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

299 lines
10 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 playerallied : bool = false
var rootnode : bool = true
var waitingfor : int = 0
var perception_refreshinterval : float = 0.6
var perception_radius : float = 32
var perception_giveuptime : float = 6
var path_refreshinterval : float = 1.5
@export var hp : float = 8
@export var physics_push_force : float = 1.5
var lunge_startdistance : float = 6
var lunge_pausetime : float = 0.1
var lunge_traveldistance : float = 12
var lunge_travelheight : float = 0.3
var lunge_velocity : float = 18
var lunge_upwardvelocity : float = 4
var lunge_damage : float = 8
var lunge_recovery : float = 0.4
var currentlunge_angle : Vector3
var currentlunge_startpos : Vector3
var currentlunge_apex : float
var currentlunge_lethal : bool = true
var state : String = "idle"
var movement_speed: float = 8
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
@export var min_player_distance : float = 2.0
@export var min_ally_distance : float = 6.0
var runtarget : Vector3
@export var player : Node
const sprite_front1 = preload("res://sprites/enemies/chompyboy_front1.png")
const sprite_left1 = preload("res://sprites/enemies/chompyboy_left1.png")
const sprite_right1 = preload("res://sprites/enemies/chompyboy_right1.png")
const sprite_back1 = preload("res://sprites/enemies/chompyboy_back1.png")
# Called when the node enters the scene tree for the first time.
func _ready():
rotation_degrees.y += 180
player.enemies.append(self)
$perception_timer.start(perception_refreshinterval)
func _physics_process(delta):
sprite_angle()
ai_process()
if state == "chasing" 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 state == "chasing" and global_transform.origin.distance_to(runtarget) > 4:
set_movement_target(runtarget)
$chase_timer.start(path_refreshinterval)
move_and_slide()
if velocity.y > 3:
print("hey! stop that! current state "+state+" current velocity "+str(velocity.y)+"current motion mode "+str(get_motion_mode()))
velocity.y = 3
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)
elif slaminto.get_collider() is CharacterBody3D:
slaminto.get_collider().velocity += (-slaminto.get_normal() * movement_speed)
if (state == "lunge_rise" or state == "lunge_descend") and slaminto.get_collider().get("playerallied") == true and currentlunge_lethal == true and slaminto.get_collider().get("hp") > 0:
slaminto.get_collider().deal_damage(lunge_damage)
currentlunge_lethal = false
if !current_path.is_empty():
if global_transform.origin.distance_to(player.global_transform.origin) <= min_player_distance:
clearpath()
$chase_timer.start(path_refreshinterval)
if global_transform.origin.distance_to(current_path_point) <= path_point_margin:
current_path_index += 1
if current_path_index >= current_path.size():
clearpath()
$chase_timer.start(path_refreshinterval)
if state == "chasing" and is_on_floor() and !current_path.is_empty() and hp > 0:
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)), 0.4)
global_transform = global_transform.looking_at(Vector3(current_path_point.x,global_position.y,current_path_point.z))
elif state == "lunge_start":
currentlunge_startpos = global_transform.origin
currentlunge_angle = global_transform.origin.direction_to(player.global_transform.origin)
currentlunge_apex = player.global_transform.origin.y + lunge_travelheight
global_transform = global_transform.looking_at(Vector3(player.global_transform.origin.x,global_position.y,player.global_transform.origin.z))
state = "lunge_rise"
motion_mode = 1
elif state == "lunge_rise":
var acceleration = 8.0
velocity.x = lerp(velocity.x, currentlunge_angle.x * lunge_velocity, acceleration * delta)
velocity.z = lerp(velocity.z, currentlunge_angle.z * lunge_velocity, acceleration * delta)
if currentlunge_startpos.distance_to(global_transform.origin) >= lunge_traveldistance:
state = "lunge_startrecovery"
elif global_transform.origin.y < currentlunge_apex:
velocity.y = lerp(velocity.y, lunge_upwardvelocity, acceleration * delta)
