feat: fully implemented death in NpcUnit
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5f61fafe7b
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28183fceb8
4 changed files with 43 additions and 8 deletions
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@ -19,11 +19,15 @@ void EnemyBody::on_child_added(Node *node) {
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void EnemyBody::ready() {
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this->fsm = cast_to<StateMachine>(get_node(NodePath("%StateMachine")));
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this->nav = cast_to<NavigationAgent3D>(get_node(NodePath("%NavigationAgent3D")));
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this->health = cast_to<HealthStatus>(get_node(NodePath("%HealthStatus")));
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}
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void EnemyBody::physics_process(double delta) {
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GETSET(velocity, {
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velocity = Vector3{ this->movement_direction.x * this->movement_speed, velocity.y, this->movement_direction.y * this->movement_speed } + (velocity * delta);
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if (!is_on_floor() && this->health->get_health() > 0) {
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velocity += get_gravity() * delta;
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}
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});
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if (!this->movement_direction.is_zero_approx()) {
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look_at(get_global_position() + Vector3{ this->movement_direction.x, 0.f, this->movement_direction.y });
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@ -11,18 +11,28 @@ void NpcUnit::_bind_methods() {
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BIND_HPROPERTY(Variant::OBJECT, region, PROPERTY_HINT_NODE_TYPE, "MapRegion");
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}
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void NpcUnit::remove_npc(EnemyBody *npc) {
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Transform3D const tf{ npc->get_global_transform() };
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remove_child(npc);
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this->get_parent()->add_child(npc);
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npc->set_global_transform(tf);
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}
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void NpcUnit::on_npc_death() {
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Vector<EnemyBody>::Size living{ this->npcs.size() };
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// remove any dead npcs from the list
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// leaving their bodies as separate nodes part of the tree
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for (EnemyBody *npc : this->npcs) {
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for (Vector<EnemyBody>::Size i{ 0 }; i < this->npcs.size(); ++i) {
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EnemyBody *npc{ this->npcs[i] };
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if (npc->get_health()->get_health() <= 0) {
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this->get_parent()->add_child(npc);
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this->npcs.erase(npc);
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break;
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--living;
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}
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}
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// remove unit from world once all npcs are dead
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if (this->npcs.size() <= 0) {
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if (living == 0) {
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for (EnemyBody *npc : this->npcs) {
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remove_npc(npc);
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}
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this->set_region(nullptr); // de-register from region
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this->queue_free();
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}
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@ -10,6 +10,7 @@ class MapRegion;
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class NpcUnit : public Node3D {
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GDCLASS(NpcUnit, Node3D);
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static void _bind_methods();
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void remove_npc(EnemyBody *unit);
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void on_npc_death();
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void on_npc_awareness_changed(bool seen);
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void child_added(Node *node);
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