2023-08-05 23:50:08 -07:00
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using Godot;
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2023-08-08 00:54:00 -07:00
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using GodotUtilities;
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2023-08-05 23:50:08 -07:00
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namespace SupaLidlGame.State.Thinker;
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public partial class IdleState : ThinkerState
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{
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[Export]
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public ThinkerState PursueState { get; set; }
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[Export]
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public float MinTargetDistance { get; set; }
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2023-08-08 00:54:00 -07:00
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[ExportGroup("Line of Sight")]
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[Export]
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public bool PursueOnLineOfSight { get; set; }
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[Export]
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public float MinLineOfSightDistance { get; set; }
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[ExportGroup("Returning")]
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[Export]
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public bool ShouldReturnToOriginalPosition { get; set; }
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[Export]
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public NavigationAgent2D NavigationAgent { get; set; }
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protected Vector2 _originalPosition;
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protected bool _isReturning;
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public override void _Ready()
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{
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_originalPosition = NPC.GlobalPosition;
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base._Ready();
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}
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2023-08-05 23:50:08 -07:00
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public override ThinkerState Think()
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{
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var bestTarget = NPC.FindBestTarget();
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2023-08-05 23:50:08 -07:00
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if (bestTarget is not null)
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{
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var pos = bestTarget.GlobalPosition;
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var dist = NPC.GlobalPosition.DistanceTo(pos);
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if (dist < MinTargetDistance)
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{
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return PursueState;
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}
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else if (PursueOnLineOfSight && NPC.HasLineOfSight(bestTarget))
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{
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if (dist < MinLineOfSightDistance)
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{
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return PursueState;
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}
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}
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_isReturning = false;
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}
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if (ShouldReturnToOriginalPosition)
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{
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if (NavigationAgent is not null)
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{
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// if we're less than 8 units away then we don't move
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var pos = NPC.GlobalPosition;
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if (!pos.IsWithinDistanceSquared(_originalPosition, 64))
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{
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NavigationAgent.TargetPosition = _originalPosition;
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}
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}
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_isReturning = true;
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2023-08-05 23:50:08 -07:00
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}
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return base.Think();
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}
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2023-08-08 00:54:00 -07:00
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public override ThinkerState PhysicsProcess(double delta)
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{
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if (_isReturning && NavigationAgent.IsTargetReachable())
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{
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var navPos = NavigationAgent.GetNextPathPosition();
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NPC.Direction = NPC.GlobalPosition.DirectionTo(navPos);
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}
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if (NavigationAgent.IsTargetReached())
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{
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NPC.Direction = Vector2.Zero;
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}
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return base.PhysicsProcess(delta);
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}
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2023-08-05 23:50:08 -07:00
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}
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