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Add FSM components for player and enemy state management, including initialization and module resolution
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57 changed files with 526 additions and 506 deletions
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@ -8,16 +8,26 @@ public partial class Alert : EnemyStateBase
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{
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public override EnemyState StateId => EnemyState.Alert;
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[Export] public EnemyStorageModule StorageModule { get; private set; }
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private EnemyStorageModule StorageModule { get; set; }
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[Export] public PlayerDetectionModule PlayerDetection { get; private set; }
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private PlayerDetectionModule PlayerDetection { get; set; }
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[Export] public GenericDamageReceiver DamageReceiver { get; private set; }
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private GenericDamageReceiver DamageReceiver { get; set; }
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[Export] public NavigationMovementModule NavigationModule { get; private set; }
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private NavigationMovementModule NavigationModule { get; set; }
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private bool _isPlayerInRange = false;
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public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
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{
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base.Init(machine);
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// Try to resolve modules via the state machine so the same modules can be reused without per-state exports
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StorageModule ??= StateMachine.GetModule<EnemyStorageModule>();
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PlayerDetection ??= StateMachine.GetModule<PlayerDetectionModule>();
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DamageReceiver ??= StateMachine.GetModule<GenericDamageReceiver>();
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NavigationModule ??= StateMachine.GetModule<NavigationMovementModule>();
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}
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public override void EnterState()
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{
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base.EnterState();
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@ -25,8 +35,6 @@ public partial class Alert : EnemyStateBase
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PlayerDetection.SetRange(StorageModule.Root.EnemyResource.PlayerDetectionRange);
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//_isPlayerInRange = PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.ViewRange);
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//GD.Print($"Player In Range: {_isPlayerInRange}");
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PlayerDetection.PlayerInRange += PlayerDetectionOnPlayerInRange;
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