cirnogodot/Scripts/Components/FSM/Enemy/Alert.cs

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using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy;
public partial class Alert : EnemyStateBase
{
public override EnemyState StateId => EnemyState.Alert;
private EnemyStorageModule StorageModule { get; set; }
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private PlayerDetectionModule PlayerDetection { get; set; }
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private GenericDamageReceiver DamageReceiver { get; set; }
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private NavigationMovementModule NavigationModule { get; set; }
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private bool _isPlayerInRange = false;
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public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
{
base.Init(machine);
// Try to resolve modules via the state machine so the same modules can be reused without per-state exports
StorageModule ??= StateMachine.GetModule<EnemyStorageModule>();
PlayerDetection ??= StateMachine.GetModule<PlayerDetectionModule>();
DamageReceiver ??= StateMachine.GetModule<GenericDamageReceiver>();
NavigationModule ??= StateMachine.GetModule<NavigationMovementModule>();
}
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public override void EnterState()
{
base.EnterState();
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NavigationModule.Init(MainObject);
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PlayerDetection.SetRange(StorageModule.Root.EnemyResource.PlayerDetectionRange);
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PlayerDetection.PlayerInRange += PlayerDetectionOnPlayerInRange;
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PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;
DamageReceiver.ChangeState(true);
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DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
}
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private void HealthProviderOnResourceDepleted()
{
ChangeState(EnemyState.Dead);
}
private void PlayerDetectionOnPlayerOutOfRange()
{
_isPlayerInRange = false;
}
public override void ExitState()
{
base.ExitState();
PlayerDetection.PlayerInRange -= PlayerDetectionOnPlayerInRange;
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PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
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DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
DamageReceiver.ChangeState(false);
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NavigationModule.SetTarget(null);
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}
private void PlayerDetectionOnPlayerInRange()
{
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//_isPlayerInRange = true;
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}
public override void PhysicsProcessState(double delta)
{
base.PhysicsProcessState(delta);
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if (PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.ViewRange) &&
PlayerDetection.IsPlayerInSight())
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{
StateMachine.SetState(EnemyState.Shooting);
return;
}
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// if player is outside disengage range, change to idle (later on, search)
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if (MainObject.GlobalPosition.DistanceTo(GameManager.Instance.PlayerPosition.Value) >=
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StorageModule.Root.EnemyResource.PlayerDisengageRange)
{
StateMachine.SetState(EnemyState.Idle);
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return;
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}
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// Move towards last known position
if (PlayerDetection.LastKnownPlayerPosition.HasValue)
{
MoveTowardsPosition(PlayerDetection.LastKnownPlayerPosition.Value);
}
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NavigationModule.Move(StorageModule.EnemyData.MovementSpeed);
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StorageModule.FacingDirection = MainObject.Velocity.SnapToCardinal().Normalized();
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StorageModule.AimingDirection = StorageModule.FacingDirection;
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}
private void MoveTowardsPosition(Vector2 position)
{
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NavigationModule.SetTarget(position);
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}
public override void ProcessState(double delta)
{
base.ProcessState(delta);
}
}