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