299 lines
10 KiB
GDScript
299 lines
10 KiB
GDScript
extends CharacterBody3D
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var gravity : float = ProjectSettings.get_setting("physics/3d/default_gravity")
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var grabbable : bool = false
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var shootable : bool = true
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var weakpoint : bool = false
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var playerallied : bool = false
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var rootnode : bool = true
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var waitingfor : int = 0
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var perception_refreshinterval : float = 0.6
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var perception_radius : float = 32
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var perception_giveuptime : float = 6
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var path_refreshinterval : float = 1.5
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@export var hp : float = 8
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@export var physics_push_force : float = 1.5
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var lunge_startdistance : float = 6
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var lunge_pausetime : float = 0.1
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var lunge_traveldistance : float = 12
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var lunge_travelheight : float = 0.3
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var lunge_velocity : float = 18
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var lunge_upwardvelocity : float = 4
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var lunge_damage : float = 8
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var lunge_recovery : float = 0.4
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var currentlunge_angle : Vector3
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var currentlunge_startpos : Vector3
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var currentlunge_apex : float
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var currentlunge_lethal : bool = true
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var state : String = "idle"
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var movement_speed: float = 8
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var movement_delta: float
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var path_point_margin: float = 1
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var current_path_index: int = 0
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var current_path_point: Vector3
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var current_path: PackedVector3Array
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@onready var default_3d_map_rid: RID = get_world_3d().get_navigation_map()
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var startpos : Vector3
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var forth : bool = false
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@export var min_player_distance : float = 2.0
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@export var min_ally_distance : float = 6.0
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var runtarget : Vector3
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@export var player : Node
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const sprite_front1 = preload("res://sprites/enemies/chompyboy_front1.png")
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const sprite_left1 = preload("res://sprites/enemies/chompyboy_left1.png")
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const sprite_right1 = preload("res://sprites/enemies/chompyboy_right1.png")
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const sprite_back1 = preload("res://sprites/enemies/chompyboy_back1.png")
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# Called when the node enters the scene tree for the first time.
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func _ready():
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rotation_degrees.y += 180
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player.enemies.append(self)
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$perception_timer.start(perception_refreshinterval)
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func _physics_process(delta):
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sprite_angle()
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ai_process()
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if state == "chasing" and player.global_transform.origin.distance_to(runtarget) > 4:
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runtarget = player.global_transform.origin
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if current_path.is_empty() and NavigationServer3D.map_is_active(default_3d_map_rid):
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if state == "chasing" and global_transform.origin.distance_to(runtarget) > 4:
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set_movement_target(runtarget)
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$chase_timer.start(path_refreshinterval)
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move_and_slide()
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if velocity.y > 3:
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print("hey! stop that! current state "+state+" current velocity "+str(velocity.y)+"current motion mode "+str(get_motion_mode()))
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velocity.y = 3
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for i in get_slide_collision_count():
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var slaminto = get_slide_collision(i)
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if slaminto.get_collider() is RigidBody3D:
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slaminto.get_collider().apply_central_impulse(-slaminto.get_normal() * physics_push_force)
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elif slaminto.get_collider() is CharacterBody3D:
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slaminto.get_collider().velocity += (-slaminto.get_normal() * movement_speed)
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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:
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slaminto.get_collider().deal_damage(lunge_damage)
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currentlunge_lethal = false
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if !current_path.is_empty():
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if global_transform.origin.distance_to(player.global_transform.origin) <= min_player_distance:
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clearpath()
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$chase_timer.start(path_refreshinterval)
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if global_transform.origin.distance_to(current_path_point) <= path_point_margin:
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current_path_index += 1
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if current_path_index >= current_path.size():
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clearpath()
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$chase_timer.start(path_refreshinterval)
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if state == "chasing" and is_on_floor() and !current_path.is_empty() and hp > 0:
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if len(current_path) > 0:
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current_path_point = current_path[current_path_index]
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var direction = global_transform.origin.direction_to(current_path_point)
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var acceleration = 8.0
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velocity.x = lerp(velocity.x, direction.x * movement_speed, acceleration * delta)
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velocity.z = lerp(velocity.z, direction.z * movement_speed, acceleration * delta)
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# global_transform = global_transform.interpolate_with(global_transform.looking_at(Vector3(current_path_point.x,global_position.y,current_path_point.z)), 0.4)
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global_transform = global_transform.looking_at(Vector3(current_path_point.x,global_position.y,current_path_point.z))
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elif state == "lunge_start":
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currentlunge_startpos = global_transform.origin
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currentlunge_angle = global_transform.origin.direction_to(player.global_transform.origin)
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currentlunge_apex = player.global_transform.origin.y + lunge_travelheight
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global_transform = global_transform.looking_at(Vector3(player.global_transform.origin.x,global_position.y,player.global_transform.origin.z))
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state = "lunge_rise"
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motion_mode = 1
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elif state == "lunge_rise":
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var acceleration = 8.0
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velocity.x = lerp(velocity.x, currentlunge_angle.x * lunge_velocity, acceleration * delta)
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velocity.z = lerp(velocity.z, currentlunge_angle.z * lunge_velocity, acceleration * delta)
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if currentlunge_startpos.distance_to(global_transform.origin) >= lunge_traveldistance:
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state = "lunge_startrecovery"
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elif global_transform.origin.y < currentlunge_apex:
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velocity.y = lerp(velocity.y, lunge_upwardvelocity, acceleration * delta)
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else:
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motion_mode = 0
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state = "lunge_descend"
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if get_real_velocity().x == 0 and get_real_velocity().z == 0 and $ai_timer.is_stopped():
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$ai_timer.start(1)
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elif state == "lunge_descend":
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var acceleration = 8.0
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velocity.x = lerp(velocity.x, currentlunge_angle.x * lunge_velocity, acceleration * delta)
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velocity.z = lerp(velocity.z, currentlunge_angle.z * lunge_velocity, acceleration * delta)
