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Enemy AI
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34 changed files with 1418 additions and 417 deletions
171
Scripts/Components/FSM/Enemy/3D/Shooting.cs
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171
Scripts/Components/FSM/Enemy/3D/Shooting.cs
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using Cirno.Scripts.Enums;
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using Cirno.Scripts.Utils;
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using Cirno.Scripts.Weapons;
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Enemy._3D;
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public partial class Shooting : EnemyStateBase3D
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{
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public override EnemyState StateId => EnemyState.Shooting;
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[Export] public EnemyStorage3D Storage { get; private set; }
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[Export] public PlayerDetection3D PlayerDetection { get; private set; }
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[Export] public Weapon3D EquippedWeapon;
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[Export] public NavigationProvider3D NavigationModule { get; private set; }
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private bool _isPlayerInRange = false;
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private Vector3? _currentStrafeTarget = null;
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private float _strafeSpeed => Storage.EnemyData.StrafeSpeed;
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private double _responseTimer = 0;
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public override void EnterState()
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{
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base.EnterState();
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GD.Print("Entering Shooting");
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PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;
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//DamageReceiver.ChangeState(true);
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//DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
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EquippedWeapon.WeaponData = Storage.Root.EnemyResource.Weapon;
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_currentStrafeTarget = null;
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_responseTimer = 0;
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}
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private void PlayerDetectionOnPlayerOutOfRange()
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{
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GD.Print("Player out of range, returning to alert");
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StateMachine.SetState(EnemyState.Alert);
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}
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public override void ExitState()
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{
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base.ExitState();
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PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
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//DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
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_currentStrafeTarget = null;
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//DamageReceiver.ChangeState(false);
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}
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public override void PhysicsProcessState(double delta)
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{
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base.PhysicsProcessState(delta);
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if (PlayerDetection.IsPlayerInRange(Storage.Root.EnemyResource.ViewRange) && PlayerDetection.IsPlayerInSight())
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{
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// SHOOT
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Shoot();
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if (_strafeSpeed > 0)
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{
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// Check if a strafe position is needed
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if (!_currentStrafeTarget.HasValue || NavigationModule.IsNavigationFinished())
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{
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if (_responseTimer < Storage.EnemyData.ResponseTime)
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{
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_responseTimer += delta;
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}
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else
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{
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_currentStrafeTarget = CalculateStrafePosition();
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_responseTimer = 0;
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}
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}
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}
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}
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else
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{
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GD.Print("Back to alert because the player could not be detected anymore");
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StateMachine.SetState(EnemyState.Alert);
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return;
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}
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if (_currentStrafeTarget.HasValue)
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{
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NavigationModule.SetTarget(_currentStrafeTarget.Value);
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NavigationModule.Move(_strafeSpeed);
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}
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}
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private Vector3? CalculateStrafePosition()
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{
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var playerPos = PlayerDetection.LastKnownPlayerPosition.Value;
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var enemyPos = MainObject.GlobalPosition;
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// Calculate direction to player
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var directionToPlayer = (playerPos - enemyPos).Normalized();
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// Get perpendicular vectors (left and right strafing directions)
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var leftStrafe = directionToPlayer.Rotated(Vector3.Up, -Mathf.Pi / 2);
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var rightStrafe = directionToPlayer.Rotated(Vector3.Up,Mathf.Pi / 2);
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// Randomly decide left or right first
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bool tryLeftFirst = GD.Randf() < 0.5f;
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for (float factor = 1f; factor > 0.25f; factor *= 0.75f)
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{
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float strafeDistance = Mathf.Lerp(Storage.EnemyData.MinStrafeDistance, Storage.EnemyData.MaxStrafeDistance, factor);
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var newPos = enemyPos + (tryLeftFirst ? leftStrafe : rightStrafe) * strafeDistance;
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if (NavigationModule.IsNavigable(newPos) && PlayerDetection.HasLineOfSight(newPos, playerPos))
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{
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return newPos;
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}
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}
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for (float factor = 1f; factor > 0.25f; factor *= 0.75f)
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{
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float strafeDistance = Mathf.Lerp(Storage.EnemyData.MinStrafeDistance, Storage.EnemyData.MaxStrafeDistance, factor);
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var newPos = enemyPos + (tryLeftFirst ? rightStrafe : leftStrafe) * strafeDistance;
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if (NavigationModule.IsNavigable(newPos) && PlayerDetection.HasLineOfSight(newPos, playerPos))
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{
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return newPos;
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}
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}
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return null; // No valid strafe position found
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}
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private Vector2 GetShootDirection()
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{
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// if (Storage.EnemyData.PredictPlayer && PlayerDetection.LastKnowPlayerVelocity.HasValue)
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// {
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// var predictedDirection = MathFunctions.PredictInterceptPosition(MainObject.GlobalPosition,
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// PlayerDetection.LastKnownPlayerPosition.Value, PlayerDetection.LastKnowPlayerVelocity.Value,
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// EquippedWeapon.WeaponData.BulletData.BulletSpeed);
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// if (predictedDirection.HasValue) return (predictedDirection.Value - MainObject.GlobalPosition).Normalized();
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//
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// }
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return ( PlayerDetection.LastKnownPlayerPosition.Value - MainObject.GlobalPosition).ToVector2().Normalized();
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}
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private void Shoot()
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{
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if (EquippedWeapon == null) return;
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if (!PlayerDetection.LastKnownPlayerPosition.HasValue) return;
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var direction = GetShootDirection();
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// Shoot at the player's last known position
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EquippedWeapon.ShootDirection = direction;
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//StorageModule.FacingDirection = direction;
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Storage.FacingDirection = direction.SnapToCardinal().Normalized();
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Storage.AimingDirection = Storage.FacingDirection;
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EquippedWeapon.Shoot();
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}
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}
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