feat: npc unit will now deallocate itself when all npc members are killed

This commit is contained in:
Sara 2025-08-28 19:14:07 +02:00
parent 8a9d70b37e
commit b3090243e0
2 changed files with 41 additions and 5 deletions

View file

@ -8,6 +8,24 @@
void NpcUnit::_bind_methods() {
BIND_HPROPERTY(Variant::OBJECT, patrol_path, PROPERTY_HINT_NODE_TYPE, "PatrolPath");
BIND_PROPERTY(Variant::FLOAT, patrol_speed);
BIND_HPROPERTY(Variant::OBJECT, region, PROPERTY_HINT_NODE_TYPE, "MapRegion");
}
void NpcUnit::on_npc_death() {
// remove any dead npcs from the list
// leaving their bodies as separate nodes part of the tree
for (EnemyBody *npc : this->npcs) {
if (npc->get_health()->get_health() <= 0) {
this->get_parent()->add_child(npc);
this->npcs.erase(npc);
break;
}
}
// remove unit from world once all npcs are dead
if (this->npcs.size() <= 0) {
this->set_region(nullptr); // de-register from region
this->queue_free();
}
}
void NpcUnit::on_npc_awareness_changed(bool value) {
@ -22,9 +40,6 @@ void NpcUnit::child_added(Node *node) {
npc->set_unit(this);
Vector3 const offset{ npc->get_global_position() - get_global_position() };
npc->set_unit_offset({ offset.x, offset.z });
if (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));
}
}
}
@ -32,7 +47,19 @@ void NpcUnit::enter_tree() {
this->connect("child_entered_tree", callable_mp(this, &self_type::child_added));
}
void NpcUnit::ready() {
for (EnemyBody *npc : this->npcs) {
if (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));
}
if (HealthStatus * health{ npc->get_health() }) {
health->connect(HealthStatus::sig_death, callable_mp(this, &self_type::on_npc_death));
}
}
}
void NpcUnit::_notification(int what) {
// only run in-game
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
@ -42,6 +69,9 @@ void NpcUnit::_notification(int what) {
case NOTIFICATION_ENTER_TREE:
enter_tree();
return;
case NOTIFICATION_READY:
ready();
return;
}
}
@ -67,13 +97,17 @@ float NpcUnit::get_patrol_speed() const {
void NpcUnit::set_region(MapRegion *region) {
if (this->region == region) {
return;
return; // don't re-register
}
if (this->region != nullptr) {
this->region->remove_unit(this);
this->region->disconnect(MapRegion::sig_phase_changed, callable_mp(this, &self_type::on_npc_awareness_changed));
}
this->region = region;
region->register_unit(this);
if (region != nullptr) {
region->register_unit(this);
region->connect(MapRegion::sig_phase_changed, callable_mp(this, &self_type::on_npc_awareness_changed));
}
}
MapRegion *NpcUnit::get_region() const {

View file

@ -10,9 +10,11 @@ class MapRegion;
class NpcUnit : public Node3D {
GDCLASS(NpcUnit, Node3D);
static void _bind_methods();
void on_npc_death();
void on_npc_awareness_changed(bool seen);
void child_added(Node *node);
void enter_tree();
void ready();
protected:
void _notification(int what);