feat: first basic enemy patrolling behaviour

This commit is contained in:
Sara 2025-07-20 21:41:22 +02:00
parent 7c4c75d193
commit 526f756736
15 changed files with 801 additions and 386 deletions

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@ -2,3 +2,4 @@ Import('env')
env.add_source_files(env.modules_sources, "*.cpp")
env.add_source_files(env.modules_sources, "weapons/*.cpp")
env.add_source_files(env.modules_sources, "enemies/*.cpp")

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@ -0,0 +1,55 @@
#include "enemy_wretched.h"
#include "wave_survival/npc_unit.h"
#include "wave_survival/patrol_path.h"
#include "wave_survival/player_body.h"
#include "wave_survival/state_machine.h"
void EnemyWretched::_bind_methods() {
}
void EnemyWretched::ready() {
if (StateMachine * fsm{ cast_to<StateMachine>(get_node(NodePath("%StateMachine"))) }) {
fsm->add_state(memnew(WretchedPatrolState));
}
}
void EnemyWretched::_notification(int what) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
switch (what) {
default:
return;
case NOTIFICATION_READY:
ready();
return;
}
}
void WretchedState::set_target(Node *node) {
this->target = cast_to<EnemyWretched>(node);
}
EnemyWretched *WretchedState::get_target() const {
return this->target;
}
void WretchedPatrolState::enter_state() {
this->nav = get_target()->get_nav();
this->path = get_target()->get_unit()->get_patrol_path();
float const max_speed{ get_target()->get_unit()->get_patrol_speed() };
get_target()->set_movement_speed(max_speed);
this->nav->set_max_speed(max_speed);
this->path_point = this->path->get_closest_point(get_target()->get_global_position());
this->nav->set_target_position(this->path->point_at(this->path_point));
}
void WretchedPatrolState::process(double delta) {
if (this->nav->is_navigation_finished()) {
this->path_point += 1;
this->nav->set_target_position(this->path->point_at(this->path_point));
}
Vector3 const direction{ get_target()->get_global_position().direction_to(this->nav->get_next_path_position()) };
get_target()->set_movement_direction(Vector2{ direction.x, direction.z }.normalized());
}

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@ -0,0 +1,45 @@
#ifndef ENEMY_WRETCHED_H
#define ENEMY_WRETCHED_H
#include "wave_survival/enemy_body.h"
#include "wave_survival/state.h"
class PatrolPath;
class EnemyWretched : public EnemyBody {
GDCLASS(EnemyWretched, EnemyBody);
static void _bind_methods();
void ready();
protected:
void _notification(int what);
};
/* ============================== STATES ============================== */
class WretchedState : public State {
GDCLASS(WretchedState, State);
static void _bind_methods() {}
public:
virtual void set_target(Node *node) override;
EnemyWretched *get_target() const;
private:
EnemyWretched *target{ nullptr };
};
class WretchedPatrolState : public WretchedState {
GDCLASS(WretchedPatrolState, WretchedState);
static void _bind_methods() {}
public:
virtual void enter_state() override;
virtual void process(double delta) override;
private:
NavigationAgent3D *nav{ nullptr };
int path_point{ 0 };
PatrolPath *path{ nullptr };
};
#endif // !ENEMY_WRETCHED_H

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@ -0,0 +1,58 @@
#include "enemy_body.h"
#include "macros.h"
#include "npc_unit.h"
void EnemyBody::_bind_methods() {}
void EnemyBody::ready() {
this->fsm = cast_to<StateMachine>(get_node(NodePath("%StateMachine")));
this->nav = cast_to<NavigationAgent3D>(get_node(NodePath("%NavigationAgent3D")));
}
void EnemyBody::physics_process(double delta) {
GETSET(velocity, {
velocity = Vector3{ this->movement_direction.x, velocity.y, this->movement_direction.y };
});
move_and_slide();
}
void EnemyBody::_notification(int what) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
switch (what) {
default:
return;
case NOTIFICATION_READY:
set_physics_process(true);
ready();
return;
case NOTIFICATION_PHYSICS_PROCESS:
physics_process(get_physics_process_delta_time());
return;
}
}
void EnemyBody::set_movement_direction(Vector2 direction) {
this->movement_direction = direction;
}
void EnemyBody::set_unit(NpcUnit *unit) {
this->unit = unit;
}
NpcUnit *EnemyBody::get_unit() const {
return this->unit;
}
NavigationAgent3D *EnemyBody::get_nav() const {
return this->nav;
}
void EnemyBody::set_movement_speed(float value) {
this->movement_speed = value;
}
float EnemyBody::get_movement_speed() const {
return this->movement_speed;
}

