Working rotating turrets

This commit is contained in:
Marco 2025-05-26 11:13:22 +02:00
commit 1e5075eeb2
12 changed files with 278 additions and 66 deletions

View file

@ -25,7 +25,6 @@ public partial class Alert : EnemyStateBase
public override void EnterState()
{
base.EnterState();
GD.Print($"Entered {Name}");
NavigationModule.Init(MainObject);
PlayerDetection.SetRange(StorageModule.Root.EnemyResource.PlayerDetectionRange);
@ -50,13 +49,11 @@ public partial class Alert : EnemyStateBase
private void PlayerDetectionOnPlayerOutOfRange()
{
_isPlayerInRange = false;
GD.Print("Player out of range");
}
public override void ExitState()
{
base.ExitState();
GD.Print($"Exited {Name}");
PlayerDetection.PlayerInRange -= PlayerDetectionOnPlayerInRange;
PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
@ -69,7 +66,6 @@ public partial class Alert : EnemyStateBase
private void PlayerDetectionOnPlayerInRange()
{
//_isPlayerInRange = true;
GD.Print("Player In Range");
}
public override void PhysicsProcessState(double delta)
@ -77,7 +73,6 @@ public partial class Alert : EnemyStateBase
base.PhysicsProcessState(delta);
if (PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.ViewRange) && PlayerDetection.IsPlayerInSight())
{
GD.Print("Player is in sight, shooting");
StateMachine.SetState(EnemyState.Shooting);
return;
}
@ -86,7 +81,6 @@ public partial class Alert : EnemyStateBase
if (this.GlobalPosition.DistanceTo(GameManager.Instance.PlayerPosition.Value) >=
StorageModule.Root.EnemyResource.PlayerDisengageRange)
{
GD.Print("Player is out of sight, idling");
StateMachine.SetState(EnemyState.Idle);
return;
}

View file

@ -172,8 +172,6 @@ public partial class Shooting : EnemyStateBase
if (!PlayerDetection.LastKnownPlayerPosition.HasValue) return;
var direction = GetShootDirection();
// Shoot at the player's last known position
EquippedWeapon.ShootDirection = direction;

View file

@ -0,0 +1,97 @@
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy.Turret;
public partial class TurretAlert : 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; }
private bool _isPlayerInRange = false;
public override void EnterState()
{
base.EnterState();
PlayerDetection.SetRange(StorageModule.Root.EnemyResource.PlayerDetectionRange);
PlayerDetection.PlayerInRange += PlayerDetectionOnPlayerInRange;
PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;
DamageReceiver.ChangeState(true);
DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
}
private void HealthProviderOnResourceDepleted()
{
ChangeState(EnemyState.Dead);
}
private void PlayerDetectionOnPlayerOutOfRange()
{
_isPlayerInRange = false;
}
public override void ExitState()
{
base.ExitState();
PlayerDetection.PlayerInRange -= PlayerDetectionOnPlayerInRange;
PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
DamageReceiver.ChangeState(false);
}
private void PlayerDetectionOnPlayerInRange()
{
}
public override void PhysicsProcessState(double delta)
{
base.PhysicsProcessState(delta);
if (PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.ViewRange) && PlayerDetection.IsPlayerInSight())
{
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)
{
StateMachine.SetState(EnemyState.Idle);
return;
}
// Set facing direction towards player
if (PlayerDetection.LastKnownPlayerPosition.HasValue)
{
StorageModule.FacingDirection =
(PlayerDetection.LastKnownPlayerPosition.Value - MainObject.GlobalPosition).Normalized(); //MainObject.Velocity.SnapToCardinal().Normalized();
StorageModule.AimingDirection = StorageModule.FacingDirection;
}
}
public override void ProcessState(double delta)
{
base.ProcessState(delta);
}
}

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@ -0,0 +1 @@
uid://dn05b1fbc6ip5

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@ -0,0 +1,110 @@
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
using Cirno.Scripts.Utils;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy.Turret;
public partial class TurretShooting : EnemyStateBase
{
public override EnemyState StateId => EnemyState.Shooting;
[Export]
public EnemyStorageModule StorageModule { get; private set; }
[Export]
public PlayerDetectionModule PlayerDetection { get; private set; }
[Export]
public GenericDamageReceiver DamageReceiver { get; private set; }
[Export] public Weapon EquippedWeapon;
private bool _isPlayerInRange = false;
private double _responseTimer = 0;
public override void EnterState()
{
base.EnterState();
PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;
DamageReceiver.ChangeState(true);
DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
EquippedWeapon.WeaponData = StorageModule.Root.EnemyResource.Weapon;
_responseTimer = 0;
}
private void HealthProviderOnResourceDepleted()
{
ChangeState(EnemyState.Dead);
}
private void PlayerDetectionOnPlayerOutOfRange()
{
StateMachine.SetState(EnemyState.Alert);
}
public override void ExitState()
{
base.ExitState();
PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
DamageReceiver.ChangeState(false);
}
public override void PhysicsProcessState(double delta)
{
base.PhysicsProcessState(delta);
if (PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.ViewRange) && PlayerDetection.IsPlayerInSight())
{
// SHOOT
Shoot();
}
else
{
StateMachine.SetState(EnemyState.Alert);
return;
}
}
private Vector2 GetShootDirection()
{
if (StorageModule.EnemyData.PredictPlayer && PlayerDetection.LastKnowPlayerVelocity.HasValue)
{
var predictedDirection = MathFunctions.PredictInterceptPosition(MainObject.GlobalPosition,
PlayerDetection.LastKnownPlayerPosition.Value, PlayerDetection.LastKnowPlayerVelocity.Value,
EquippedWeapon.WeaponData.BulletData.BulletSpeed);
if (predictedDirection.HasValue) return (predictedDirection.Value - MainObject.GlobalPosition).Normalized();
}
return ( PlayerDetection.LastKnownPlayerPosition.Value - MainObject.GlobalPosition).Normalized();
}
private void Shoot()
{
if (EquippedWeapon == null) return;
if (!PlayerDetection.LastKnownPlayerPosition.HasValue) return;
var direction = GetShootDirection();
// Shoot at the player's last known position
EquippedWeapon.ShootDirection = direction;
//StorageModule.FacingDirection = direction;
StorageModule.FacingDirection = direction;
StorageModule.AimingDirection = direction;
EquippedWeapon.Shoot();
}
}

