Add FSM components for player and enemy state management, including initialization and module resolution

This commit is contained in:
MaddoScientisto 2026-02-26 23:13:57 +01:00
commit b6cc5a00e8
57 changed files with 526 additions and 506 deletions

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@ -7,15 +7,23 @@ public partial class Idle : EnemyStateBase3D
{
public override EnemyState StateId => EnemyState.Idle;
[Export] public EnemyStorage3D Storage { get; private set; }
[Export] public PlayerDetection3D PlayerDetection { get; private set; }
private EnemyStorage3D Storage { get; set; }
private PlayerDetection3D PlayerDetection { get; set; }
[Export] public GravityProvider GravityProvider { get; private set; }
private GravityProvider GravityProvider { get; set; }
[Export] public bool DebugEnabled { get; set; } = false;
private bool _isPlayerInRange = false;
public override void Init(IStateMachine<EnemyState, CharacterBody3D> machine)
{
base.Init(machine);
Storage ??= StateMachine.GetModule<EnemyStorage3D>();
PlayerDetection ??= StateMachine.GetModule<PlayerDetection3D>();
GravityProvider ??= StateMachine.GetModule<GravityProvider>();
}
public override void EnterState()
{
base.EnterState();

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@ -1,32 +0,0 @@
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy._3D;
public partial class Init : EnemyStateBase3D
{
public override EnemyState StateId => EnemyState.Init;
[Export] public EnemyStorage3D Storage {get; private set;}
[Export] public PlayerDetection3D DetectionProvider { get; private set; }
[Export] public ActorResourceProvider HealthProvider { get; private set; }
public override void EnterState()
{
//DamageReceiver.HealthProvider.MaxResource = StorageModule.Root.EnemyResource.MaxHealth;
DetectionProvider.Initialize(MainObject);
Storage.AiState = Storage.Root.StartingAiState;
Storage.HomePosition = MainObject.GlobalPosition;
// TODO: Hide wings
// TODO: Hide aiming reticule
HealthProvider.MaxResource = Storage.Root.EnemyResource.MaxHealth;
HealthProvider.FillResource();
StateMachine.SetState(EnemyState.Idle);
}
}

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@ -1 +0,0 @@
uid://cy34e3htvbvnl

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@ -0,0 +1,72 @@
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy._3D;
public partial class InitState : EnemyStateBase3D
{
public override EnemyState StateId => EnemyState.Init;
private EnemyStorage3D Storage { get; set; }
private PlayerDetection3D DetectionProvider { get; set; }
private ActorResourceProvider HealthProvider { get; set; }
private int _initRetryCount = 0;
private const int MaxInitRetries = 20;
private const float InitRetryDelaySeconds = 0.05f;
public override void Init(IStateMachine<EnemyState, CharacterBody3D> machine)
{
base.Init(machine);
// Try an initial resolve; EnterState will retry if necessary
Storage ??= StateMachine.GetModule<EnemyStorage3D>();
DetectionProvider ??= StateMachine.GetModule<PlayerDetection3D>();
HealthProvider ??= StateMachine.GetModule<ActorResourceProvider>();
}
public override void EnterState()
{
// Attempt to complete initialization; if modules are missing, retry with a timer
TryCompleteInit();
}
private void TryCompleteInit()
{
// Attempt to resolve modules again in case they were attached after Init
Storage ??= StateMachine.GetModule<EnemyStorage3D>();
DetectionProvider ??= StateMachine.GetModule<PlayerDetection3D>();
HealthProvider ??= StateMachine.GetModule<ActorResourceProvider>();
if (Storage is null || DetectionProvider is null || HealthProvider is null)
{
_initRetryCount++;
if (_initRetryCount <= MaxInitRetries)
{
// Schedule a retry shortly to wait for other nodes to finish _Ready
var timer = GetTree().CreateTimer(InitRetryDelaySeconds);
timer.Timeout += TryCompleteInit;
return;
}
// Final failure: log detailed error and bail out to avoid throws
var actorName = MainObject?.Name ?? "<unknown>";
GD.PrintErr($"[InitState] Failed to resolve required modules on actor '{actorName}' after {_initRetryCount} attempts.\n" +
$" Storage: {(Storage is null ? "MISSING" : "OK")},\n" +
$" DetectionProvider: {(DetectionProvider is null ? "MISSING" : "OK")},\n" +
$" HealthProvider: {(HealthProvider is null ? "MISSING" : "OK")}");
return;
}
// All modules present, proceed with initialization
DetectionProvider.Initialize(MainObject);
Storage.AiState = Storage.Root.StartingAiState;
Storage.HomePosition = MainObject.GlobalPosition;
HealthProvider.MaxResource = Storage.Root.EnemyResource.MaxHealth;
HealthProvider.FillResource();
// Transition to the Idle state now that initialization is complete
StateMachine.SetState(EnemyState.Idle);
}
}