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@ -0,0 +1,36 @@
#ifndef ENEMY_BODY_H
#define ENEMY_BODY_H
#include "scene/3d/navigation/navigation_agent_3d.h"
#include "scene/3d/physics/character_body_3d.h"
#include "wave_survival/health_status.h"
#include "wave_survival/state_machine.h"
class NpcUnit;
class EnemyBody : public CharacterBody3D {
GDCLASS(EnemyBody, CharacterBody3D);
static void _bind_methods();
void ready();
void physics_process(double delta);
public:
void _notification(int what);
void set_movement_direction(Vector2 direction);
void set_unit(NpcUnit *unit);
NpcUnit *get_unit() const;
NavigationAgent3D *get_nav() const;
void set_movement_speed(float value);
float get_movement_speed() const;
private:
float movement_speed{ 1.f };
Vector2 movement_direction{ 0, 0 };
StateMachine *fsm{ nullptr };
NpcUnit *unit{ nullptr };
NavigationAgent3D *nav{ nullptr };
};
#endif // !ENEMY_BODY_H

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@ -17,11 +17,11 @@
ADD_PROPERTY(PropertyInfo(m_type, #m_property), "set_" #m_property, \
"get_" #m_property)
#define GETSET(m_value, m_block) \
#define GETSET(m_value, ...) \
{ \
auto m_value{ get_##m_value() }; \
m_block \
set_##m_value(m_value); \
__VA_ARGS__ \
set_##m_value(m_value); \
}
#endif // !GODOT_EXTRA_MACROS_H

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@ -0,0 +1,52 @@
#include "npc_unit.h"
#include "enemy_body.h"
#include "macros.h"
#include "patrol_path.h"
void NpcUnit::_bind_methods() {
BIND_HPROPERTY(Variant::OBJECT, patrol_path, PROPERTY_HINT_NODE_TYPE, "PatrolPath");
}
void NpcUnit::child_added(Node *node) {
if (EnemyBody * npc{ cast_to<EnemyBody>(node) }) {
this->npcs.push_back(npc);
npc->set_unit(this);
}
}
void NpcUnit::enter_tree() {
this->connect("child_entered_tree", callable_mp(this, &self_type::child_added));
}
void NpcUnit::_notification(int what) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
switch (what) {
default:
return;
case NOTIFICATION_ENTER_TREE:
enter_tree();
return;
}
}
void NpcUnit::set_patrol_path(PatrolPath *path) {
this->patrol_path = path;
}
PatrolPath *NpcUnit::get_patrol_path() const {
return this->patrol_path;
}
bool NpcUnit::is_aware_of_player() const {
return false;
}
void NpcUnit::set_patrol_speed(float speed) {
this->patrol_speed = speed;
}
float NpcUnit::get_patrol_speed() const {
return this->patrol_speed;
}

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@ -0,0 +1,31 @@
#ifndef NPC_UNIT_H
#define NPC_UNIT_H
#include "scene/main/node.h"
class StateMachine;
class EnemyBody;
class PatrolPath;
class NpcUnit : public Node {
GDCLASS(NpcUnit, Node);
static void _bind_methods();
void child_added(Node *node);
void enter_tree();
protected:
void _notification(int what);
public:
void set_patrol_path(PatrolPath *path);
PatrolPath *get_patrol_path() const;
bool is_aware_of_player() const; //!< becomes true when any individual in the unit sees the player.
void set_patrol_speed(float value);
float get_patrol_speed() const;
private:
Vector<EnemyBody *> npcs{};
PatrolPath *patrol_path{ nullptr };
float patrol_speed{ 3.f };
};
#endif // !NPC_UNIT_H

