feat: added character_type to CharacterActor
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8366d5b5df
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@ -17,6 +17,7 @@ void CharacterActor::_bind_methods() {
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#define CLASSNAME CharacterActor
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GDPROPERTY_HINTED(rotation_speed_curve, Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "Curve");
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GDPROPERTY_HINTED(target, Variant::OBJECT, PROPERTY_HINT_NODE_TYPE, "Node");
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GDPROPERTY_HINTED(character_type, Variant::INT, PROPERTY_HINT_ENUM, "Neutral,Player,Enemy");
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GDPROPERTY(acceleration, Variant::FLOAT);
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GDPROPERTY(walk_speed, Variant::FLOAT);
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GDPROPERTY(sprint_speed, Variant::FLOAT);
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@ -195,6 +196,15 @@ void CharacterActor::set_state(goap::State state) {
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}
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}
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void CharacterActor::set_character_type(int character_type) {
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this->character_type = static_cast<CharacterType>(character_type);
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UtilityFunctions::print("set_character_type ", character_type);
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}
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int CharacterActor::get_character_type() const {
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return static_cast<int>(this->character_type);
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}
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void CharacterActor::process_behaviour(double delta_time) {
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if(this->current_state.is_complete(this) || this->planner->is_action_complete())
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this->set_state(this->planner->get_next_state());
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@ -70,7 +70,9 @@ public:
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Node *get_target() const;
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goap::Planner *get_planner() const;
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void set_state(goap::State state);
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void set_character_type(int character_type);
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int get_character_type() const;
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// character settings
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void set_acceleration(float acceleration);
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float get_acceleration() const;
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void set_walk_speed(float walk_speed);
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@ -113,6 +115,8 @@ private:
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Ref<CharacterData> data;
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float fire_interval{0.f}; // derived from 1 / the current weapon's rps
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CharacterType character_type{CharacterType::NEUTRAL};
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float acceleration{20.f};
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float walk_speed{3.f};
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float sprint_speed{5.f};
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