tunnel-strategy/src/character_actor.hpp

124 lines
3.9 KiB
C++

#ifndef CHARACTER_ACTOR_HPP
#define CHARACTER_ACTOR_HPP
#include "character_data.hpp"
#include "health.hpp"
#include "projectile_pool.hpp"
#include "state.hpp"
#include <godot_cpp/classes/character_body3d.hpp>
#include <godot_cpp/classes/curve.hpp>
namespace godot {
class NavigationAgent3D;
class TunnelsPlayer;
class AnimationPlayer;
namespace goap {
class Planner;
};
enum class Team {
CHARACTER_TEAM_WORLD = 0u,
CHARACTER_TEAM_PLAYER = 1u,
CHARACTER_TEAM_ENEMY = 2u,
};
class CharacterActor : public CharacterBody3D,
public IHealthEntity {
GDCLASS(CharacterActor, CharacterBody3D);
static void _bind_methods();
public:
virtual void _enter_tree() override;
virtual void _process(double delta_time) override;
virtual void _physics_process(double delta_time) override;
// manually set target_velocity
void move(Vector3 world_vector);
// manually aim at a target position
// calls aim_direction with the flattened direction to 'at'
void aim(Vector3 at);
// manually set the forward vector of target_rotation
void aim_direction(Vector3 direction);
// set a movement target to navigate towards
void move_to(Vector3 to, float target_distance = 0.5f);
// fire weapon at a target position
// calls aim(at) and set_firing(true)
void shoot_at(Vector3 at);
// refresh the current action, ending the previous one
void force_update_action();
// getter-setters
void set_firing(bool firing);
void set_manual_mode(bool value);
void set_rotation_speed_curve(Ref<Curve> curve);
Ref<Curve> get_rotation_speed_curve() const;
virtual Health *get_health() override;
virtual Health const *get_health() const override;
void set_character_data(Ref<CharacterData> data);
void set_weapon_muzzle(Node3D *node);
void set_velocity_target(Vector3 value);
Vector3 get_velocity_target() const;
// planner getters
bool get_is_near_player() const;
bool get_is_near_target() const;
Vector3 get_move_target() const;
// getter - setters
void set_target(Node *target);
Node *get_target() const;
goap::Planner *get_planner() const;
void set_state(goap::State state);
void set_acceleration(float acceleration);
float get_acceleration() const;
void set_walk_speed(float walk_speed);
float get_walk_speed() const;
void set_sprint_speed(float sprint_speed);
float get_sprint_speed() const;
void set_rotation_speed(float rotation_speed);
float get_rotation_speed() const;
protected:
void process_behaviour(double delta_time);
void process_navigation(double delta_time);
void process_rotation(double delta_time);
void try_fire_weapon();
private:
// desired velocity, accelerated towards each frame
Vector3 velocity_target{0.f,0.f,0.f};
// target rotation, slerped towards each frame
Basis target_rotation{};
// ignore any ai planning or navigation
bool mode_manual{false};
// fire weapon at whatever we're aiming at
bool firing{false};
// the next timestamp at which a weapon can be fired
float fire_timer{0.f};
// the origin point for projectiles
Node3D *weapon_muzzle{nullptr};
// something that the AI wants to target
Node *target{nullptr};
// the current state of the actor
goap::State current_state{goap::State::new_invalid()};
AnimationPlayer *anim_player{nullptr};
Health *health{nullptr};
ProjectilePool *primary_weapon_pool{nullptr};
NavigationAgent3D *nav_agent{nullptr};
goap::Planner *planner{nullptr};
Ref<Curve> rotation_speed_curve{};
// character data assigned when spawned
Ref<CharacterData> data;
float fire_interval{0.f}; // derived from 1 / the current weapon's rps
float acceleration{20.f};
float walk_speed{3.f};
float sprint_speed{5.f};
float rotation_speed{10.f};
};
}
#endif // !CHARACTER_ACTOR_HPP