cirnogodot/Scripts/Components/FSM/Enemy/Idle.cs
2025-03-21 17:52:01 +01:00

103 lines
No EOL
3 KiB
C#

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.ViewRange);
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)
{
StorageModule.AiState = AiState.Enabled;
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 (StorageModule.AiState is AiState.Enabled && _isPlayerInRange)
{
if (PlayerDetection.IsPlayerInSight())
{
StateMachine.SetState(EnemyState.Alert);
}
}
}
public override void ProcessState(double delta)
{
base.ProcessState(delta);
}
}