wave-survival/modules/wave_survival/player_detector.cpp

74 lines
2.2 KiB
C++

#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) {
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;
}