feat: simplifying enemy state logic

This commit is contained in:
Sara Gerretsen 2026-02-01 16:26:12 +01:00
parent 603b3afcc2
commit 710e9c7bde
6 changed files with 148 additions and 154 deletions

View file

@ -1,7 +1,6 @@
#ifndef ENEMY_WRETCHED_H
#define ENEMY_WRETCHED_H
#include "scene/animation/animation_player.h"
#include "wave_survival/enemy_body.h"
#include "wave_survival/state.h"
class PatrolPath;
@ -11,56 +10,28 @@ class StateMachine;
class EnemyWretched : public EnemyBody {
GDCLASS(EnemyWretched, EnemyBody);
static void _bind_methods();
void on_child_entered(Node *node);
void ready();
protected:
void _notification(int what);
public:
void set_chase_speed(float speed);
float get_chase_speed() const;
AnimationPlayer *get_anim() const;
private:
float chase_speed{ 5.f };
StateMachine *fsm{ nullptr };
AnimationPlayer *anim{ nullptr };
};
/* ============================== STATES ============================== */
class WretchedState : public State {
class WretchedState : public EnemyState {
GDCLASS(WretchedState, State);
static void _bind_methods() {}
public:
virtual void set_target(Node *node) override;
EnemyWretched *get_target() const;
NpcUnit *get_unit() const;
NavigationAgent3D *get_nav() const;
AnimationPlayer *get_anim() const;
private:
EnemyWretched *target{ nullptr };
};
class WretchedPatrolState : public WretchedState {
GDCLASS(WretchedPatrolState, WretchedState);
class WretchedPatrolState : public PatrolState {
GDCLASS(WretchedPatrolState, PatrolState);
static void _bind_methods() {}
void set_patrol_target(Vector3 path_point);
void on_velocity_calculated(Vector3 direction);
public:
virtual void enter_state() override;
virtual void process(double delta) override;
virtual String get_next_state() const override;
virtual void exit_state() override;
private:
int path_point{ 0 };
PatrolPath *path{ nullptr };
Callable mp_on_velocity_calculated{ callable_mp(this, &self_type::on_velocity_calculated) };
String get_next_state() const override;
};
class WretchedChaseState : public WretchedState {