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@ -0,0 +1 @@
uid://dkmwqvhenu1xq

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@ -9,20 +9,30 @@ public partial class Shooting : EnemyStateBase3D
{
public override EnemyState StateId => EnemyState.Shooting;
[Export] public EnemyStorage3D Storage { get; private set; }
private EnemyStorage3D Storage { get; set; }
[Export] public PlayerDetection3D PlayerDetection { get; private set; }
private PlayerDetection3D PlayerDetection { get; set; }
[Export] public Weapon3D EquippedWeapon;
[Export] public NavigationProvider3D NavigationModule { get; private set; }
private NavigationProvider3D NavigationModule { get; set; }
[Export] public GravityProvider GravityProvider { get; private set; }
private GravityProvider GravityProvider { get; set; }
private bool _isPlayerInRange = false;
private Vector3? _currentStrafeTarget = null;
private float _strafeSpeed => Storage.EnemyData.StrafeSpeed;
private bool _isPlayerInRange;
private Vector3? _currentStrafeTarget;
private float StrafeSpeed => Storage.EnemyData.StrafeSpeed;
private double _responseTimer;
public override void Init(IStateMachine<EnemyState, CharacterBody3D> machine)
{
base.Init(machine);
Storage ??= StateMachine.GetModule<EnemyStorage3D>();
PlayerDetection ??= StateMachine.GetModule<PlayerDetection3D>();
NavigationModule ??= StateMachine.GetModule<NavigationProvider3D>();
GravityProvider ??= StateMachine.GetModule<GravityProvider>();
}
private double _responseTimer = 0;
public override void EnterState()
{
base.EnterState();
@ -31,12 +41,13 @@ public partial class Shooting : EnemyStateBase3D
PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;
//DamageReceiver.ChangeState(true);
//DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
if (Storage is null || PlayerDetection is null) return;
EquippedWeapon.WeaponData = Storage.Root.EnemyResource.Weapon;
EquippedWeapon.Init();
if (EquippedWeapon != null)
{
EquippedWeapon.WeaponData = Storage.Root.EnemyResource.Weapon;
EquippedWeapon.Init();
}
_currentStrafeTarget = null;
@ -56,24 +67,22 @@ public partial class Shooting : EnemyStateBase3D
PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
//DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
_currentStrafeTarget = null;
//DamageReceiver.ChangeState(false);
}
public override void PhysicsProcessState(double delta)
{
base.PhysicsProcessState(delta);
if (Storage is null || PlayerDetection is null || NavigationModule is null || GravityProvider is null)
return;
if (PlayerDetection.IsPlayerInRange(Storage.Root.EnemyResource.ViewRange) && PlayerDetection.IsPlayerInSight())
{
// SHOOT
Shoot();
if (_strafeSpeed > 0)
if (StrafeSpeed > 0)
{
// Check if a strafe position is needed
if (!_currentStrafeTarget.HasValue || NavigationModule.IsNavigationFinished())
@ -100,7 +109,7 @@ public partial class Shooting : EnemyStateBase3D
if (_currentStrafeTarget.HasValue)
{
NavigationModule.SetTarget(_currentStrafeTarget.Value);
NavigationModule.Move(_strafeSpeed);
NavigationModule.Move(StrafeSpeed);
}
// Calculate gravity
@ -111,6 +120,8 @@ public partial class Shooting : EnemyStateBase3D
private Vector3? CalculateStrafePosition()
{
if (!PlayerDetection.LastKnownPlayerPosition.HasValue) return null;
var playerPos = PlayerDetection.LastKnownPlayerPosition.Value;
var enemyPos = MainObject.GlobalPosition;
@ -149,16 +160,10 @@ public partial class Shooting : EnemyStateBase3D
private Vector2 GetShootDirection()
{
// if (Storage.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).ToVector2().Normalized();
if (!PlayerDetection.LastKnownPlayerPosition.HasValue)
return Vector2.Zero;
return (PlayerDetection.LastKnownPlayerPosition.Value - MainObject.GlobalPosition).ToVector2().Normalized();
}
private void Shoot()