feat: implemented enemy wretched patrol and chase states

This commit is contained in:
Sara 2025-07-21 15:05:02 +02:00
parent 1b0e4384b9
commit 9517588415
12 changed files with 224 additions and 17 deletions

View file

@ -10,6 +10,8 @@ void EnemyWretched::_bind_methods() {
void EnemyWretched::ready() {
if (StateMachine * fsm{ cast_to<StateMachine>(get_node(NodePath("%StateMachine"))) }) {
fsm->add_state(memnew(WretchedPatrolState));
fsm->add_state(memnew(WretchedChaseState));
fsm->add_state(memnew(WretchedAttackState));
}
}
@ -28,28 +30,69 @@ void EnemyWretched::_notification(int what) {
void WretchedState::set_target(Node *node) {
this->target = cast_to<EnemyWretched>(node);
this->nav = this->target->get_nav();
this->unit = this->target->get_unit();
}
EnemyWretched *WretchedState::get_target() const {
return this->target;
}
NpcUnit *WretchedState::get_unit() const {
return this->unit;
}
NavigationAgent3D *WretchedState::get_nav() const {
return this->nav;
}
void WretchedPatrolState::enter_state() {
this->nav = get_target()->get_nav();
this->path = get_target()->get_unit()->get_patrol_path();
float const max_speed{ get_target()->get_unit()->get_patrol_speed() };
float const max_speed{ get_unit()->get_patrol_speed() };
get_target()->set_movement_speed(max_speed);
this->nav->set_max_speed(max_speed);
get_nav()->set_max_speed(max_speed);
this->path_point = this->path->get_closest_point(get_target()->get_global_position());
this->nav->set_target_position(this->path->point_at(this->path_point));
get_nav()->set_target_position(this->path->point_at(this->path_point));
}
void WretchedPatrolState::process(double delta) {
if (this->nav->is_navigation_finished()) {
if (get_nav()->is_navigation_finished()) {
this->path_point += 1;
this->nav->set_target_position(this->path->point_at(this->path_point));
get_nav()->set_target_position(this->path->point_at(this->path_point));
}
Vector3 const direction{ get_target()->get_global_position().direction_to(this->nav->get_next_path_position()) };
Vector3 const direction{ get_target()->get_global_position().direction_to(get_nav()->get_next_path_position()) };
get_target()->set_movement_direction(Vector2{ direction.x, direction.z }.normalized());
}
String WretchedPatrolState::get_next_state() const {
if (get_target()->get_unit()->is_aware_of_player()) {
return WretchedChaseState::get_class_static();
}
return get_class();
}
void WretchedChaseState::enter_state() {
// TODO: replace this with a setting somewhere
get_target()->set_movement_speed(get_unit()->get_patrol_speed() * 2.f);
get_nav()->set_max_speed(get_unit()->get_patrol_speed() * 2.f);
get_nav()->set_target_position(PlayerBody::get_singleton()->get_global_position());
}
void WretchedChaseState::process(double delta) {
// TODO: optimize this with some checks to avoid re-pathing every frame
get_nav()->set_target_position(PlayerBody::get_singleton()->get_global_position());
Vector3 const direction{ get_target()->get_global_position().direction_to(get_nav()->get_next_path_position()) };
get_target()->set_movement_direction(Vector2{ direction.x, direction.z }.normalized());
}
String WretchedChaseState::get_next_state() const {
if (get_target()->get_global_position().distance_to(PlayerBody::get_singleton()->get_global_position()) < 2.f) {
return WretchedAttackState::get_class_static();
}
return get_class();
}
String WretchedAttackState::get_next_state() const {
return WretchedChaseState::get_class_static();
}

View file

@ -4,6 +4,7 @@
#include "wave_survival/enemy_body.h"
#include "wave_survival/state.h"
class PatrolPath;
class NpcUnit;
class EnemyWretched : public EnemyBody {
GDCLASS(EnemyWretched, EnemyBody);
@ -23,9 +24,13 @@ class WretchedState : public State {
public:
virtual void set_target(Node *node) override;
EnemyWretched *get_target() const;
NpcUnit *get_unit() const;
NavigationAgent3D *get_nav() const;
private:
NpcUnit *unit{ nullptr };
EnemyWretched *target{ nullptr };
NavigationAgent3D *nav{ nullptr };
};
class WretchedPatrolState : public WretchedState {
@ -35,11 +40,29 @@ class WretchedPatrolState : public WretchedState {
public:
virtual void enter_state() override;
virtual void process(double delta) override;
virtual String get_next_state() const override;
private:
NavigationAgent3D *nav{ nullptr };
int path_point{ 0 };
PatrolPath *path{ nullptr };
};
class WretchedChaseState : public WretchedState {
GDCLASS(WretchedChaseState, WretchedState);
static void _bind_methods() {}
public:
virtual void enter_state() override;
virtual void process(double delta) override;
virtual String get_next_state() const override;
};
class WretchedAttackState : public WretchedState {
GDCLASS(WretchedAttackState, WretchedState);
static void _bind_methods() {}
public:
virtual String get_next_state() const override;
};
#endif // !ENEMY_WRETCHED_H

