cirnogodot/Scripts/Components/FSM/Enemy/3D/Shooting.cs
2025-09-22 18:19:40 +02:00

179 lines
No EOL
6.3 KiB
C#

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