Enemy state machine

This commit is contained in:
Marco 2025-03-20 18:22:40 +01:00
commit ef6c240e8e
37 changed files with 545 additions and 36 deletions

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@ -1,4 +1,5 @@
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
using Godot;
public partial class ActorAi : ActorModule

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@ -4,6 +4,7 @@ using Cirno.Scripts.Components;
using System.Collections.Generic;
using System.Linq;
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
public partial class EnemyNavigationMovement : MovementHandler
{

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@ -1,4 +1,5 @@
using Godot;
using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.Actors;

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@ -16,6 +16,10 @@ public partial class GenericDamageReceiver : Area2D, IHittable
[Export] public PackedScene Debris { get; set; }
[Export] public Array<DamageResistance> DamageResistances { get; set; } = [];
[Export] public bool DeleteParentOnDeath { get; private set; } = true;
//[Signal] public delegate void DeathEventHandler();
private Node2D _parent;
@ -69,6 +73,12 @@ public partial class GenericDamageReceiver : Area2D, IHittable
_parent.CreateSibling<Node2D>(Debris);
}
_parent.QueueFree();
// Not needed because the health provider is accessible
//EmitSignal(SignalName.Death);
if (DeleteParentOnDeath)
{
_parent.QueueFree();
}
}
}

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@ -19,7 +19,7 @@ public abstract partial class BaseState<TKey, TType> : Node2D, IState<TKey, TTyp
[Export]
private Array<Node> _moduleNodes = [];
private readonly List<IModule<TKey, TType>> _modules = [];
protected readonly List<IModule<TKey, TType>> _modules = [];
public virtual void Init(IStateMachine<TKey, TType> machine)
{

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using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy;
public partial class Alert : EnemyStateBase
{
public override EnemyState StateId => EnemyState.Alert;
[Export]
public EnemyStorageModule StorageModule { get; private set; }
[Export]
public PlayerDetectionModule PlayerDetection { get; private set; }
[Export]
public GenericDamageReceiver DamageReceiver { get; private set; }
private bool _isPlayerInRange = false;
public override void EnterState()
{
base.EnterState();
GD.Print("Entered Idle");
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;
GD.Print("Player out of range");
}
public override void ExitState()
{
base.ExitState();
GD.Print("Exited Idle");
PlayerDetection.PlayerInRange -= PlayerDetectionOnPlayerInRange;
PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
DamageReceiver.ChangeState(false);
}
private void PlayerDetectionOnPlayerInRange()
{
_isPlayerInRange = true;
GD.Print("Player In Range");
}
public override void PhysicsProcessState(double delta)
{
base.PhysicsProcessState(delta);
if (_isPlayerInRange && PlayerDetection.IsPlayerInSight())
{
StateMachine.SetState(EnemyState.Shooting);
return;
}
// if player is outside disengage range, change to idle (later on, search)
if (this.GlobalPosition.DistanceTo(GameManager.Instance.PlayerPosition.Value) >=
StorageModule.Root.EnemyResource.PlayerDisengageRange)
{
StateMachine.SetState(EnemyState.Idle);
}
// Move towards last known position
if (PlayerDetection.LastKnownPlayerPosition.HasValue)
{
MoveTowardsPosition(PlayerDetection.LastKnownPlayerPosition.Value);
}
}
private void MoveTowardsPosition(Vector2 position)
{
}
public override void ProcessState(double delta)
{
base.ProcessState(delta);
}
}

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uid://dbmc3klko5x18

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using Cirno.Scripts.Components.Actors;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy;
public partial class EnemyDamageReceiver : Area2D, IHittable
{
[Export]
public ActorResourceProvider HealthProvider { get; private set; }
public void Hit(float damage, DamageType damageType = DamageType.Neutral)
{
}
}

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uid://vkmg3pggt8h5

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using Cirno.Scripts.Enums;
using Cirno.Scripts.Resources;
using Cirno.Scripts.Resources.Loot;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Components.FSM.Enemy;
public partial class EnemyFSMProxy : CharacterBody2D
{
[Export] public EnemyStateMachine EnemyFSM { get; private set; }
[Export] public EnemyResource EnemyResource { get; private set; }
[Export] public Array<LootDrop> ExtraLoot { get; private set; }
[Export]
public AiState StartingAiState { get; private set; }
[ExportCategory("Defeat Script")]
[Export] public Node2D DefeatScript { get; set; }
[Export] public ActivationType ActivationType { get; private set; } = ActivationType.Toggle;
}

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uid://bi2edpdosngll

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using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy;
public abstract partial class EnemyStateBase : BaseState<EnemyState, CharacterBody2D>
{
}

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uid://cljaa768xq70j

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using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy;
public partial class EnemyStateMachine : StateMachineBase<EnemyState, CharacterBody2D>
{
[Export] public override EnemyState InitialState { get; protected set; } = EnemyState.Init;
}

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uid://dn6dbog1s2818

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using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy;
public partial class EnemyStorageModule : Node2D
{
[Export]
public EnemyFSMProxy Root { get; private set; }
public Vector2 MovementDirection { get; set; }
public Vector2 FacingDirection { get; set; }
public float MovementSpeed => Root.EnemyResource.MovementSpeed;
}