View file

@ -2,15 +2,24 @@
#include "enemy_body.h"
#include "macros.h"
#include "patrol_path.h"
#include "player_detector.h"
void NpcUnit::_bind_methods() {
BIND_HPROPERTY(Variant::OBJECT, patrol_path, PROPERTY_HINT_NODE_TYPE, "PatrolPath");
}
void NpcUnit::on_npc_awareness_changed(bool value) {
if (value) {
this->aware_of_player = true;
}
}
void NpcUnit::child_added(Node *node) {
if (EnemyBody * npc{ cast_to<EnemyBody>(node) }) {
this->npcs.push_back(npc);
npc->set_unit(this);
PlayerDetector *detector{ cast_to<PlayerDetector>(npc->get_node(NodePath("%PlayerDetector"))) };
detector->connect(PlayerDetector::sig_awareness_changed, callable_mp(this, &self_type::on_npc_awareness_changed));
}
}
@ -40,7 +49,7 @@ PatrolPath *NpcUnit::get_patrol_path() const {
}
bool NpcUnit::is_aware_of_player() const {
return false;
return this->aware_of_player;
}
void NpcUnit::set_patrol_speed(float speed) {

View file

@ -9,6 +9,7 @@ class PatrolPath;
class NpcUnit : public Node {
GDCLASS(NpcUnit, Node);
static void _bind_methods();
void on_npc_awareness_changed(bool seen);
void child_added(Node *node);
void enter_tree();
@ -23,6 +24,7 @@ public:
float get_patrol_speed() const;
private:
bool aware_of_player{ false };
Vector<EnemyBody *> npcs{};
PatrolPath *patrol_path{ nullptr };
float patrol_speed{ 3.f };

View file

@ -0,0 +1,74 @@
#include "player_detector.h"
String PlayerDetector::sig_awareness_changed{ "awareness_changed" };
void PlayerDetector::_bind_methods() {
ADD_SIGNAL(MethodInfo(sig_awareness_changed, PropertyInfo(Variant::BOOL, "aware")));
}
// Check if the player is in a bounded area in front of the detector and unobscured.
// As all tests are required to pass, we do them in increasing order of complexity, to minimize unneeded resource use.
bool PlayerDetector::check() const {
Vector3 const forward{ get_global_basis().get_column(2) };
Vector3 const position{ get_global_position() };
Vector3 const target{ PlayerBody::get_singleton()->get_global_position() + Vector3{ 0.f, 1.5f, 0.f } };
// check if the target is in a view cone
if (forward.dot(target - position) < this->min_dot) {
return false;
}
// check if the target is in range
if (position.distance_squared_to(target) > this->max_distance * this->max_distance) {
return false;
}
// check if the target is obscured
PhysicsDirectSpaceState3D::RayParameters params{ this->ray_params };
params.from = position;
params.to = target;
PhysicsDirectSpaceState3D *space{ get_world_3d()->get_direct_space_state() };
PhysicsDirectSpaceState3D::RayResult result{};
space->intersect_ray(params, result);
return result.collider == nullptr;
}
void PlayerDetector::ready() {
this->ray_params.exclude.insert(PlayerBody::get_singleton()->get_rid());
}
void PlayerDetector::process(double delta) {
if (this->query_timer > 0.0) {
this->query_timer -= delta;
} else {
this->query_timer = this->query_time;
bool const new_awareness{ check() };
if (new_awareness != this->aware_of_player) {
set_aware_of_player(new_awareness);
}
}
}
void PlayerDetector::set_aware_of_player(bool value) {
print_line(vformat("awareness changed to %s", value));
emit_signal(sig_awareness_changed, value);
this->aware_of_player = value;
}
void PlayerDetector::_notification(int what) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
switch (what) {
default:
return;
case NOTIFICATION_READY:
set_process(true);
ready();
return;
case NOTIFICATION_PROCESS:
process(get_process_delta_time());
return;
}
}
bool PlayerDetector::is_aware_of_player() const {
return this->aware_of_player;
}

View file

@ -0,0 +1,33 @@
#ifndef PLAYER_DETECTOR_H
#define PLAYER_DETECTOR_H
#include "player_body.h"
#include "scene/3d/node_3d.h"
class PlayerDetector : public Node3D {
GDCLASS(PlayerDetector, Node3D);
static void _bind_methods();
bool check() const;
void ready();
void process(double delta);
void set_aware_of_player(bool value);
protected:
void _notification(int what);
public:
bool is_aware_of_player() const;
private:
bool aware_of_player{ false };
float max_distance{ 100.f };
float min_dot{ 0.1f };
double query_time{ 0.3 };
double query_timer{ 0.0 };
PhysicsDirectSpaceState3D::RayParameters ray_params{};
public:
static String sig_awareness_changed;
};
#endif // !PLAYER_DETECTOR_H

