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Controllable enemies
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18 changed files with 893 additions and 23 deletions
140
Scripts/Components/FSM/Enemy/Controlled.cs
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140
Scripts/Components/FSM/Enemy/Controlled.cs
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using Cirno.Scripts.Components.Actors;
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using Cirno.Scripts.Enums;
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Enemy;
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public partial class Controlled : EnemyStateBase
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{
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public override EnemyState StateId => EnemyState.Controlled;
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[Export]
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public EnemyStorageModule StorageModule { get; private set; }
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[Export]
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public GenericDamageReceiver DamageReceiver { get; private set; }
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[Export]
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private InputProvider _inputProvider;
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[Export]
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public PlayerCrosshairProvider CrosshairProvider { get; private set; }
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[Export] public Weapon EquippedWeapon { get; private set; }
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[Export] public StringName ControlEndAction { get; private set; } = "pause";
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[Export] public StringName ShootAction { get; private set; } = "shoot";
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private bool _isStrafing = false;
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public override void EnterState()
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{
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base.EnterState();
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GD.Print($"{StorageModule.Root.Name} Controlled");
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DamageReceiver.ChangeState(true);
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DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
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GameManager.Instance.CameraTargetObject(MainObject);
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GameManager.Instance.Player.SetState(PlayerState.Controlling);
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DamageReceiver.BulletGroup = BulletOwner.Player;
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_isStrafing = false;
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CrosshairProvider.Visible = true;
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// Show possession sprite
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}
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private void HealthProviderOnResourceDepleted()
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{
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ChangeState(EnemyState.Dead);
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}
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public override void ExitState()
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{
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base.ExitState();
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DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
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DamageReceiver.ChangeState(false);
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GameManager.Instance.CameraTargetPlayer();
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GameManager.Instance.Player.SetState(PlayerState.Active);
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DamageReceiver.BulletGroup = BulletOwner.Enemy;
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CrosshairProvider.Visible = false;
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// Hide possession sprite
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}
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public override void PhysicsProcessState(double delta)
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{
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base.PhysicsProcessState(delta);
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if (_inputProvider.GetShootPressed())
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{
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Shoot();
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}
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if (Input.IsActionJustPressed(ControlEndAction))
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{
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// if (GameManager.Instance.ToggleControlMode() is GameState.Playing)
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// {
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// ResumeControl();
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// }
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StateMachine.SetState(EnemyState.Idle);
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}
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HandlePhysics(delta);
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StorageModule.FacingDirection = MainObject.Velocity.SnapToCardinal().Normalized();
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}
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private void HandlePhysics(double delta)
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{
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StorageModule.MovementDirection = _inputProvider.GetMovementInput().Normalized();
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_isStrafing = _inputProvider.GetStrafePressed();
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var rightStickInput = _inputProvider.GetAimInput().Normalized();
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if (rightStickInput.Length() > 0.1f) // If the right stick is moved
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{
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StorageModule.AimingDirection = rightStickInput;
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}
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else if (StorageModule.MovementDirection != Vector2.Zero) // Fall back to movement direction
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{
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StorageModule.AimingDirection = StorageModule.MovementDirection;
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}
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// Update crosshair
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CrosshairProvider.UpdatePosition(StorageModule.AimingDirection);
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MainObject.Velocity = StorageModule.MovementDirection * StorageModule.MovementSpeed;
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MainObject.MoveAndSlide();
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}
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private void Shoot()
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{
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if (EquippedWeapon == null) return;
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var direction = StorageModule.AimingDirection;
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// Shoot at the player's last known position
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EquippedWeapon.ShootDirection = direction;
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//StorageModule.FacingDirection = direction;
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//StorageModule.FacingDirection = direction.SnapToCardinal().Normalized();
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EquippedWeapon.Shoot(BulletOwner.Player);
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}
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public override void ProcessState(double delta)
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{
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base.ProcessState(delta);
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}
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}
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1
Scripts/Components/FSM/Enemy/Controlled.cs.uid
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1
Scripts/Components/FSM/Enemy/Controlled.cs.uid
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@ -0,0 +1 @@
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uid://dj37rup1ibnn6
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@ -1,4 +1,5 @@
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using Cirno.Scripts.Enums;
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using System;
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using Cirno.Scripts.Enums;
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using Cirno.Scripts.Resources;
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using Cirno.Scripts.Resources.Loot;
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using Godot;
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@ -6,7 +7,7 @@ using Godot.Collections;
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namespace Cirno.Scripts.Components.FSM.Enemy;
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public partial class EnemyFSMProxy : CharacterBody2D
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public partial class EnemyFSMProxy : CharacterBody2D, IActivable
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{
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[Export] public EnemyStateMachine EnemyFSM { get; private set; }
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@ -21,4 +22,31 @@ public partial class EnemyFSMProxy : CharacterBody2D
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[Export] public Node2D DefeatScript { get; set; }
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[Export] public ActivationType ActivationType { get; private set; } = ActivationType.Toggle;
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public bool Activate(ActivationType activationType = ActivationType.Toggle)
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{
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switch (activationType)
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{
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case ActivationType.Toggle:
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EnemyFSM.SetState(EnemyState.Controlled);
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break;
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case ActivationType.Enable:
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// Enable or disable AI
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break;
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case ActivationType.Disable:
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// Enable or disable AI
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break;
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case ActivationType.Use:
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break;
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case ActivationType.Destroy:
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EnemyFSM.SetState(EnemyState.Dead);
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break;
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case ActivationType.Open:
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break;
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case ActivationType.Close:
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break;
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}
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return true;
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}
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}
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@ -13,11 +13,13 @@ public partial class EnemyStorageModule : Node2D
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public Vector2 MovementDirection { get; set; }
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public Vector2 FacingDirection { get; set; }
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public Vector2 AimingDirection { get; set; }
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public float MovementSpeed => Root.EnemyResource.MovementSpeed;
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public IEnumerable<LootDrop> LootDrops => Root.EnemyResource.LootDrops.Concat(Root.ExtraLoot);
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public AiState AiState { get; set; }
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}
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@ -47,6 +47,7 @@ public partial class Idle : EnemyStateBase
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private void HealthProviderOnResourceDecreased(float oldvalue, float newvalue, float maxvalue)
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{
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StorageModule.AiState = AiState.Enabled;
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ChangeState(EnemyState.Alert);
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}
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@ -85,7 +86,7 @@ public partial class Idle : EnemyStateBase
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public override void PhysicsProcessState(double delta)
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{
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base.PhysicsProcessState(delta);
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if (_isPlayerInRange)
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if (StorageModule.AiState is AiState.Enabled && _isPlayerInRange)
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{
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if (PlayerDetection.IsPlayerInSight())
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{
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@ -18,6 +18,11 @@ public partial class Init : EnemyStateBase
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{
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GD.Print("Enemy init");
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DamageReceiver.HealthProvider.MaxResource = StorageModule.Root.EnemyResource.MaxHealth;
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StorageModule.AiState = StorageModule.Root.StartingAiState;
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// TODO: Hide wings
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// TODO: Hide aiming reticule
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StateMachine.SetState(EnemyState.Idle);
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}
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