chore: WIP rifleman implementation
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5f3e21f254
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7810bc415b
2 changed files with 69 additions and 9 deletions
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@ -1,12 +1,26 @@
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#include "enemy_rifleman.h"
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#include "core/os/memory.h"
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#include "scene/animation/animation_player.h"
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#include "wave_survival/macros.h"
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#include "wave_survival/state_machine.h"
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void EnemyRifleman::_bind_methods() {
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BIND_PROPERTY(Variant::FLOAT, chase_speed);
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}
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void EnemyRifleman::on_child_entered() {
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void EnemyRifleman::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 EnemyRifleman::ready() {
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this->fsm->add_state(memnew(RiflemanPatrolState));
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this->fsm->add_state(memnew(RiflemanSeekState));
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this->fsm->add_state(memnew(RiflemanFireState));
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}
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void EnemyRifleman::_notification(int what) {
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@ -17,10 +31,46 @@ void EnemyRifleman::_notification(int what) {
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default:
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return;
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case NOTIFICATION_ENTER_TREE:
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enter_tree();
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if (!is_ready()) {
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connect("child_entered", callable_mp(this, &self_type::on_child_entered));
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}
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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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void EnemyRifleman::set_chase_speed(float speed) {
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this->chase_speed = speed;
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}
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float EnemyRifleman::get_chase_speed() const {
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return this->chase_speed;
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}
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AnimationPlayer *EnemyRifleman::get_anim() const {
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return this->anim;
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}
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void RiflemanState::set_target(Node *node) {
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this->target = cast_to<EnemyRifleman>(node);
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}
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EnemyRifleman *RiflemanState::get_target() const {
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return this->target;
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}
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NpcUnit *RiflemanState::get_unit() const {
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return this->target->get_unit();
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}
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NavigationAgent3D *RiflemanState::get_nav() const {
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return this->target->get_nav();
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}
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AnimationPlayer *RiflemanState::get_anim() const {
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return this->target->get_anim();
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}
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void
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@ -3,31 +3,41 @@
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#include "wave_survival/enemy_body.h"
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#include "wave_survival/state.h"
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#include "wave_survival/state_machine.h"
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class AnimationPlayer;
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class NavigationAgent3D;
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class EnemyRifleman : public EnemyBody {
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GDCLASS(EnemyRifleman, EnemyBody);
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static void _bind_methods();
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void on_child_entered();
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void enter_tree();
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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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void set_chase_speed(float speed);
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float get_chase_speed() const;
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AnimationPlayer *get_anim() const;
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private:
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float chase_speed{ 5.f };
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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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class RiflemanState : public State {
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GDCLASS(RiflemanState, State);
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static void _bind_methods();
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static void _bind_methods() {}
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public:
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virtual void set_target(Node *target) override;
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EnemyRifleman *get_target() const;
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NpcUnit *get_unit() const;
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NavigationAgent3D *get_agent() 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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@ -36,7 +46,7 @@ private:
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class RiflemanPatrolState : public RiflemanState {
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GDCLASS(RiflemanPatrolState, RiflemanState);
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static void _bind_methods();
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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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@ -45,12 +55,12 @@ public:
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class RiflemanSeekState : public RiflemanState {
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GDCLASS(RiflemanSeekState, RiflemanState);
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static void _bind_methods();
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static void _bind_methods() {}
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};
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class RiflemanFireState : public RiflemanState {
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GDCLASS(RiflemanFireState, RiflemanState);
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static void _bind_methods();
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static void _bind_methods() {}
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};
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#endif // !ENEMY_RIFLEMAN_H
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