tunnel-strategy/src/enemy.cpp

80 lines
2.7 KiB
C++

#include "enemy.hpp"
#include "godot_cpp/classes/time.hpp"
#include "health.hpp"
#include "character_actor.hpp"
#include "utils/godot_macros.h"
#include <godot_cpp/classes/navigation_agent3d.hpp>
namespace godot {
void Enemy::_bind_methods() {
#define CLASSNAME Enemy
GDFUNCTION_ARGS(body_entered_vision_area, "body");
GDFUNCTION_ARGS(on_death, "damage");
GDFUNCTION_ARGS(on_damage, "damage", "remaining");
}
void Enemy::_ready() { GDGAMEONLY();
this->health = this->get_node<Health>("Health");
this->nav_agent = this->get_node<NavigationAgent3D>("NavigationAgent3D");
this->vision_area = this->get_node<Area3D>("VisionArea");
this->vision_area->connect("body_entered", Callable(this, "body_entered_vision_area"));
this->update_navigation_target();
this->health->connect("death", Callable(this, "on_death"));
this->health->connect("damage", Callable(this, "on_damage"));
}
void Enemy::_process(double delta_time) { GDGAMEONLY();
if(this->renav_time > Time::get_singleton()->get_ticks_msec() / 1000.f) {
this->update_navigation_target();
}
this->process_navigation(delta_time);
this->move_and_slide();
}
void Enemy::process_navigation(double delta_time) {
if(this->nav_agent->is_navigation_finished()) {
return;
}
Vector3 const desired_direction = (this->nav_agent->get_next_path_position() - this->get_global_position()).normalized();
this->set_velocity(desired_direction);
Transform3D trans = this->get_global_transform();
Vector3 const forward = desired_direction;
trans.set_basis(Basis{desired_direction.cross(Vector3{0.f, 1.f, 0.f}), Vector3{0.f, 1.f, 0.f}, forward});
this->set_global_transform(trans);
}
void Enemy::body_entered_vision_area(Node3D *body) {
CharacterActor *player = Object::cast_to<CharacterActor>(body);
if(player == nullptr)
return;
// TODO: replace this with some condition deciding wether to attack the new character or the current target
this->target_player = player;
this->update_navigation_target();
}
void Enemy::update_navigation_target() {
this->renav_time = float(Time::get_singleton()->get_ticks_msec()) / 1000.f + Enemy::RENAV_INTERVAL;
if(this->target_player == nullptr)
this->nav_agent->set_target_position(this->get_global_position());
else
this->nav_agent->set_target_position(this->target_player->get_global_position());
}
void Enemy::on_damage(int delta, int health_left) {
}
void Enemy::on_death(int delta) {
this->queue_free();
}
Health *Enemy::get_health() {
return this->health;
}
Health const *Enemy::get_health() const {
return this->health;
}
float const Enemy::RENAV_INTERVAL{0.25f};
}