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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Enemy pathfinding AI
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parent
4e09694692
commit
f0eee13e57
1 changed files with 58 additions and 31 deletions
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@ -12,6 +12,8 @@ public partial class Enemy : CharacterBody2D
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[Export] public float WalkSpeed = 2500f;
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[Export] public float WalkSpeed = 2500f;
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[Export] public float PlayerDisengageRange = 500f;
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[Export] public Weapon EquippedWeapon;
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[Export] public Weapon EquippedWeapon;
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private float _currentHealth = 0f;
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private float _currentHealth = 0f;
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@ -20,6 +22,10 @@ public partial class Enemy : CharacterBody2D
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private NavigationAgent2D _navigationAgent;
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private NavigationAgent2D _navigationAgent;
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private bool _isPlayerInRange = false;
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private Vector2? _lastPlayerPosition = null;
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[Export] public bool NavigationEnabled { get; set; } = false;
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[Export] public bool NavigationEnabled { get; set; } = false;
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// Called when the node enters the scene tree for the first time.
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// Called when the node enters the scene tree for the first time.
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@ -29,13 +35,13 @@ public partial class Enemy : CharacterBody2D
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_navigationAgent = GetNode<NavigationAgent2D>("NavigationAgent2D");
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_navigationAgent = GetNode<NavigationAgent2D>("NavigationAgent2D");
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CallDeferred("Setup");
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//CallDeferred("Setup");
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}
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}
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private void Setup()
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// private void Setup()
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{
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// {
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//
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}
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// }
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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public override void _Process(double delta)
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@ -45,10 +51,7 @@ public partial class Enemy : CharacterBody2D
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case EnemyState.Idle:
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case EnemyState.Idle:
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break;
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break;
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case EnemyState.Alert:
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case EnemyState.Primed:
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// Have the raycast follow the player and shoot if visible
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//HandlePlayerDetection();
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break;
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break;
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//case EnemyState.Shooting:
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//case EnemyState.Shooting:
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@ -61,12 +64,24 @@ public partial class Enemy : CharacterBody2D
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public override void _PhysicsProcess(double delta)
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public override void _PhysicsProcess(double delta)
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{
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{
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if (NavigationEnabled)
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switch (_currentState)
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{
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{
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// Only do these actions if the enemy has been alerted
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case EnemyState.Idle:
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if (_currentState is EnemyState.Primed)
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HandlePlayerDetection();
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{
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_navigationAgent.SetTargetPosition(_cachedPlayer.GlobalPosition);
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break;
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case EnemyState.Alert:
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// Update last known player position if it's in range
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if (_isPlayerInRange)
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{
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_lastPlayerPosition = _cachedPlayer.GlobalPosition;
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}
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if (_lastPlayerPosition.HasValue)
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{
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_navigationAgent.SetTargetPosition(_lastPlayerPosition.Value);
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}
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var currentAgentPosition = GlobalPosition;
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var currentAgentPosition = GlobalPosition;
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@ -79,7 +94,10 @@ public partial class Enemy : CharacterBody2D
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if (_navigationAgent.IsNavigationFinished())
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if (_navigationAgent.IsNavigationFinished())
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{
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{
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// Shoot player
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// Shoot player
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HandlePlayerDetection();
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Shoot();
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// TODO: If player totally left the max range it should stop shooting and go back to idle
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return;
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return;
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}
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}
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@ -95,7 +113,11 @@ public partial class Enemy : CharacterBody2D
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MoveAndSlide();
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MoveAndSlide();
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}
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break;
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case EnemyState.Patrolling:
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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}
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}
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@ -107,7 +129,7 @@ public partial class Enemy : CharacterBody2D
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private void HandlePlayerDetection()
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private void HandlePlayerDetection()
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{
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{
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if (_cachedPlayer == null || _currentState is not EnemyState.Primed)
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if (_cachedPlayer == null)
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{
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{
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return;
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return;
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}
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}
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@ -119,17 +141,18 @@ public partial class Enemy : CharacterBody2D
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// {
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// {
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// _navigationAgent.SetTargetPosition(_cachedPlayer.GlobalPosition);
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// _navigationAgent.SetTargetPosition(_cachedPlayer.GlobalPosition);
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// }
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// }
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Shoot();
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//Shoot();
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_currentState = EnemyState.Alert;
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}
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}
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}
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}
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private void Shoot()
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private void Shoot()
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{
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{
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if (EquippedWeapon == null) return;
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if (EquippedWeapon == null || !_lastPlayerPosition.HasValue) return;
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EquippedWeapon.ShootDirection = (_cachedPlayer.GlobalPosition - this.GlobalPosition).Normalized();
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// Shoot at the player's last known position
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EquippedWeapon.ShootDirection = (_lastPlayerPosition.Value - this.GlobalPosition).Normalized();
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EquippedWeapon.Shoot();
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EquippedWeapon.Shoot();
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@ -176,19 +199,23 @@ public partial class Enemy : CharacterBody2D
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Debug.WriteLine("Enemy detection area Entered by interaction controller");
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Debug.WriteLine("Enemy detection area Entered by interaction controller");
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_cachedPlayer = player;
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_cachedPlayer = player;
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if (_currentState is EnemyState.Idle)
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{
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_isPlayerInRange = true;
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_currentState = EnemyState.Primed;
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// if (_currentState is EnemyState.Idle)
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}
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// {
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// _currentState = EnemyState.Primed;
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// }
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}
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}
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}
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}
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private void _on_player_detection_area_exited(Area2D area)
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private void _on_player_detection_area_exited(Area2D area)
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{
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{
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if (_currentState is EnemyState.Primed)
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_isPlayerInRange = false;
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{
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_currentState = EnemyState.Idle;
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// if (_currentState is EnemyState.Primed)
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}
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// {
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// _currentState = EnemyState.Idle;
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// }
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}
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}
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private void _on_damage_hitbox_area_entered(Area2D area)
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private void _on_damage_hitbox_area_entered(Area2D area)
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@ -231,7 +258,7 @@ public partial class Enemy : CharacterBody2D
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private enum EnemyState
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private enum EnemyState
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{
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{
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Idle,
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Idle,
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Primed,
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Alert,
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Patrolling
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Patrolling
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}
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}
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}
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}
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