feat: added regroup state for player states
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@ -11,8 +11,8 @@ void PlayerState::_bind_methods() {
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void PlayerState::init(Node *target, StateMachine *machine) {
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this->state_machine = machine;
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this->target = Object::cast_to<PlayerCharacter>(target);
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if(!this->target)
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this->parent = Object::cast_to<PlayerCharacter>(target);
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if(!this->parent)
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UtilityFunctions::push_error("Attempt to apply player state to non-PlayerCharacter node of type '", target->get_class(), "'");
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Ref<TunnelsGameMode> game_mode = GameRoot::get_singleton()->get_game_mode();
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this->player = game_mode->get_player_instance();
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@ -24,6 +24,17 @@ StringName PlayerState::get_next() const {
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return this->get_class();
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}
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float PlayerState::get_distance_from_player(bool sqr) const {
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Vector3 const target_position = this->get_manual_character()->get_global_position();
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return sqr
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? target_position.distance_squared_to(this->parent->get_global_position())
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: target_position.distance_to(this->parent->get_global_position());
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}
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PlayerCharacter *PlayerState::get_manual_character() const {
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return this->player->get_character();
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}
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#undef CLASSNAME // PlayerState
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void FollowingPlayer::_bind_methods() {
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@ -31,13 +42,40 @@ void FollowingPlayer::_bind_methods() {
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}
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void FollowingPlayer::_process(double delta_time) {
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UtilityFunctions::print(this->get_path(), " _process");
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Vector3 const target_position = this->player->get_character()->get_global_position();
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if(target_position.distance_squared_to(this->target->get_global_position()) < 5.f * 5.f)
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this->target->move(this->player->get_character()->get_velocity().normalized());
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else
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this->target->move_to(target_position, 5.f);
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this->parent->move(this->get_manual_character()->get_velocity_target().normalized());
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}
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StringName FollowingPlayer::get_next() const {
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if(this->get_distance_from_player(true) > std::pow(4.f, 2.f))
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return "Regroup";
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return this->get_class();
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}
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#undef CLASSNAME // FollowingPlayer
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void Regroup::_bind_methods() {
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#define CLASSNAME Regroup
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}
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void Regroup::_process(double delta_time) {
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Basis const player_basis = this->get_manual_character()->get_global_transform().basis;
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Vector3 const parent_position = this->parent->get_global_position();
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Vector3 const player_position = this->get_manual_character()->get_global_position();
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Vector3 const left = player_basis.get_column(2);
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Vector3 const offset = left.dot(parent_position - player_position) * left;
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this->target = player_position - player_basis.get_column(2) + offset;
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this->parent->move_to(this->target, 1.f);
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}
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void Regroup::_exit_tree() {
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this->parent->move_to(this->parent->get_global_position(), 0.5f);
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}
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StringName Regroup::get_next() const {
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if(this->target.distance_squared_to(this->parent->get_global_position()) < std::pow(1.f, 2.f))
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return "FollowingPlayer";
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return this->get_class();
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}
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#undef CLASSNAME // Regroup
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}
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@ -16,7 +16,10 @@ public:
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virtual void init(Node *target, StateMachine *machine) override;
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virtual StringName get_next() const override;
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protected:
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PlayerCharacter *target{nullptr};
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float get_distance_from_player(bool sqr = false) const;
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PlayerCharacter *get_manual_character() const;
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protected:
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PlayerCharacter *parent{nullptr};
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StateMachine *state_machine{nullptr};
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TunnelsPlayer *player{nullptr};
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};
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@ -26,6 +29,18 @@ class FollowingPlayer : public PlayerState {
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static void _bind_methods();
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public:
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virtual void _process(double delta_time) override;
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virtual StringName get_next() const override;
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};
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class Regroup : public PlayerState {
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GDCLASS(Regroup, PlayerState);
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static void _bind_methods();
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public:
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virtual void _process(double delta_time) override;
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virtual void _exit_tree() override;
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virtual StringName get_next() const override;
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private:
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Vector3 target{0.f, 0.f, 0.f};
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};
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}
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@ -58,6 +58,7 @@ void initialize_gdextension_types(ModuleInitializationLevel p_level)
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ClassDB::register_class<StateMachine>();
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ClassDB::register_class<PlayerState>();
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ClassDB::register_class<FollowingPlayer>();
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ClassDB::register_class<Regroup>();
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}
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extern "C"
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