View file

@ -0,0 +1 @@
uid://biwpcnt2rhw23

View file

@ -8,24 +8,24 @@ public partial class TurretAnimationModule : ModuleBase<EnemyState, CharacterBod
{
private IStateMachine<EnemyState, CharacterBody2D> _machine;
[Export] public PlayerAnimationProvider AnimationProvider { get; set; }
[Export] public EnemyStorageModule StorageModule { get; set; }
[Export] public ActorResourceProvider HealthProvider { get; set; }
[Export] public Vector2 TurretFacingDirection { get; set; } = Vector2.Down;
[Export] public float SweepAngle = 90f; // In degrees
[Export] public float SweepSpeed = 1f; // Speed of sweeping
[Export] public bool Debug = false; // Enable debug lines
[Export] public float SweepSpeed = 1f; // Speed of sweeping
[Export] public bool Debug = false; // Enable debug lines
//[Export] public NodePath SpritePath;
private float _currentAngle;
private float _sweepDirection = 1f;
private float _raycastLength;
public override void EnterState(EnemyState state)
{
AnimationProvider.SetAnimation(StorageModule.AimingDirection);
AnimationProvider.SetAnimation(Vector2.Zero);
//AnimationProvider.SetAnimation(StorageModule.AimingDirection);
//AnimationProvider.SetAnimation(Vector2.Zero);
if (HealthProvider is not null)
{
HealthProvider.ResourceDecreased += HealthProviderOnResourceDecreased;
@ -39,7 +39,7 @@ public partial class TurretAnimationModule : ModuleBase<EnemyState, CharacterBod
public override void ExitState(EnemyState state)
{
AnimationProvider.SetAnimation(Vector2.Zero);
//AnimationProvider.SetAnimation(Vector2.Zero);
if (HealthProvider is not null)
{
HealthProvider.ResourceDecreased -= HealthProviderOnResourceDecreased;
@ -53,17 +53,27 @@ public partial class TurretAnimationModule : ModuleBase<EnemyState, CharacterBod
public override void Process(double delta)
{
AnimationProvider.SetAnimation(StorageModule.AimingDirection);
if (StorageModule.AimingDirection == Vector2.Zero || TurretFacingDirection == Vector2.Zero)
return;
if (_machine.MainObject.Velocity == Vector2.Zero)
{
AnimationProvider.SetAnimation(Vector2.Zero);
}
// Calculate the angle between the turret's facing direction and the aim direction
float angleToTarget = TurretFacingDirection.AngleTo(StorageModule.AimingDirection); // radians
// Clamp the angle to within the sweep cone
float halfSweepRad = Mathf.DegToRad(SweepAngle / 2f);
float clampedAngle = Mathf.Clamp(angleToTarget, -halfSweepRad, halfSweepRad);
// Convert to degrees before passing to SweepSprite
float clampedAngleDeg = Mathf.RadToDeg(clampedAngle);
// Update the sprite based on this clamped angle
AnimationProvider.SweepSprite(clampedAngleDeg, SweepAngle);
//AnimationProvider.SetAnimation(StorageModule.AimingDirection);
}
public override void PhysicsProcess(double delta)
{
}
private void Sweep(float delta)
@ -78,7 +88,7 @@ public partial class TurretAnimationModule : ModuleBase<EnemyState, CharacterBod
_currentAngle = Mathf.Clamp(_currentAngle, -halfAngle, halfAngle);
}
}
private void DrawDebugLine(Vector2 endPoint)
{
// Request the node to redraw
@ -90,7 +100,7 @@ public partial class TurretAnimationModule : ModuleBase<EnemyState, CharacterBod
{
AnimationProvider.SweepSprite(_currentAngle, SweepAngle);
}
private Vector2 _debugLineEndPoint;
public override void _Draw()
@ -100,5 +110,4 @@ public partial class TurretAnimationModule : ModuleBase<EnemyState, CharacterBod
DrawLine(Vector2.Zero, ToLocal(_debugLineEndPoint), Colors.Red, 2);
}
}
}