else:
motion_mode = 0
state = "lunge_descend"
if get_real_velocity().x == 0 and get_real_velocity().z == 0 and $ai_timer.is_stopped():
$ai_timer.start(1)
elif state == "lunge_descend":
var acceleration = 8.0
velocity.x = lerp(velocity.x, currentlunge_angle.x * lunge_velocity, acceleration * delta)
velocity.z = lerp(velocity.z, currentlunge_angle.z * lunge_velocity, acceleration * delta)
if currentlunge_startpos.distance_to(global_transform.origin) >= lunge_traveldistance:
state = "lunge_startrecovery"
if get_real_velocity().x == 0 and get_real_velocity().z == 0 and $ai_timer.is_stopped():
$ai_timer.start(1)
elif state == "lunge_recovering":
var acceleration = 8.0
velocity.x = lerp(velocity.x, 0.0, acceleration * delta)
velocity.z = lerp(velocity.z, 0.0, acceleration * delta)
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")
pass
else:
# $AnimationPlayer.play("Idle")
pass
else:
velocity = Vector3(0,0,0)
if not is_on_floor():
velocity.y -= gravity * delta
func ai_process():
if state == "chasing" and global_transform.origin.distance_to(player.global_transform.origin) <= lunge_startdistance:
state = "lunge_charge"
$ai_timer.start(lunge_pausetime)
elif state == "lunge_startrecovery":
motion_mode = 0
state = "lunge_recovering"
$ai_timer.start(lunge_recovery)
elif state == "goidle":
$ai_timer.stop()
clearpath()
state = "idle"
pass
func deal_damage(damage):
print(str(damage)+" damage taken, "+str(hp)+" HP left")
hp = hp - damage
if hp <= 0:
print("death")
delete_me()
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")
pass
if anim_name == "Run":
# $AnimationPlayer.play("Run")
pass
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 sprite_angle():
var playerpos = Vector2(player.global_position.x, player.global_position.z)
var spritepos = Vector2(global_position.x, global_position.z)
var directiontoplayer = rad_to_deg((playerpos - spritepos).angle())
var selfangle = rad_to_deg(global_rotation.y)
var spriteangle = fposmod((directiontoplayer + selfangle) + 90, 359)
'''print("playerdirection "+str(directiontoplayer)+", angle "+str(selfangle)+", sprite "+str(spriteangle))'''
if spriteangle < 45 and $Sprite.texture != sprite_front1:
$Sprite.texture = sprite_front1
elif spriteangle >= 45 and spriteangle < 135 and $Sprite.texture != sprite_right1:
$Sprite.texture = sprite_right1
elif spriteangle >= 135 and spriteangle < 225 and $Sprite.texture != sprite_back1:
$Sprite.texture = sprite_back1
elif spriteangle >= 225 and spriteangle < 315 and $Sprite.texture != sprite_left1:
$Sprite.texture = sprite_left1
elif spriteangle >= 315 and spriteangle < 360 and $Sprite.texture != sprite_front1:
$Sprite.texture = sprite_front1
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)
$chase_timer.start(path_refreshinterval)
func _on_ai_timer_timeout():
$ai_timer.stop()
if state == "lunge_charge":
state = "lunge_start"
currentlunge_lethal = true
elif state == "lunge_recovering":
state = "chasing"
# halt lunge when stuck in same position for too long
elif state == "lunge_rise" and get_real_velocity().x == 0 and get_real_velocity().z == 0:
state = "lunge_startrecovery"
elif state == "lunge_descend" and get_real_velocity().x == 0 and get_real_velocity().z == 0:
state = "lunge_startrecovery"
# go idle when chasing player that has been out of sight for too long
elif state == "chasing":
state = "goidle"
print("player gone, giving up...")
func _on_perception_timer_timeout():
$perception_timer.stop()
$sightchecker.target_position = to_local(player.global_transform.origin)
$sightchecker.force_raycast_update()
if global_transform.origin.distance_to(player.global_transform.origin) <= perception_radius and $sightchecker.get_collider() == player:
if state == "idle":
state = "chasing"
print("player sighted!")
elif state == "chasing" and !$ai_timer.is_stopped():
$ai_timer.stop()
elif state == "chasing" and $ai_timer.is_stopped():
$ai_timer.start(perception_giveuptime)
$perception_timer.start(perception_refreshinterval)
func _on_hitflash_timer_timeout():
pass # Replace with function body.