mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 11:15:33 +00:00
264 lines
5.5 KiB
C#
264 lines
5.5 KiB
C#
using Cirno.Scripts;
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using Godot;
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using System;
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using System.Diagnostics;
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public partial class Enemy : CharacterBody2D
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{
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private InteractionController _cachedPlayer;
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private EnemyState _currentState = EnemyState.Idle;
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[Export] public float Health = 4f;
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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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private float _currentHealth = 0f;
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private bool _isDestroyed = false;
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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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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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_currentHealth = Health;
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_navigationAgent = GetNode<NavigationAgent2D>("NavigationAgent2D");
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//CallDeferred("Setup");
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}
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// private void Setup()
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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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public override void _Process(double delta)
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{
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switch (_currentState)
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{
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case EnemyState.Idle:
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break;
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case EnemyState.Alert:
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break;
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//case EnemyState.Shooting:
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// Shoot
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//break;
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default:
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break;
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}
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}
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public override void _PhysicsProcess(double delta)
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{
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switch (_currentState)
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{
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case EnemyState.Idle:
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HandlePlayerDetection();
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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 nextPathPosition = _navigationAgent.GetNextPathPosition();
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var newVelocity = currentAgentPosition.DirectionTo(nextPathPosition) * (float)(WalkSpeed * delta);
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// Navigation is over, can do other things like shooting
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if (_navigationAgent.IsNavigationFinished())
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{
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// Shoot player
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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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}
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if (_navigationAgent.AvoidanceEnabled)
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{
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_navigationAgent.SetVelocity(newVelocity);
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}
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else
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{
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_on_navigation_agent_2d_velocity_computed(newVelocity);
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}
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MoveAndSlide();
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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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public void _on_navigation_agent_2d_velocity_computed(Vector2 safeVelocity)
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{
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this.Velocity = safeVelocity;
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}
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private void HandlePlayerDetection()
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{
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if (_cachedPlayer == null)
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{
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return;
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}
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if (IsPlayerInSight())
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{
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// Update player position only if player is in sight
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// if (NavigationEnabled)
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// {
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// _navigationAgent.SetTargetPosition(_cachedPlayer.GlobalPosition);
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// }
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//Shoot();
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_currentState = EnemyState.Alert;
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}
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}
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private void Shoot()
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{
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if (EquippedWeapon == null || !_lastPlayerPosition.HasValue) return;
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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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// // SHOOT
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// var bullet = this.CreateChild<Bullet>(BulletScene);
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// // var bullet = BulletScene.Instantiate<Bullet>();
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// // Owner.AddChild(bullet);
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// // bullet.Transform = this.GlobalTransform;
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// // bullet.Position = this.Position;
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// bullet.SetDirection((_cachedPlayer.GlobalPosition - this.GlobalPosition).Normalized());
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// bullet.Speed = BulletSpeed;
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//
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// _ammo -= 1;
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//
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// if (_ammo <= 0)
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// {
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// _ammo = BulletCount;
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// _cooldownTimer.Start(ReloadTime);
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// }
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// else
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// {
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// _cooldownTimer.Start(RateOfFire);
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// }
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}
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private bool IsPlayerInSight()
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{
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var spaceState = GetWorld2D().DirectSpaceState;
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var query = PhysicsRayQueryParameters2D.Create(this.GlobalPosition, _cachedPlayer.GlobalPosition, CollisionMask, new Godot.Collections.Array<Rid> { GetRid() });
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var result = spaceState.IntersectRay(query);
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// If count is 0 then the player is in sight, otherwise there is level geometry in the way
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return result.Count == 0;
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// if (result.Count > 0)
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// GD.Print("Hit at point: ", result["position"]);
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}
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private void _on_player_detection_area_entered(Area2D area)
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{
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// Assume area is player for now
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if (area is InteractionController player)
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{
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Debug.WriteLine("Enemy detection area Entered by interaction controller");
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_cachedPlayer = player;
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_isPlayerInRange = true;
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// if (_currentState is EnemyState.Idle)
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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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private void _on_player_detection_area_exited(Area2D area)
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{
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_isPlayerInRange = false;
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// if (_currentState is EnemyState.Primed)
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// {
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// _currentState = EnemyState.Idle;
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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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{
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if (area is not Bullet bullet) return;
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GD.Print("Enemy Received damage");
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this.Hit(bullet.Damage);
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bullet.QueueFree();
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}
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// Bullets collision
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private void _on_area_entered(Area2D area)
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{
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}
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private void Explode()
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{
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Debug.WriteLine("Ded");
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//CreateParticles();
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//CreateDebris();
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QueueFree();
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}
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public void Hit(float damage)
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{
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if (_isDestroyed) return;
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_currentHealth -= damage;
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if (!(_currentHealth <= 0)) return;
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_isDestroyed = true;
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Explode();
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}
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public bool IsDestroyed()
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{
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return _isDestroyed;
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}
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private enum EnemyState
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{
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Idle,
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Alert,
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Patrolling
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}
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}
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