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@ -0,0 +1,64 @@
#include "patrol_path.h"
void PatrolPath::_bind_methods() {}
void PatrolPath::child_added(Node *child) {
if (Node3D * child3d{ cast_to<Node3D>(child) }) {
this->path.push_back(child3d);
}
}
void PatrolPath::child_removed(Node *child) {
if (Node3D * child3d{ cast_to<Node3D>(child) }) {
this->path.erase(child3d);
}
}
void PatrolPath::enter_tree() {
this->connect("child_entered_tree", callable_mp(this, &self_type::child_added));
this->connect("child_exiting_tree", callable_mp(this, &self_type::child_removed));
}
void PatrolPath::_notification(int what) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
switch (what) {
default:
return;
case NOTIFICATION_ENTER_TREE:
enter_tree();
return;
}
}
int PatrolPath::point_count() const {
return this->path.size();
}
Vector3 PatrolPath::point_at(int &index) const {
index = Math::abs(index) % point_count();
return point_at_unchecked(index);
}
Vector3 PatrolPath::point_at_unchecked(int const index) const {
return this->path.get(index)->get_global_position();
}
int PatrolPath::get_closest_point(Vector3 global_position) {
int best_choice_idx{ -1 };
float best_choice_distance{ Math::INF };
for (int i{ 0 }; i < point_count(); ++i) {
int const next_idx{ (i + 1) % point_count() };
Vector3 const current{ point_at(i) };
Vector3 const next{ point_at_unchecked(next_idx) };
Vector3 const path_direction{ (next - current).normalized() };
Vector3 const direction{ (global_position - current).normalized() };
float const distance{ global_position.distance_squared_to(next) };
if (path_direction.dot(direction) > 1.0 && distance < best_choice_distance) {
best_choice_idx = next_idx;
best_choice_distance = distance;
}
}
return best_choice_idx;
}

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@ -0,0 +1,26 @@
#ifndef PATROL_PATH_H
#define PATROL_PATH_H
#include "scene/3d/node_3d.h"
class PatrolPath : public Node3D {
GDCLASS(PatrolPath, Node3D);
static void _bind_methods();
void child_added(Node *child);
void child_removed(Node *child);
void enter_tree();
protected:
void _notification(int what);
public:
int point_count() const;
Vector3 point_at(int &index) const;
Vector3 point_at_unchecked(int const index) const;
int get_closest_point(Vector3 global_position);
private:
Vector<Node3D *> path{};
};
#endif // !PATROL_PATH_H

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@ -1,8 +1,12 @@
#include "register_types.h"
#include "core/object/class_db.h"
#include "wave_survival/enemies/enemy_wretched.h"
#include "wave_survival/enemy_body.h"
#include "wave_survival/health_status.h"
#include "wave_survival/hitscan_muzzle.h"
#include "wave_survival/npc_unit.h"
#include "wave_survival/patrol_path.h"
#include "wave_survival/player_body.h"
#include "wave_survival/player_camera.h"
#include "wave_survival/player_input.h"
@ -26,6 +30,10 @@ void initialize_wave_survival_module(ModuleInitializationLevel p_level) {
GDREGISTER_CLASS(HealthStatus);
GDREGISTER_CLASS(StateMachine);
GDREGISTER_CLASS(State);
GDREGISTER_CLASS(EnemyBody);
GDREGISTER_CLASS(PatrolPath);
GDREGISTER_CLASS(NpcUnit);
GDREGISTER_CLASS(EnemyWretched);
}
void uninitialize_wave_survival_module(ModuleInitializationLevel p_level) {

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@ -3,21 +3,12 @@
void StateMachine::_bind_methods() {}
void StateMachine::add_state(State *state) {
state->set_state_machine(this);
state->set_target(this->get_parent());
this->states.insert(state->get_class(), state);
if (this->current_state == nullptr) {
this->switch_to_state(state);
}
}
void StateMachine::switch_to_state(State *state) {
if (this->current_state) {
if (this->current_state != nullptr) {
this->current_state->exit_state();
}
this->current_state = state;
if (this->current_state) {
if (this->current_state != nullptr) {
this->current_state->enter_state();
} else {
print_error("StateMachine::switch_to_state: New state is nullptr, StateMachine will now stop working");
@ -53,3 +44,18 @@ void StateMachine::_notification(int what) {
return;
}
}
StateMachine::~StateMachine() {
for (KeyValue<StringName, State *> kvp : this->states) {
memdelete(kvp.value);
}
}
void StateMachine::add_state(State *state) {
state->set_state_machine(this);
state->set_target(this->get_parent());
this->states.insert(state->get_class(), state);
if (this->current_state == nullptr) {
this->switch_to_state(state);
}
}

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@ -7,7 +7,6 @@ class State;
class StateMachine : public Node {
GDCLASS(StateMachine, Node);
static void _bind_methods();
void add_state(State *state);
void switch_to_state(State *state);
void ready();
void process(double delta);
@ -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

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@ -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