feat: first basic enemy patrolling behaviour
This commit is contained in:
parent
7c4c75d193
commit
526f756736
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@ -2,3 +2,4 @@ Import('env')
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env.add_source_files(env.modules_sources, "*.cpp")
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env.add_source_files(env.modules_sources, "weapons/*.cpp")
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env.add_source_files(env.modules_sources, "enemies/*.cpp")
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55
modules/wave_survival/enemies/enemy_wretched.cpp
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55
modules/wave_survival/enemies/enemy_wretched.cpp
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@ -0,0 +1,55 @@
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#include "enemy_wretched.h"
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#include "wave_survival/npc_unit.h"
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#include "wave_survival/patrol_path.h"
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#include "wave_survival/player_body.h"
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#include "wave_survival/state_machine.h"
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void EnemyWretched::_bind_methods() {
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}
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void EnemyWretched::ready() {
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if (StateMachine * fsm{ cast_to<StateMachine>(get_node(NodePath("%StateMachine"))) }) {
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fsm->add_state(memnew(WretchedPatrolState));
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}
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}
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void EnemyWretched::_notification(int what) {
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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switch (what) {
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default:
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return;
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case NOTIFICATION_READY:
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ready();
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return;
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}
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}
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void WretchedState::set_target(Node *node) {
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this->target = cast_to<EnemyWretched>(node);
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}
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EnemyWretched *WretchedState::get_target() const {
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return this->target;
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}
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void WretchedPatrolState::enter_state() {
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this->nav = get_target()->get_nav();
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this->path = get_target()->get_unit()->get_patrol_path();
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float const max_speed{ get_target()->get_unit()->get_patrol_speed() };
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get_target()->set_movement_speed(max_speed);
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this->nav->set_max_speed(max_speed);
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this->path_point = this->path->get_closest_point(get_target()->get_global_position());
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this->nav->set_target_position(this->path->point_at(this->path_point));
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}
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void WretchedPatrolState::process(double delta) {
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if (this->nav->is_navigation_finished()) {
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this->path_point += 1;
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this->nav->set_target_position(this->path->point_at(this->path_point));
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}
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Vector3 const direction{ get_target()->get_global_position().direction_to(this->nav->get_next_path_position()) };
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get_target()->set_movement_direction(Vector2{ direction.x, direction.z }.normalized());
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}
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45
modules/wave_survival/enemies/enemy_wretched.h
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45
modules/wave_survival/enemies/enemy_wretched.h
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@ -0,0 +1,45 @@
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#ifndef ENEMY_WRETCHED_H
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#define ENEMY_WRETCHED_H
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#include "wave_survival/enemy_body.h"
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#include "wave_survival/state.h"
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class PatrolPath;
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class EnemyWretched : public EnemyBody {
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GDCLASS(EnemyWretched, EnemyBody);
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static void _bind_methods();
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void ready();
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protected:
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void _notification(int what);
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};
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/* ============================== STATES ============================== */
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class WretchedState : public State {
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GDCLASS(WretchedState, State);
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static void _bind_methods() {}
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public:
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virtual void set_target(Node *node) override;
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EnemyWretched *get_target() const;
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private:
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EnemyWretched *target{ nullptr };
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};
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class WretchedPatrolState : public WretchedState {
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GDCLASS(WretchedPatrolState, WretchedState);
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static void _bind_methods() {}
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public:
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virtual void enter_state() override;
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virtual void process(double delta) override;
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private:
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NavigationAgent3D *nav{ nullptr };
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int path_point{ 0 };
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PatrolPath *path{ nullptr };
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};
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#endif // !ENEMY_WRETCHED_H
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58
modules/wave_survival/enemy_body.cpp
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58
modules/wave_survival/enemy_body.cpp
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#include "enemy_body.h"
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#include "macros.h"
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#include "npc_unit.h"
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void EnemyBody::_bind_methods() {}
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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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}
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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, velocity.y, this->movement_direction.y };
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});
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move_and_slide();
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}
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void EnemyBody::_notification(int what) {
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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switch (what) {
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default:
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return;
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case NOTIFICATION_READY:
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set_physics_process(true);
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ready();
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return;
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case NOTIFICATION_PHYSICS_PROCESS:
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physics_process(get_physics_process_delta_time());
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return;
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}
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}
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void EnemyBody::set_movement_direction(Vector2 direction) {
