mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 11:15:33 +00:00
207 lines
4.2 KiB
C#
207 lines
4.2 KiB
C#
using Cirno.Scripts;
|
|
using Godot;
|
|
using System;
|
|
using System.Diagnostics;
|
|
using Cirno.Scripts.Components;
|
|
using Godot.Collections;
|
|
|
|
public partial class Enemy : CharacterBody2D
|
|
{
|
|
private InteractionController _cachedPlayer;
|
|
private EnemyState _currentState = EnemyState.Idle;
|
|
|
|
[Export] public float Health = 4f;
|
|
|
|
[Export] public float WalkSpeed = 2500f;
|
|
|
|
[Export] public float PlayerDisengageRange = 500f;
|
|
|
|
[Export] public Weapon EquippedWeapon;
|
|
|
|
private float _currentHealth = 0f;
|
|
|
|
private bool _isDestroyed = false;
|
|
|
|
private NavigationAgent2D _navigationAgent;
|
|
|
|
private bool IsPlayerInRange => _playerDetection is { IsPlayerInRange: true };
|
|
|
|
private bool IsPlayerInSight => _playerDetection is not null && _playerDetection.IsPlayerInSight(CollisionMask);
|
|
|
|
private Vector2? _lastPlayerPosition = null;
|
|
|
|
[Export]
|
|
private PlayerDetection _playerDetection;
|
|
|
|
[Export]
|
|
private bool _navigationEnabled = false;
|
|
|
|
public bool NavigationEnabled
|
|
{
|
|
get => _navigationEnabled && _navigationAgent != null;
|
|
set => _navigationEnabled = value;
|
|
}
|
|
|
|
// Called when the node enters the scene tree for the first time.
|
|
public override void _Ready()
|
|
{
|
|
_currentHealth = Health;
|
|
|
|
_navigationAgent = GetNodeOrNull<NavigationAgent2D>("NavigationAgent2D");
|
|
}
|
|
|
|
// Called every frame. 'delta' is the elapsed time since the previous frame.
|
|
public override void _Process(double delta)
|
|
{
|
|
switch (_currentState)
|
|
{
|
|
case EnemyState.Idle:
|
|
|
|
break;
|
|
case EnemyState.Alert:
|
|
break;
|
|
|
|
//case EnemyState.Shooting:
|
|
// Shoot
|
|
//break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
public override void _PhysicsProcess(double delta)
|
|
{
|
|
switch (_currentState)
|
|
{
|
|
case EnemyState.Idle:
|
|
if (_playerDetection != null && _playerDetection.IsPlayerInSight(CollisionMask))
|
|
{
|
|
_currentState = EnemyState.Alert;
|
|
}
|
|
//HandlePlayerDetection();
|
|
|
|
break;
|
|
case EnemyState.Alert:
|
|
|
|
// Update last known player position if it's in range
|
|
if (IsPlayerInRange)
|
|
{
|
|
_lastPlayerPosition = _playerDetection.CachedPlayer.GlobalPosition;
|
|
}
|
|
|
|
if (NavigationEnabled)
|
|
{
|
|
if (_lastPlayerPosition.HasValue)
|
|
{
|
|
_navigationAgent.SetTargetPosition(_lastPlayerPosition.Value);
|
|
}
|
|
|
|
var currentAgentPosition = GlobalPosition;
|
|
|
|
var nextPathPosition = _navigationAgent.GetNextPathPosition();
|
|
|
|
var newVelocity = currentAgentPosition.DirectionTo(nextPathPosition) * (float)(WalkSpeed * delta);
|
|
|
|
|
|
// Navigation is over, can do other things like shooting
|
|
if (_navigationAgent.IsNavigationFinished())
|
|
{
|
|
// Shoot player
|
|
if (IsPlayerInSight)
|
|
{
|
|
Shoot();
|
|
}
|
|
|
|
// TODO: If player totally left the max range it should stop shooting and go back to idle
|
|
|
|
return;
|
|
}
|
|
|
|
if (_navigationAgent.AvoidanceEnabled)
|
|
{
|
|
_navigationAgent.SetVelocity(newVelocity);
|
|
|
|
}
|
|
else
|
|
{
|
|
_on_navigation_agent_2d_velocity_computed(newVelocity);
|
|
}
|
|
|
|
MoveAndSlide();
|
|
}
|
|
else
|
|
{
|
|
if (IsPlayerInSight)
|
|
{
|
|
Shoot();
|
|
}
|
|
}
|
|
|
|
break;
|
|
case EnemyState.Patrolling:
|
|
break;
|
|
default:
|
|
throw new ArgumentOutOfRangeException();
|
|
}
|
|
}
|
|
|
|
public void _on_navigation_agent_2d_velocity_computed(Vector2 safeVelocity)
|
|
{
|
|
this.Velocity = safeVelocity;
|
|
|
|
}
|
|
|
|
protected virtual void Shoot()
|
|
{
|
|
if (EquippedWeapon == null || !_lastPlayerPosition.HasValue) return;
|
|
|
|
// Shoot at the player's last known position
|
|
EquippedWeapon.ShootDirection = (_lastPlayerPosition.Value - this.GlobalPosition).Normalized();
|
|
|
|
EquippedWeapon.Shoot();
|
|
}
|
|
|
|
private void _on_damage_hitbox_area_entered(Area2D area)
|
|
{
|
|
if (area is not Bullet bullet) return;
|
|
GD.Print("Enemy Received damage");
|
|
this.Hit(bullet.Damage);
|
|
bullet.QueueFree();
|
|
}
|
|
|
|
// Bullets collision
|
|
private void _on_area_entered(Area2D area)
|
|
{
|
|
|
|
}
|
|
|
|
private void Explode()
|
|
{
|
|
Debug.WriteLine("Ded");
|
|
//CreateParticles();
|
|
//CreateDebris();
|
|
QueueFree();
|
|
}
|
|
|
|
public void Hit(float damage)
|
|
{
|
|
if (_isDestroyed) return;
|
|
|
|
_currentHealth -= damage;
|
|
if (!(_currentHealth <= 0)) return;
|
|
_isDestroyed = true;
|
|
Explode();
|
|
}
|
|
|
|
public bool IsDestroyed()
|
|
{
|
|
return _isDestroyed;
|
|
}
|
|
|
|
private enum EnemyState
|
|
{
|
|
Idle,
|
|
Alert,
|
|
Patrolling
|
|
}
|
|
}
|