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

@ -1,10 +1,13 @@
#include "enemy_body.h"
#include "macros.h"
#include "npc_unit.h"
#include "scene/animation/animation_player.h"
#include "wave_survival/npc_unit.h"
#include "wave_survival/patrol_path.h"
void EnemyBody::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_movement_direction", "direction"), &self_type::set_movement_direction);
ClassDB::bind_method(D_METHOD("get_unit"), &self_type::get_unit);
BIND_PROPERTY(Variant::FLOAT, max_speed);
}
void EnemyBody::on_child_added(Node *node) {
@ -14,6 +17,9 @@ void EnemyBody::on_child_added(Node *node) {
if (NavigationAgent3D * nav{ cast_to<NavigationAgent3D>(node) }) {
this->nav = nav;
}
if (node->has_node(NodePath("AnimationPlayer"))) {
this->anim = cast_to<AnimationPlayer>(node->get_node(NodePath("AnimationPlayer")));
}
}
void EnemyBody::ready() {
@ -42,6 +48,9 @@ void EnemyBody::_notification(int what) {
switch (what) {
default:
return;
case NOTIFICATION_ENTER_TREE:
connect("child_entered_tree", callable_mp(this, &self_type::on_child_added));
return;
case NOTIFICATION_READY:
set_physics_process(true);
ready();
@ -52,6 +61,14 @@ void EnemyBody::_notification(int what) {
}
}
void EnemyBody::set_max_speed(float speed) {
this->max_speed = speed;
}
float EnemyBody::get_max_speed() const {
return this->max_speed;
}
void EnemyBody::set_movement_direction(Vector2 direction) {
this->movement_direction = direction;
}
@ -72,6 +89,14 @@ NavigationAgent3D *EnemyBody::get_nav() const {
return this->nav;
}
AnimationPlayer *EnemyBody::get_anim() const {
return this->anim;
}
StateMachine *EnemyBody::get_fsm() const {
return this->fsm;
}
void EnemyBody::set_movement_speed(float value) {
this->movement_speed = value;
}
@ -91,3 +116,64 @@ Vector2 EnemyBody::get_unit_offset() const {
Vector3 EnemyBody::get_unit_offset_3d() const {
return { this->unit_offset.x, 0, this->unit_offset.y };
}
void EnemyState::set_target(Node *node) {
this->body = cast_to<EnemyBody>(node);
ERR_FAIL_COND_EDMSG(this->body == nullptr, "EnemyState initialised invalid target");
}
NpcUnit *EnemyState::get_unit() const {
return this->body->get_unit();
}
NavigationAgent3D *EnemyState::get_nav() const {
return this->body->get_nav();
}
AnimationPlayer *EnemyState::get_anim() const {
return this->body->get_anim();
}
EnemyBody *EnemyState::get_body() const {
return this->body;
}
void PatrolState::set_patrol_target(Vector3 path_point) {
get_nav()->set_target_position(path_point + get_body()->get_unit_offset_3d());
}
void PatrolState::on_velocity_calculated(Vector3 direction) {
get_body()->set_movement_direction(Vector2{ direction.x, direction.z } / get_body()->get_movement_speed());
}
void PatrolState::enter_state() {
this->path = get_body()->get_unit()->get_patrol_path();
float const max_speed{ get_unit()->get_patrol_speed() };
get_body()->set_movement_speed(max_speed);
get_nav()->set_max_speed(max_speed);
if (this->path) {
Vector3 const nav_target{ this->path->get_closest_point(get_body()->get_global_position(), &this->path_point) };
set_patrol_target(nav_target);
}
get_nav()->connect("velocity_computed", this->mp_on_velocity_calculated);
}
void PatrolState::process(double delta) {
if (this->path) {
if (get_nav()->is_navigation_finished()) {
this->path_point += 1;
set_patrol_target(this->path->point_at(this->path_point));
}
Vector3 const direction{ get_body()->get_global_position().direction_to(get_nav()->get_next_path_position()).normalized() };
if (get_nav()->get_avoidance_enabled()) {
get_nav()->set_velocity(direction);
} else {
on_velocity_calculated(direction);
}
}
}
void PatrolState::exit_state() {
get_nav()->disconnect("velocity_computed", this->mp_on_velocity_calculated);
}