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if currentlunge_startpos.distance_to(global_transform.origin) >= lunge_traveldistance:
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state = "lunge_startrecovery"
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if get_real_velocity().x == 0 and get_real_velocity().z == 0 and $ai_timer.is_stopped():
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$ai_timer.start(1)
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elif state == "lunge_recovering":
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var acceleration = 8.0
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velocity.x = lerp(velocity.x, 0.0, acceleration * delta)
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velocity.z = lerp(velocity.z, 0.0, acceleration * delta)
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elif current_path.is_empty() or waitingfor != 0:
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velocity.x = 0
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velocity.z = 0
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if hp > 0:
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var velocityclamp = 0.25
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if abs(velocity.x) + abs(velocity.z) > (velocityclamp * 2):
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# $AnimationPlayer.play("Run")
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pass
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else:
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# $AnimationPlayer.play("Idle")
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pass
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else:
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velocity = Vector3(0,0,0)
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if not is_on_floor():
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velocity.y -= gravity * delta
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func ai_process():
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if state == "chasing" and global_transform.origin.distance_to(player.global_transform.origin) <= lunge_startdistance:
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state = "lunge_charge"
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$ai_timer.start(lunge_pausetime)
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elif state == "lunge_startrecovery":
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motion_mode = 0
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state = "lunge_recovering"
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$ai_timer.start(lunge_recovery)
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elif state == "goidle":
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$ai_timer.stop()
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clearpath()
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state = "idle"
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pass
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func deal_damage(damage):
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print(str(damage)+" damage taken, "+str(hp)+" HP left")
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hp = hp - damage
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if hp <= 0:
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print("death")
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delete_me()
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func set_movement_target(target_position: Vector3):
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var start_position: Vector3 = global_transform.origin
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current_path = NavigationServer3D.map_get_path(
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default_3d_map_rid,
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start_position,
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target_position,
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true
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)
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if not current_path.is_empty():
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current_path_index = 0
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current_path_point = current_path[0]
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func clearpath():
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current_path = []
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current_path_index = 0
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current_path_point = global_transform.origin
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'''func _on_animation_player_animation_finished(anim_name):
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if anim_name == "Idle":
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# $AnimationPlayer.play("Idle")
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pass
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if anim_name == "Run":
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# $AnimationPlayer.play("Run")
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pass
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if anim_name == "Death":
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delete_me()
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"""set_collision_layer_value(1, false)
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$Head.set_collision_layer_value(1, false)"""'''
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func delete_me():
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player.enemies.erase(self)
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get_parent().remove_child(self)
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queue_free()
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func sprite_angle():
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var playerpos = Vector2(player.global_position.x, player.global_position.z)
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var spritepos = Vector2(global_position.x, global_position.z)
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var directiontoplayer = rad_to_deg((playerpos - spritepos).angle())
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var selfangle = rad_to_deg(global_rotation.y)
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var spriteangle = fposmod((directiontoplayer + selfangle) + 90, 359)
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'''print("playerdirection "+str(directiontoplayer)+", angle "+str(selfangle)+", sprite "+str(spriteangle))'''
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if spriteangle < 45 and $Sprite.texture != sprite_front1:
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$Sprite.texture = sprite_front1
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elif spriteangle >= 45 and spriteangle < 135 and $Sprite.texture != sprite_right1:
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$Sprite.texture = sprite_right1
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elif spriteangle >= 135 and spriteangle < 225 and $Sprite.texture != sprite_back1:
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$Sprite.texture = sprite_back1
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elif spriteangle >= 225 and spriteangle < 315 and $Sprite.texture != sprite_left1:
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$Sprite.texture = sprite_left1
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elif spriteangle >= 315 and spriteangle < 360 and $Sprite.texture != sprite_front1:
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$Sprite.texture = sprite_front1
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func _on_chase_timer_timeout():
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if player.global_transform.origin.distance_to(runtarget) > 4:
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runtarget = player.global_transform.origin
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if global_transform.origin.distance_to(runtarget) > 4:
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set_movement_target(runtarget)
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$chase_timer.start(path_refreshinterval)
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func _on_ai_timer_timeout():
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$ai_timer.stop()
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if state == "lunge_charge":
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state = "lunge_start"
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currentlunge_lethal = true
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elif state == "lunge_recovering":
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state = "chasing"
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# halt lunge when stuck in same position for too long
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elif state == "lunge_rise" and get_real_velocity().x == 0 and get_real_velocity().z == 0:
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state = "lunge_startrecovery"
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elif state == "lunge_descend" and get_real_velocity().x == 0 and get_real_velocity().z == 0:
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state = "lunge_startrecovery"
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# go idle when chasing player that has been out of sight for too long
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elif state == "chasing":
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state = "goidle"
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print("player gone, giving up...")
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func _on_perception_timer_timeout():
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$perception_timer.stop()
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$sightchecker.target_position = to_local(player.global_transform.origin)
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$sightchecker.force_raycast_update()
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if global_transform.origin.distance_to(player.global_transform.origin) <= perception_radius and $sightchecker.get_collider() == player:
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if state == "idle":
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state = "chasing"
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print("player sighted!")
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elif state == "chasing" and !$ai_timer.is_stopped():
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$ai_timer.stop()
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elif state == "chasing" and $ai_timer.is_stopped():
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$ai_timer.start(perception_giveuptime)
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$perception_timer.start(perception_refreshinterval)
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func _on_hitflash_timer_timeout():
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pass # Replace with function body.
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