Enemy Navigation Movement

This commit is contained in:
MaddoScientisto 2025-02-18 22:14:42 +01:00
commit 9d302e48e6
5 changed files with 247 additions and 15 deletions

View file

@ -0,0 +1,12 @@
using Godot;
public partial class ActorAi : Node2D
{
public EnemyState State { get; set; } = EnemyState.Idle;
[Export] // Temp until the special actor tha sets it
public AiState Ai { get; set; } = AiState.Disabled;
}

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@ -0,0 +1,157 @@
using Godot;
using Cirno.Scripts;
using Cirno.Scripts.Components;
using System.Collections.Generic;
using System.Linq;
using Cirno.Scripts.Components.Actors;
public partial class EnemyNavigationMovement : MovementHandler
{
public override Vector2 FacingDirection
{
get => _parent.FacingDirection;
set => _parent.FacingDirection = value;
}
public override Vector2 MovementDirection
{
get => _parent.MovementDirection;
set => _parent.MovementDirection = value;
}
[Export]
private bool _navigationEnabled = false;
[Export] public float AlarmReactRange = 200f;
[Export] public float PlayerDisengageRange = 500f;
public bool NavigationEnabled
{
get => _actorAi is not null && _actorAi.Ai is AiState.Enabled && _navigationEnabled && _navigationAgent != null;
set => _navigationEnabled = value;
}
[Export]
private PlayerDetection _playerDetection;
private ActorAi _actorAi;
private NavigationAgent2D _navigationAgent;
private AlarmManager _alarmManager;
private Vector2? _lastPlayerPosition = null;
private bool IsPlayerInRange => _playerDetection is { IsPlayerInRange: true };
private bool IsPlayerInSight => _playerDetection is not null && _playerDetection.IsPlayerInSight(_parent.CollisionMask);
public override void Init(Actor parent)
{
base.Init(parent);
MovementDirection = Vector2.Zero;
FacingDirection = Vector2.Down;
_actorAi = parent.GetNode<ActorAi>("ActorAi");
_navigationAgent = GetNodeOrNull<NavigationAgent2D>("NavigationAgent2D");
_alarmManager = this.GetAlarmManager();
if (_alarmManager != null)
{
_alarmManager.AlarmEnabled += AlarmManagerOnAlarmEnabled;
}
}
private void AlarmManagerOnAlarmEnabled(Vector2 location)
{
if (NavigationEnabled && location.DistanceTo(this.GlobalPosition) <= AlarmReactRange)
{
GD.Print($"Enemy {Name} alerted");
_actorAi.State = EnemyState.Alert;
_lastPlayerPosition = location;
}
}
public override void Move(double delta)
{
if (_actorAi.Ai is not AiState.Enabled)
return;
switch (_actorAi.State)
{
case EnemyState.Idle:
if (_playerDetection != null && _playerDetection.IsPlayerInSight(_parent.CollisionMask))
{
_actorAi.State = EnemyState.Alert;
}
break;
case EnemyState.Alert:
// Update last known player position if it's in range
if (IsPlayerInRange)
{
_lastPlayerPosition = _playerDetection.CachedPlayer.GlobalPosition;
}
if (NavigationEnabled)
{
if (_lastPlayerPosition.HasValue)
{
_navigationAgent.SetTargetPosition(_lastPlayerPosition.Value);
}
var currentAgentPosition = GlobalPosition;
var nextPathPosition = _navigationAgent.GetNextPathPosition();
var newVelocity = currentAgentPosition.DirectionTo(nextPathPosition) * _parent.MovementSpeed;
// Navigation is over, can do other things like shooting
if (_navigationAgent.IsNavigationFinished())
{
// Shoot player
if (IsPlayerInSight)
{
//Shoot();
}
// TODO: If player totally left the max range it should stop shooting and go back to idle
return;
}
if (_navigationAgent.AvoidanceEnabled)
{
_navigationAgent.SetVelocity(newVelocity);
}
else
{
_on_navigation_agent_2d_velocity_computed(newVelocity);
}
_parent.MoveAndSlide();
}
else
{
if (IsPlayerInSight)
{
//Shoot();
}
}
break;
}
}
public void _on_navigation_agent_2d_velocity_computed(Vector2 safeVelocity)
{
_parent.Velocity = safeVelocity;
}
}

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@ -0,0 +1,23 @@
using Godot;
public partial class EnemyPossessionMovement : ActorFreeMovement
{
private ActorAi _actorAi;
// State accessor
public override void Init(Actor parent)
{
base.Init(parent);
_actorAi = parent.GetNode<ActorAi>("ActorAi");
}
public override void Move(double delta)
{
if (_actorAi.Ai is AiState.Controlled)
base.Move(delta);
}
}

View file

@ -308,17 +308,21 @@ public partial class Enemy : CharacterBody2D
Ai = AiState.Controlled;
}
protected enum EnemyState
{
Idle,
Alert,
Patrolling
}
public enum AiState
{
Enabled,
Disabled,
Controlled
}
}
public enum EnemyState
{
Idle,
Alert,
Patrolling
}
public enum AiState
{
Enabled,
Disabled,
Controlled
}