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uid://bflvr26h52c55

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using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy;
public partial class Idle : EnemyStateBase
{
public override EnemyState StateId => EnemyState.Idle;
// Scan for player, move to alert if found
// Receive damage, move to alert if received
[Export]
public EnemyStorageModule StorageModule { get; private set; }
[Export]
public PlayerDetectionModule PlayerDetection { get; private set; }
[Export]
public GenericDamageReceiver DamageReceiver { get; private set; }
// public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
// {
// base.Init(machine);
// }
private bool _isPlayerInRange = false;
public override void EnterState()
{
base.EnterState();
GD.Print("Entered Idle");
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;
DamageReceiver.HealthProvider.ResourceDecreased += HealthProviderOnResourceDecreased;
}
private void HealthProviderOnResourceDecreased(float oldvalue, float newvalue, float maxvalue)
{
ChangeState(EnemyState.Alert);
}
private void HealthProviderOnResourceDepleted()
{
ChangeState(EnemyState.Dead);
}
private void PlayerDetectionOnPlayerOutOfRange()
{
_isPlayerInRange = false;
GD.Print("Player out of range");
}
public override void ExitState()
{
base.ExitState();
GD.Print("Exited Idle");
PlayerDetection.PlayerInRange -= PlayerDetectionOnPlayerInRange;
PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
DamageReceiver.HealthProvider.ResourceDecreased -= HealthProviderOnResourceDecreased;
DamageReceiver.ChangeState(false);
}
private void PlayerDetectionOnPlayerInRange()
{
_isPlayerInRange = true;
GD.Print("Player In Range");
}
public override void PhysicsProcessState(double delta)
{
base.PhysicsProcessState(delta);
if (_isPlayerInRange)
{
if (PlayerDetection.IsPlayerInSight())
{
StateMachine.SetState(EnemyState.Alert);
}
}
}
public override void ProcessState(double delta)
{
base.ProcessState(delta);
}
}

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uid://bjrh5q24nuoec

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using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy;
public partial class Init : EnemyStateBase
{
public override EnemyState StateId => EnemyState.Init;
[Export]
public GenericDamageReceiver DamageReceiver { get; private set; }
[Export]
public EnemyStorageModule StorageModule { get; private set; }
public override void EnterState()
{
GD.Print("Enemy init");
DamageReceiver.HealthProvider.MaxResource = StorageModule.Root.EnemyResource.MaxHealth;
StateMachine.SetState(EnemyState.Idle);
}
public override void PhysicsProcessState(double delta)
{
}
public override void ProcessState(double delta)
{
}
}

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uid://rrelumir3g6n

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using Cirno.Scripts.Enums;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Components.FSM.Enemy;
public partial class PlayerDetectionModule : Area2D
{
[Signal]
public delegate void PlayerInRangeEventHandler();
[Signal]
public delegate void PlayerOutOfRangeEventHandler();
[Export(PropertyHint.Layers2DPhysics)]
public uint ObstaclesCollisionMask { get; private set; }
public Vector2? LastKnownPlayerPosition { get; private set; }
//public bool PlayerInActiveArea { get; private set; }
private CollisionShape2D _collisionShape2D;
public override void _Ready()
{
}
public void SetRange(float range)
{
_collisionShape2D ??= this.GetNode<CollisionShape2D>("CollisionShape2D");
if (_collisionShape2D.Shape is CircleShape2D shape2D)
{
shape2D.Radius = range;
}
}
public bool IsPlayerInRange(float range)
{
if (!GameManager.Instance?.PlayerPosition.HasValue ?? false)
{
return false;
}
return this.GlobalPosition.DistanceTo(GameManager.Instance.PlayerPosition.Value) < range;
}
public bool IsPlayerInSight()
{
//if (_cachedPlayer == null) return false;
if (!GameManager.Instance?.PlayerPosition.HasValue ?? false) return false;
var spaceState = GetWorld2D().DirectSpaceState;
// It needs to use its own collision mask because it's detecting obstacles rather than the player
var query = PhysicsRayQueryParameters2D.Create(this.GlobalPosition, GameManager.Instance.PlayerPosition.Value, ObstaclesCollisionMask,
[GetRid()]);
//query.CollideWithBodies = true;
//query.CollideWithAreas = true;
// var query = PhysicsRayQueryParameters2D.Create(this.GlobalPosition, _cachedPlayer.GlobalPosition, CollisionMask, new Array<Rid> { GetRid() });
var result = spaceState.IntersectRay(query);
// If count is 0 then the player is in sight, otherwise there is level geometry in the way
var found = result.Count == 0;
if (found)
{
LastKnownPlayerPosition = GameManager.Instance.PlayerPosition;
}
return found;
}
private void _on_area_entered(Area2D area)
{
if (area is not InteractionController player) return;
EmitSignal(SignalName.PlayerInRange);
//PlayerInActiveArea = true;
}
private void _on_area_exited(Area2D area)
{
if (area is not InteractionController player) return;
EmitSignal(SignalName.PlayerOutOfRange);
//PlayerInActiveArea = false;
}
}

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uid://mb4ugq74a17c

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@ -1,4 +1,5 @@
using Godot;
using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM;

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@ -8,6 +8,7 @@ public partial class PlayerDetection : Area2D
public InteractionController CachedPlayer => _cachedPlayer;
protected InteractionController _cachedPlayer;
public virtual bool IsPlayerInRange { get; set; }
public virtual bool IsPlayerInSight(uint collisionMask)