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this->movement_direction = direction;
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}
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void EnemyBody::set_unit(NpcUnit *unit) {
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this->unit = unit;
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}
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NpcUnit *EnemyBody::get_unit() const {
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return this->unit;
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}
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NavigationAgent3D *EnemyBody::get_nav() const {
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return this->nav;
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}
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void EnemyBody::set_movement_speed(float value) {
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this->movement_speed = value;
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}
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float EnemyBody::get_movement_speed() const {
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return this->movement_speed;
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}
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36
modules/wave_survival/enemy_body.h
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36
modules/wave_survival/enemy_body.h
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@ -0,0 +1,36 @@
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#ifndef ENEMY_BODY_H
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#define ENEMY_BODY_H
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#include "scene/3d/navigation/navigation_agent_3d.h"
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#include "scene/3d/physics/character_body_3d.h"
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#include "wave_survival/health_status.h"
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#include "wave_survival/state_machine.h"
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class NpcUnit;
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class EnemyBody : public CharacterBody3D {
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GDCLASS(EnemyBody, CharacterBody3D);
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static void _bind_methods();
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void ready();
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void physics_process(double delta);
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public:
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void _notification(int what);
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void set_movement_direction(Vector2 direction);
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void set_unit(NpcUnit *unit);
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NpcUnit *get_unit() const;
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NavigationAgent3D *get_nav() const;
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void set_movement_speed(float value);
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float get_movement_speed() const;
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private:
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float movement_speed{ 1.f };
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Vector2 movement_direction{ 0, 0 };
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StateMachine *fsm{ nullptr };
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NpcUnit *unit{ nullptr };
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NavigationAgent3D *nav{ nullptr };
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};
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#endif // !ENEMY_BODY_H
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@ -17,11 +17,11 @@
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ADD_PROPERTY(PropertyInfo(m_type, #m_property), "set_" #m_property, \
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"get_" #m_property)
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#define GETSET(m_value, m_block) \
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#define GETSET(m_value, ...) \
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{ \
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auto m_value{ get_##m_value() }; \
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m_block \
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set_##m_value(m_value); \
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__VA_ARGS__ \
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set_##m_value(m_value); \
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}
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#endif // !GODOT_EXTRA_MACROS_H
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52
modules/wave_survival/npc_unit.cpp
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52
modules/wave_survival/npc_unit.cpp
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#include "npc_unit.h"
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#include "enemy_body.h"
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#include "macros.h"
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#include "patrol_path.h"
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void NpcUnit::_bind_methods() {
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BIND_HPROPERTY(Variant::OBJECT, patrol_path, PROPERTY_HINT_NODE_TYPE, "PatrolPath");
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}
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void NpcUnit::child_added(Node *node) {
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if (EnemyBody * npc{ cast_to<EnemyBody>(node) }) {
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this->npcs.push_back(npc);
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npc->set_unit(this);
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}
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}
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void NpcUnit::enter_tree() {
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this->connect("child_entered_tree", callable_mp(this, &self_type::child_added));
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}
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void NpcUnit::_notification(int what) {
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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switch (what) {
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default:
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return;
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case NOTIFICATION_ENTER_TREE:
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enter_tree();
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return;
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}
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}
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void NpcUnit::set_patrol_path(PatrolPath *path) {
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this->patrol_path = path;
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}
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PatrolPath *NpcUnit::get_patrol_path() const {
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return this->patrol_path;
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}
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bool NpcUnit::is_aware_of_player() const {
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return false;
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}
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void NpcUnit::set_patrol_speed(float speed) {
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this->patrol_speed = speed;
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}
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float NpcUnit::get_patrol_speed() const {
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return this->patrol_speed;
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}
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31
modules/wave_survival/npc_unit.h
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31
modules/wave_survival/npc_unit.h
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#ifndef NPC_UNIT_H
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#define NPC_UNIT_H
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#include "scene/main/node.h"
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class StateMachine;
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class EnemyBody;
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class PatrolPath;
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class NpcUnit : public Node {
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GDCLASS(NpcUnit, Node);
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static void _bind_methods();
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void child_added(Node *node);
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void enter_tree();
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protected:
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void _notification(int what);
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public:
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void set_patrol_path(PatrolPath *path);
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PatrolPath *get_patrol_path() const;
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bool is_aware_of_player() const; //!< becomes true when any individual in the unit sees the player.
