feat: reworked enemy wretched logic
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2cd1cba04f
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@ -1,4 +1,5 @@
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#include "enemy_wretched.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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#include "wave_survival/player_body.h"
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@ -7,13 +8,20 @@
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void EnemyWretched::_bind_methods() {
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}
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void EnemyWretched::on_child_entered(Node *node) {
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if (StateMachine * fsm{ cast_to<StateMachine>(node) }) {
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this->fsm = fsm;
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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 EnemyWretched::ready() {
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if (StateMachine * fsm{ cast_to<StateMachine>(get_node(NodePath("%StateMachine"))) }) {
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print_line("ready");
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fsm->add_state(memnew(WretchedPatrolState));
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fsm->add_state(memnew(WretchedChaseState));
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fsm->add_state(memnew(WretchedAttackState));
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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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@ -22,16 +30,21 @@ void EnemyWretched::_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_entered));
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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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AnimationPlayer *EnemyWretched::get_anim() const {
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return this->anim;
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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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this->nav = this->target->get_nav();
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this->unit = this->target->get_unit();
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}
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EnemyWretched *WretchedState::get_target() const {
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@ -39,11 +52,15 @@ EnemyWretched *WretchedState::get_target() const {
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}
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NpcUnit *WretchedState::get_unit() const {
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return this->unit;
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return this->target->get_unit();
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}
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NavigationAgent3D *WretchedState::get_nav() const {
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return this->nav;
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return this->target->get_nav();
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}
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AnimationPlayer *WretchedState::get_anim() const {
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return this->target->get_anim();
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}
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void WretchedPatrolState::set_patrol_target(Vector3 path_point) {
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@ -85,6 +102,7 @@ void WretchedChaseState::enter_state() {
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get_target()->set_movement_speed(get_unit()->get_patrol_speed() * 2.f);
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get_nav()->set_max_speed(get_unit()->get_patrol_speed() * 2.f);
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get_nav()->set_target_position(PlayerBody::get_singleton()->get_global_position());
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get_anim()->play("ready"); // TODO: replace this with "run"
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}
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void WretchedChaseState::process(double delta) {
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@ -101,6 +119,13 @@ String WretchedChaseState::get_next_state() const {
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return get_class();
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}
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void WretchedAttackState::enter_state() {
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get_anim()->play("attack");
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}
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String WretchedAttackState::get_next_state() const {
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if (get_anim()->get_current_animation().is_empty()) {
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return WretchedChaseState::get_class_static();
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}
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return get_class();
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}
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@ -5,14 +5,24 @@
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#include "wave_survival/state.h"
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class PatrolPath;
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class NpcUnit;
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class AnimationPlayer;
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class StateMachine;
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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 on_child_entered(Node *node);
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void ready();
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protected:
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void _notification(int what);
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public:
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AnimationPlayer *get_anim() const;
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private:
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StateMachine *fsm{ nullptr };
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AnimationPlayer *anim{ nullptr };
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};
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/* ============================== STATES ============================== */
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@ -26,11 +36,10 @@ public:
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EnemyWretched *get_target() const;
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NpcUnit *get_unit() const;
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NavigationAgent3D *get_nav() const;
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AnimationPlayer *get_anim() const;
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private:
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NpcUnit *unit{ nullptr };
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EnemyWretched *target{ nullptr };
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NavigationAgent3D *nav{ nullptr };
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};
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class WretchedPatrolState : public WretchedState {
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@ -63,6 +72,7 @@ class WretchedAttackState : public 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 String get_next_state() const override;
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};
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