Navigation and shooting modules

This commit is contained in:
Marco 2025-03-20 19:28:40 +01:00
commit 5a6d31e2f0
8 changed files with 229 additions and 11 deletions

View file

@ -17,12 +17,16 @@ public partial class Alert : EnemyStateBase
[Export]
public GenericDamageReceiver DamageReceiver { get; private set; }
[Export]
public NavigationMovementModule NavigationModule { get; private set; }
private bool _isPlayerInRange = false;
public override void EnterState()
{
base.EnterState();
GD.Print("Entered Idle");
GD.Print($"Entered {Name}");
NavigationModule.Init(MainObject);
PlayerDetection.SetRange(StorageModule.Root.EnemyResource.PlayerDetectionRange);
_isPlayerInRange = PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.PlayerDetectionRange);
@ -52,14 +56,14 @@ public partial class Alert : EnemyStateBase
public override void ExitState()
{
base.ExitState();
GD.Print("Exited Idle");
GD.Print($"Exited {Name}");
PlayerDetection.PlayerInRange -= PlayerDetectionOnPlayerInRange;
PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
DamageReceiver.ChangeState(false);
NavigationModule.SetTarget(null);
}
private void PlayerDetectionOnPlayerInRange()
@ -73,6 +77,7 @@ public partial class Alert : EnemyStateBase
base.PhysicsProcessState(delta);
if (_isPlayerInRange && PlayerDetection.IsPlayerInSight())
{
GD.Print("Player is in sight, shooting");
StateMachine.SetState(EnemyState.Shooting);
return;
}
@ -81,7 +86,9 @@ 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;
}
// Move towards last known position
@ -90,12 +97,12 @@ public partial class Alert : EnemyStateBase
MoveTowardsPosition(PlayerDetection.LastKnownPlayerPosition.Value);
}
NavigationModule.Move();
}
private void MoveTowardsPosition(Vector2 position)
{
NavigationModule.SetTarget(position);
}
public override void ProcessState(double delta)

View file

@ -0,0 +1,69 @@
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy;
public partial class NavigationMovementModule : Node2D
{
private Vector2? _lastTargetPosition;
private CharacterBody2D _characterBody;
private NavigationAgent2D _navigationAgent;
[Export]
public EnemyStorageModule StorageModule { get; private set; }
public void Init(CharacterBody2D characterBody)
{
_characterBody = characterBody;
if (_navigationAgent is not null) return;
_navigationAgent = this.GetNode<NavigationAgent2D>("NavigationAgent2D");
}
public void SetTarget(Vector2? target)
{
_lastTargetPosition = target;
}
public void Move()
{
if (!_lastTargetPosition.HasValue)
{
return;
}
_navigationAgent.SetTargetPosition(_lastTargetPosition.Value);
var currentAgentPosition = _characterBody.GlobalPosition;
if (_navigationAgent.IsNavigationFinished())
{
return;
}
var nextPathPosition = _navigationAgent.GetNextPathPosition();
var newVelocity = currentAgentPosition.DirectionTo(nextPathPosition) * StorageModule.MovementSpeed;
if (_navigationAgent.AvoidanceEnabled)
{
_navigationAgent.SetVelocity(newVelocity);
}
else
{
_on_navigation_agent_2d_velocity_computed(newVelocity);
}
_characterBody.MoveAndSlide();
}
public void _on_navigation_agent_2d_velocity_computed(Vector2 safeVelocity)
{
if (_characterBody is null) return;
_characterBody.Velocity = safeVelocity;
if (_characterBody.Velocity.Length() > 0)
{
StorageModule.FacingDirection = _characterBody.Velocity.Normalized();
}
}
}

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@ -0,0 +1 @@
uid://ik7s65de723k

View file

@ -35,7 +35,9 @@ public partial class PlayerDetectionModule : Area2D
public bool IsPlayerInRange(float range)
{
if (!GameManager.Instance?.PlayerPosition.HasValue ?? false)
if (GameManager.Instance is null) return false;
if (!GameManager.Instance.PlayerPosition.HasValue)
{
return false;
}
@ -45,8 +47,9 @@ public partial class PlayerDetectionModule : Area2D
public bool IsPlayerInSight()
{
if (GameManager.Instance is null) return false;
//if (_cachedPlayer == null) return false;
if (!GameManager.Instance?.PlayerPosition.HasValue ?? false) return false;
if (!GameManager.Instance.PlayerPosition.HasValue) return false;
var spaceState = GetWorld2D().DirectSpaceState;

View file

@ -0,0 +1,104 @@
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy;
public partial class Shooting : 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;
public override void EnterState()
{
base.EnterState();
GD.Print($"Entered {Name}");
_isPlayerInRange = PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.PlayerDetectionRange);
PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;
DamageReceiver.ChangeState(true);
DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
// PlayerDetection.SetRange(StorageModule.Root.EnemyResource.PlayerDetectionRange);
//
// _isPlayerInRange = PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.PlayerDetectionRange);
//
// PlayerDetection.PlayerInRange += PlayerDetectionOnPlayerInRange;
//
// PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;
//
// DamageReceiver.ChangeState(true);
//
// DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
}
private void HealthProviderOnResourceDepleted()
{
ChangeState(EnemyState.Dead);
}
private void PlayerDetectionOnPlayerOutOfRange()
{
_isPlayerInRange = false;
StateMachine.SetState(EnemyState.Alert);
}
public override void ExitState()
{
base.ExitState();
GD.Print($"Exited {Name}");
PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
DamageReceiver.ChangeState(false);
}
public override void PhysicsProcessState(double delta)
{
base.PhysicsProcessState(delta);
if (_isPlayerInRange && PlayerDetection.IsPlayerInSight())
{
// SHOOT
Shoot();
}
else
{
StateMachine.SetState(EnemyState.Alert);
}
}
private void Shoot()
{
if (EquippedWeapon == null) return;
if (!PlayerDetection.LastKnownPlayerPosition.HasValue) return;
var direction = ( PlayerDetection.LastKnownPlayerPosition.Value - MainObject.GlobalPosition).Normalized();
// Shoot at the player's last known position
EquippedWeapon.ShootDirection = direction;
StorageModule.FacingDirection = direction;
EquippedWeapon.Shoot();
}
}

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@ -0,0 +1 @@
uid://7mig30eneu8x