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void set_patrol_speed(float value);
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float get_patrol_speed() const;
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private:
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Vector<EnemyBody *> npcs{};
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PatrolPath *patrol_path{ nullptr };
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float patrol_speed{ 3.f };
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};
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#endif // !NPC_UNIT_H
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64
modules/wave_survival/patrol_path.cpp
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64
modules/wave_survival/patrol_path.cpp
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#include "patrol_path.h"
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void PatrolPath::_bind_methods() {}
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void PatrolPath::child_added(Node *child) {
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if (Node3D * child3d{ cast_to<Node3D>(child) }) {
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this->path.push_back(child3d);
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}
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}
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void PatrolPath::child_removed(Node *child) {
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if (Node3D * child3d{ cast_to<Node3D>(child) }) {
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this->path.erase(child3d);
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}
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}
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void PatrolPath::enter_tree() {
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this->connect("child_entered_tree", callable_mp(this, &self_type::child_added));
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this->connect("child_exiting_tree", callable_mp(this, &self_type::child_removed));
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}
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void PatrolPath::_notification(int what) {
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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switch (what) {
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default:
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return;
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case NOTIFICATION_ENTER_TREE:
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enter_tree();
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return;
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}
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}
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int PatrolPath::point_count() const {
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return this->path.size();
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}
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Vector3 PatrolPath::point_at(int &index) const {
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index = Math::abs(index) % point_count();
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return point_at_unchecked(index);
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}
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Vector3 PatrolPath::point_at_unchecked(int const index) const {
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return this->path.get(index)->get_global_position();
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}
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int PatrolPath::get_closest_point(Vector3 global_position) {
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int best_choice_idx{ -1 };
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float best_choice_distance{ Math::INF };
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for (int i{ 0 }; i < point_count(); ++i) {
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int const next_idx{ (i + 1) % point_count() };
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Vector3 const current{ point_at(i) };
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Vector3 const next{ point_at_unchecked(next_idx) };
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Vector3 const path_direction{ (next - current).normalized() };
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Vector3 const direction{ (global_position - current).normalized() };
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float const distance{ global_position.distance_squared_to(next) };
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if (path_direction.dot(direction) > 1.0 && distance < best_choice_distance) {
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best_choice_idx = next_idx;
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best_choice_distance = distance;
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}
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}
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return best_choice_idx;
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}
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26
modules/wave_survival/patrol_path.h
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26
modules/wave_survival/patrol_path.h
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#ifndef PATROL_PATH_H
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#define PATROL_PATH_H
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#include "scene/3d/node_3d.h"
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class PatrolPath : public Node3D {
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GDCLASS(PatrolPath, Node3D);
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static void _bind_methods();
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void child_added(Node *child);
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void child_removed(Node *child);
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void enter_tree();
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protected:
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void _notification(int what);
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public:
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int point_count() const;
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Vector3 point_at(int &index) const;
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Vector3 point_at_unchecked(int const index) const;
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int get_closest_point(Vector3 global_position);
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private:
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Vector<Node3D *> path{};
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};
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#endif // !PATROL_PATH_H
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@ -1,8 +1,12 @@
