forth = true
elif forth:
set_movement_target($waypoint.global_transform.origin)
forth = false
else:
$chase_timer.start(1.5)
"""for bud in player.enemies:
if bud.get_instance_id() != get_instance_id() and bud.global_position.distance_to(global_position) <= min_ally_distance and bud.global_position.distance_to(player.global_position) < global_position.distance_to(player.global_position):
clearpath()
$queue_timer.start(3)"""
if !current_path.is_empty() and HP > 0:
$Head.position = headoffset + $CharacterArmature/Skeleton3D.get_bone_global_pose(headbone).origin
if len(current_path) > 0:
current_path_point = current_path[current_path_index]
var direction = global_transform.origin.direction_to(current_path_point)
var acceleration = 8.0
velocity.x = lerp(velocity.x, direction.x * movement_speed, acceleration * delta)
velocity.z = lerp(velocity.z, direction.z * movement_speed, acceleration * delta)
global_transform = global_transform.interpolate_with(global_transform.looking_at(Vector3(current_path_point.x,global_position.y,current_path_point.z)), 0.2)
elif current_path.is_empty() or waitingfor != 0:
velocity.x = 0
velocity.z = 0
if HP > 0:
var velocityclamp = 0.25
if abs(velocity.x) + abs(velocity.z) > (velocityclamp * 2):
$AnimationPlayer.play("Run")
else:
$AnimationPlayer.play("Idle")
else:
velocity = Vector3(0,0,0)
if not is_on_floor():
velocity.y -= gravity * delta
func deal_damage(damage):
print(str(damage)+" damage taken, "+str(HP)+" HP left")
HP = HP - damage
if HP <= 0:
print("death")
$AnimationPlayer.play("Death")
func set_movement_target(target_position: Vector3):
var start_position: Vector3 = global_transform.origin
current_path = NavigationServer3D.map_get_path(
default_3d_map_rid,
start_position,
target_position,
true
)
if not current_path.is_empty():
current_path_index = 0
current_path_point = current_path[0]
func clearpath():
current_path = []
current_path_index = 0
current_path_point = global_transform.origin
func _on_animation_player_animation_finished(anim_name):
if anim_name == "Idle":
$AnimationPlayer.play("Idle")
if anim_name == "Run":
$AnimationPlayer.play("Run")
if anim_name == "Death":
delete_me()
"""set_collision_layer_value(1, false)
$Head.set_collision_layer_value(1, false)"""
func delete_me():
player.enemies.erase(self)
get_parent().remove_child(self)
queue_free()
func _on_chase_timer_timeout():
if player.global_transform.origin.distance_to(runtarget) > 4:
runtarget = player.global_transform.origin
if global_transform.origin.distance_to(runtarget) > 4:
set_movement_target(runtarget)
print("updating runtarget to "+str(runtarget))
$chase_timer.start(1.5)
func _on_queue_timer_timeout():
$queue_timer.stop()
_on_chase_timer_timeout()