View file

@ -9,6 +9,7 @@
#include "wave_survival/patrol_path.h"
#include "wave_survival/player_body.h"
#include "wave_survival/player_camera.h"
#include "wave_survival/player_detector.h"
#include "wave_survival/player_input.h"
#include "wave_survival/state.h"
#include "wave_survival/state_machine.h"
@ -34,6 +35,10 @@ void initialize_wave_survival_module(ModuleInitializationLevel p_level) {
GDREGISTER_CLASS(PatrolPath);
GDREGISTER_CLASS(NpcUnit);
GDREGISTER_CLASS(EnemyWretched);
GDREGISTER_CLASS(WretchedPatrolState);
GDREGISTER_CLASS(WretchedChaseState);
GDREGISTER_CLASS(WretchedAttackState);
GDREGISTER_CLASS(PlayerDetector);
}
void uninitialize_wave_survival_module(ModuleInitializationLevel p_level) {

View file

@ -15,15 +15,12 @@ void StateMachine::switch_to_state(State *state) {
}
}
void StateMachine::ready() {
}
void StateMachine::process(double delta) {
if (this->current_state) {
this->current_state->process(delta);
String new_state{ this->current_state->get_next_state() };
if (new_state != this->current_state->get_class()) {
this->switch_to_state(this->states[new_state]);
this->switch_to_state(this->states.has(new_state) ? this->states[new_state] : nullptr);
}
}
}
@ -37,7 +34,6 @@ void StateMachine::_notification(int what) {
return;
case NOTIFICATION_READY:
set_process(true);
ready();
return;
case NOTIFICATION_PROCESS:
process(get_process_delta_time());
@ -47,7 +43,9 @@ void StateMachine::_notification(int what) {
StateMachine::~StateMachine() {
for (KeyValue<StringName, State *> kvp : this->states) {
memdelete(kvp.value);
if (kvp.value != nullptr) {
memdelete(kvp.value);
}
}
}
@ -58,4 +56,8 @@ void StateMachine::add_state(State *state) {
if (this->current_state == nullptr) {
this->switch_to_state(state);
}
print_line("states:");
for (KeyValue<StringName, State *> kv : this->states) {
print_line(vformat("\t\t| %s %s", kv.key, kv.value));
}
}

View file

@ -8,7 +8,6 @@ class StateMachine : public Node {
GDCLASS(StateMachine, Node);
static void _bind_methods();
void switch_to_state(State *state);
void ready();
void process(double delta);
protected:

View file

@ -29,6 +29,8 @@ navigation_mesh = SubResource("NavigationMesh_7ng1a")
[node name="CSGCombiner3D" type="CSGCombiner3D" parent="NavigationRegion3D"]
use_collision = true
collision_layer = 3
collision_mask = 0
[node name="CSGBox3D2" type="CSGBox3D" parent="NavigationRegion3D/CSGCombiner3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -7.424776, 3.1962457, -1.9109192)
@ -399,7 +401,16 @@ slide_on_ceiling = false
patrol_path = NodePath("../PatrolPath")
[node name="EnemyWretched" parent="NpcUnit" instance=ExtResource("3_7ng1a")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.017590523, 0.023196908, 3.073964)
transform = Transform3D(-1, 0, -8.742278e-08, 0, 1, 0, 8.742278e-08, 0, -1, 0.017590523, 0.023196908, 3.073964)
[node name="EnemyWretched2" parent="NpcUnit" instance=ExtResource("3_7ng1a")]
transform = Transform3D(-1, 0, -8.742278e-08, 0, 1, 0, 8.742278e-08, 0, -1, -1.0904664, 0.023196908, 1.6584808)
[node name="EnemyWretched3" parent="NpcUnit" instance=ExtResource("3_7ng1a")]
transform = Transform3D(-1, 0, -8.742278e-08, 0, 1, 0, 8.742278e-08, 0, -1, 1.1613213, 0.023196908, 1.513694)
[node name="EnemyWretched4" parent="NpcUnit" instance=ExtResource("3_7ng1a")]
transform = Transform3D(-1, 0, -8.742278e-08, 0, 1, 0, 8.742278e-08, 0, -1, -0.977286, 0.023196908, 4.202239)
[node name="PatrolPath" type="PatrolPath" parent="."]

View file

@ -19,3 +19,7 @@ unique_name_in_owner = true
unique_name_in_owner = true
path_desired_distance = 0.25
debug_enabled = true
[node name="PlayerDetector" type="PlayerDetector" parent="."]
unique_name_in_owner = true
transform = Transform3D(-1, 0, -8.742278e-08, 0, 1, 0, 8.742278e-08, 0, -1, 0, 1.4599279, 0)

View file

@ -72,3 +72,5 @@ switch_weapon={
3d_render/layer_1="Default"
3d_render/layer_2="FirstPerson"
3d_physics/layer_1="Movement"
3d_physics/layer_2="Hit"