feat: simplifying enemy state logic
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parent
603b3afcc2
commit
710e9c7bde
6 changed files with 148 additions and 154 deletions
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@ -1,10 +1,13 @@
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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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#include "scene/animation/animation_player.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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void EnemyBody::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_movement_direction", "direction"), &self_type::set_movement_direction);
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ClassDB::bind_method(D_METHOD("get_unit"), &self_type::get_unit);
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BIND_PROPERTY(Variant::FLOAT, max_speed);
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}
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void EnemyBody::on_child_added(Node *node) {
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@ -14,6 +17,9 @@ void EnemyBody::on_child_added(Node *node) {
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if (NavigationAgent3D * nav{ cast_to<NavigationAgent3D>(node) }) {
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this->nav = nav;
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}
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if (node->has_node(NodePath("AnimationPlayer"))) {
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this->anim = cast_to<AnimationPlayer>(node->get_node(NodePath("AnimationPlayer")));
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}
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}
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void EnemyBody::ready() {
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@ -42,6 +48,9 @@ void EnemyBody::_notification(int what) {
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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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connect("child_entered_tree", callable_mp(this, &self_type::on_child_added));
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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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@ -52,6 +61,14 @@ void EnemyBody::_notification(int what) {
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}
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}
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void EnemyBody::set_max_speed(float speed) {
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this->max_speed = speed;
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}
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float EnemyBody::get_max_speed() const {
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return this->max_speed;
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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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@ -72,6 +89,14 @@ NavigationAgent3D *EnemyBody::get_nav() const {
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return this->nav;
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}
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AnimationPlayer *EnemyBody::get_anim() const {
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return this->anim;
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}
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StateMachine *EnemyBody::get_fsm() const {
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return this->fsm;
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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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@ -91,3 +116,64 @@ Vector2 EnemyBody::get_unit_offset() const {
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Vector3 EnemyBody::get_unit_offset_3d() const {
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return { this->unit_offset.x, 0, this->unit_offset.y };
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}
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void EnemyState::set_target(Node *node) {
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this->body = cast_to<EnemyBody>(node);
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ERR_FAIL_COND_EDMSG(this->body == nullptr, "EnemyState initialised invalid target");
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}
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NpcUnit *EnemyState::get_unit() const {
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return this->body->get_unit();
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}
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NavigationAgent3D *EnemyState::get_nav() const {
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return this->body->get_nav();
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}
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AnimationPlayer *EnemyState::get_anim() const {
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return this->body->get_anim();
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}
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EnemyBody *EnemyState::get_body() const {
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return this->body;
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}
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void PatrolState::set_patrol_target(Vector3 path_point) {
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get_nav()->set_target_position(path_point + get_body()->get_unit_offset_3d());
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}
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void PatrolState::on_velocity_calculated(Vector3 direction) {
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get_body()->set_movement_direction(Vector2{ direction.x, direction.z } / get_body()->get_movement_speed());
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}
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void PatrolState::enter_state() {
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this->path = get_body()->get_unit()->get_patrol_path();
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float const max_speed{ get_unit()->get_patrol_speed() };
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get_body()->set_movement_speed(max_speed);
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get_nav()->set_max_speed(max_speed);
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if (this->path) {
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Vector3 const nav_target{ this->path->get_closest_point(get_body()->get_global_position(), &this->path_point) };
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set_patrol_target(nav_target);
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}
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get_nav()->connect("velocity_computed", this->mp_on_velocity_calculated);
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}
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void PatrolState::process(double delta) {
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if (this->path) {
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if (get_nav()->is_navigation_finished()) {
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this->path_point += 1;
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set_patrol_target(this->path->point_at(this->path_point));
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}
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Vector3 const direction{ get_body()->get_global_position().direction_to(get_nav()->get_next_path_position()).normalized() };
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if (get_nav()->get_avoidance_enabled()) {
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get_nav()->set_velocity(direction);
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} else {
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on_velocity_calculated(direction);
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}
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}
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}
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void PatrolState::exit_state() {
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get_nav()->disconnect("velocity_computed", this->mp_on_velocity_calculated);
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}
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