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;
[Export]
public EnemyStorageModule StorageModule { get; private set; }
[Export]
public PlayerDetectionModule PlayerDetection { get; private set; }
[Export]
public GenericDamageReceiver DamageReceiver { get; private set; }
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[Export]
public NavigationMovementModule NavigationModule { get; private set; }
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private bool _isPlayerInRange = false;
public override void EnterState()
{
base.EnterState();
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GD.Print($"Entered {Name}");
NavigationModule.Init(MainObject);
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PlayerDetection.SetRange(StorageModule.Root.EnemyResource.PlayerDetectionRange);
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//_isPlayerInRange = PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.ViewRange);
//GD.Print($"Player In Range: {_isPlayerInRange}");
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PlayerDetection.PlayerInRange += PlayerDetectionOnPlayerInRange;
PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;
DamageReceiver.ChangeState(true);
DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
}
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private void HealthProviderOnResourceDepleted()
{
ChangeState(EnemyState.Dead);
}
private void PlayerDetectionOnPlayerOutOfRange()
{
_isPlayerInRange = false;
GD.Print("Player out of range");
}
public override void ExitState()
{
base.ExitState();
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GD.Print($"Exited {Name}");
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PlayerDetection.PlayerInRange -= PlayerDetectionOnPlayerInRange;
PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
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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GD.Print("Player In Range");
}
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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{
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GD.Print("Player is in sight, shooting");
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StateMachine.SetState(EnemyState.Shooting);
return;
}
// if player is outside disengage range, change to idle (later on, search)
if (this.GlobalPosition.DistanceTo(GameManager.Instance.PlayerPosition.Value) >=
StorageModule.Root.EnemyResource.PlayerDisengageRange)
{
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GD.Print("Player is out of sight, idling");
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StateMachine.SetState(EnemyState.Idle);
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return;
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}
// Move towards last known position
if (PlayerDetection.LastKnownPlayerPosition.HasValue)
{
MoveTowardsPosition(PlayerDetection.LastKnownPlayerPosition.Value);
}
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NavigationModule.Move();
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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);
}
}