cirnogodot/Scripts/Components/FSM/Enemy/Turret/TurretShooting.cs
2025-05-26 11:13:22 +02:00

110 lines
No EOL
3.2 KiB
C#

using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
using Cirno.Scripts.Utils;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy.Turret;
public partial class TurretShooting : EnemyStateBase
{
public override EnemyState StateId => EnemyState.Shooting;
[Export]
public EnemyStorageModule StorageModule { get; private set; }
[Export]
public PlayerDetectionModule PlayerDetection { get; private set; }
[Export]
public GenericDamageReceiver DamageReceiver { get; private set; }
[Export] public Weapon EquippedWeapon;
private bool _isPlayerInRange = false;
private double _responseTimer = 0;
public override void EnterState()
{
base.EnterState();
PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;
DamageReceiver.ChangeState(true);
DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
EquippedWeapon.WeaponData = StorageModule.Root.EnemyResource.Weapon;
_responseTimer = 0;
}
private void HealthProviderOnResourceDepleted()
{
ChangeState(EnemyState.Dead);
}
private void PlayerDetectionOnPlayerOutOfRange()
{
StateMachine.SetState(EnemyState.Alert);
}
public override void ExitState()
{
base.ExitState();
PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
DamageReceiver.ChangeState(false);
}
public override void PhysicsProcessState(double delta)
{
base.PhysicsProcessState(delta);
if (PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.ViewRange) && PlayerDetection.IsPlayerInSight())
{
// SHOOT
Shoot();
}
else
{
StateMachine.SetState(EnemyState.Alert);
return;
}
}
private Vector2 GetShootDirection()
{
if (StorageModule.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).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;
StorageModule.FacingDirection = direction;
StorageModule.AimingDirection = direction;
EquippedWeapon.Shoot();
}
}