mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 11:15:33 +00:00
325 lines
6.6 KiB
C#
325 lines
6.6 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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using Cirno.Scripts.Components;
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using Godot.Collections;
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public partial class Enemy : CharacterBody2D
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{
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private InteractionController _cachedPlayer;
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public InteractionController CachedPlayer
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{
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get => _cachedPlayer;
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protected set => _cachedPlayer = value;
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}
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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 float AlarmReactRange = 200f;
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[Export] public Weapon EquippedWeapon;
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[Export] public Node2D DefeatScript;
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[Export] public AiState Ai { get; private set; }
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protected float _currentHealth = 0f;
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private bool _isDestroyed = false;
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private NavigationAgent2D _navigationAgent;
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protected bool _invulnerable = false;
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#region Manual Movement
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private Vector2 _movementDirection { get; set; } = Vector2.Zero;
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private Vector2 _facingDirection { get; set; } = Vector2.Right;
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#endregion
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private bool IsPlayerInRange => _playerDetection is { IsPlayerInRange: true };
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private bool IsPlayerInSight => _playerDetection is not null && _playerDetection.IsPlayerInSight(CollisionMask);
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private Vector2? _lastPlayerPosition = null;
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[Export]
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private PlayerDetection _playerDetection;
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[Export]
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private bool _navigationEnabled = false;
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private AlarmManager _alarmManager;
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public bool NavigationEnabled
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{
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get => Ai is AiState.Enabled && _navigationEnabled && _navigationAgent != null;
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set => _navigationEnabled = value;
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}
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#region Events
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[Signal]
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public delegate void HealthChangedEventHandler(float newValue);
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#endregion
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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 = GetNodeOrNull<NavigationAgent2D>("NavigationAgent2D");
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_alarmManager = this.GetAlarmManager();
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if (_alarmManager != null)
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{
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_alarmManager.AlarmEnabled += AlarmManagerOnAlarmEnabled;
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}
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}
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public override void _ExitTree()
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{
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if (_alarmManager == null) return;
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_alarmManager.AlarmEnabled -= AlarmManagerOnAlarmEnabled;
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}
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private void AlarmManagerOnAlarmEnabled(Vector2 location)
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{
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if (NavigationEnabled && location.DistanceTo(this.GlobalPosition) <= AlarmReactRange)
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{
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GD.Print($"Enemy {Name} alerted");
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this._currentState = EnemyState.Alert;
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_lastPlayerPosition = location;
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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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//
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// break;
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// case EnemyState.Alert:
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// break;
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//
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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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if (Ai is AiState.Controlled && !_isDestroyed)
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{
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_movementDirection = GetInput();
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_facingDirection = _movementDirection;
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}
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}
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private Vector2 GetInput()
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{
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return Input.GetVector("left", "right", "up", "down");
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}
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public override void _PhysicsProcess(double delta)
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{
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if (_isDestroyed) return;
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switch (Ai)
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{
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case AiState.Enabled:
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HandleAi(delta);
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return;
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case AiState.Controlled:
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HandleManualControl(delta);
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break;
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}
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}
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private void HandleManualControl(double delta)
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{
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Velocity = _movementDirection * (float)(WalkSpeed * delta);
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MoveAndSlide();
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}
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private void HandleAi(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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if (_playerDetection != null && _playerDetection.IsPlayerInSight(CollisionMask))
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{
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_currentState = EnemyState.Alert;
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}
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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 = _playerDetection.CachedPlayer.GlobalPosition;
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}
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if (NavigationEnabled)
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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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if (IsPlayerInSight)
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{
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Shoot();
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}
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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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}
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else
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{
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if (IsPlayerInSight)
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{
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Shoot();
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}
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}
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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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protected virtual 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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}
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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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if (_invulnerable) return;
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if (bullet.BulletInfo.Owner == BulletOwner.Enemy) return;
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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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protected virtual void Explode()
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{
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Debug.WriteLine("Ded");
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if (DefeatScript is not null)
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{
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ActivateDefeatScript();
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}
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//CreateParticles();
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//CreateDebris();
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QueueFree();
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}
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protected void ActivateDefeatScript()
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{
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if (DefeatScript is not IActivable target)
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{
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GD.PrintErr($"Target {DefeatScript.Name} is not activable");
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return;
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}
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target?.Activate();
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GD.Print($"{DefeatScript.Name} activated");
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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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if (_invulnerable) return;
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_currentHealth -= damage;
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EmitSignal(SignalName.HealthChanged, _currentHealth);
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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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public void AssumeControl()
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{
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GD.Print("Assuming direct control");
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Ai = AiState.Controlled;
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}
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}
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public 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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Shooting
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}
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public enum AiState
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{
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Enabled,
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Disabled,
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Controlled
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}
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