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#include "register_types.h"
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#include "core/object/class_db.h"
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#include "wave_survival/enemies/enemy_wretched.h"
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#include "wave_survival/enemy_body.h"
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#include "wave_survival/health_status.h"
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#include "wave_survival/hitscan_muzzle.h"
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#include "wave_survival/npc_unit.h"
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#include "wave_survival/patrol_path.h"
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#include "wave_survival/player_body.h"
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#include "wave_survival/player_camera.h"
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#include "wave_survival/player_input.h"
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@ -26,6 +30,10 @@ void initialize_wave_survival_module(ModuleInitializationLevel p_level) {
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GDREGISTER_CLASS(HealthStatus);
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GDREGISTER_CLASS(StateMachine);
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GDREGISTER_CLASS(State);
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GDREGISTER_CLASS(EnemyBody);
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GDREGISTER_CLASS(PatrolPath);
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GDREGISTER_CLASS(NpcUnit);
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GDREGISTER_CLASS(EnemyWretched);
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}
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void uninitialize_wave_survival_module(ModuleInitializationLevel p_level) {
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@ -3,21 +3,12 @@
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void StateMachine::_bind_methods() {}
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void StateMachine::add_state(State *state) {
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state->set_state_machine(this);
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state->set_target(this->get_parent());
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this->states.insert(state->get_class(), state);
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if (this->current_state == nullptr) {
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this->switch_to_state(state);
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}
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}
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void StateMachine::switch_to_state(State *state) {
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if (this->current_state) {
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if (this->current_state != nullptr) {
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this->current_state->exit_state();
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}
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this->current_state = state;
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if (this->current_state) {
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if (this->current_state != nullptr) {
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this->current_state->enter_state();
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} else {
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print_error("StateMachine::switch_to_state: New state is nullptr, StateMachine will now stop working");
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@ -53,3 +44,18 @@ void StateMachine::_notification(int what) {
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return;
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}
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}
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StateMachine::~StateMachine() {
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for (KeyValue<StringName, State *> kvp : this->states) {
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memdelete(kvp.value);
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}
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}
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void StateMachine::add_state(State *state) {
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state->set_state_machine(this);
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state->set_target(this->get_parent());
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this->states.insert(state->get_class(), state);
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if (this->current_state == nullptr) {
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this->switch_to_state(state);
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}
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}
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@ -7,7 +7,6 @@ class State;
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class StateMachine : public Node {
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GDCLASS(StateMachine, Node);
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static void _bind_methods();
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void add_state(State *state);
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void switch_to_state(State *state);
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void ready();
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void process(double delta);
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||||
|
@ -15,6 +14,10 @@ class StateMachine : public Node {
|
|||
protected:
|
||||
void _notification(int what);
|
||||
|
||||
public:
|
||||
~StateMachine();
|
||||
void add_state(State *state);
|
||||
|
||||
private:
|
||||
State *current_state{ nullptr };
|
||||
HashMap<StringName, State *> states{};
|
||||
|
|
File diff suppressed because one or more lines are too long
21
project/objects/enemies/enemy_wretched.tscn
Normal file
21
project/objects/enemies/enemy_wretched.tscn
Normal file
|
@ -0,0 +1,21 @@
|
|||
[gd_scene load_steps=3 format=3 uid="uid://dqlqgk1veyos8"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://7esw31b76x4" path="res://assets/models/base_character.blend" id="1_qot2n"]
|
||||
|
||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_ng1ul"]
|
||||
|
||||
[node name="EnemyWretched" type="EnemyWretched"]
|
||||
|
||||
[node name="base_character" parent="." instance=ExtResource("1_qot2n")]
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
|
||||
shape = SubResource("CapsuleShape3D_ng1ul")
|
||||
|
||||
[node name="StateMachine" type="StateMachine" parent="."]
|
||||
unique_name_in_owner = true
|
||||
|
||||
[node name="NavigationAgent3D" type="NavigationAgent3D" parent="."]
|
||||
unique_name_in_owner = true
|
||||
path_desired_distance = 0.25
|
||||
debug_enabled = true
|
Loading…
Reference in a new issue