71 lines
1.9 KiB
C#
71 lines
1.9 KiB
C#
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using Godot;
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namespace SupaLidlGame.State.Thinker;
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public partial class PursueState : ThinkerState
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{
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[Export]
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public NavigationAgent2D NavigationAgent { get; set; }
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[Export]
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public ThinkerState AttackState { get; set; }
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[Export]
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public ThinkerState PassiveState { get; set; }
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/// <summary>
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/// Minimum distance the NPC should be, otherwise entering attack state
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/// </summary>
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[Export]
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public float MinDistanceToTarget { get; set; }
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/// <summary>
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/// Maximum distance the NPC should be, otherwise entering passive state
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/// </summary>
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[Export]
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public float MaxDistanceFromOrigin { get; set; }
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public override ThinkerState Think()
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{
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var bestTarget = NPC.FindBestTarget();
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if (bestTarget is not null)
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{
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// navigate towards the best target
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var pos = bestTarget.GlobalPosition;
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NavigationAgent.TargetPosition = pos;
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NPC.Target = NPC.GlobalPosition.DirectionTo(pos);
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NPC.LastSeenPosition = pos;
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if (NPC.GlobalPosition.DistanceTo(pos) < MinDistanceToTarget)
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{
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if (NPC.HasLineOfSight(bestTarget))
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{
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GD.Print("To attack state");
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return AttackState;
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}
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}
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}
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else
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{
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// go to last seen position of last best target
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GD.Print("Last seen " + NPC.LastSeenPosition);
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NavigationAgent.TargetPosition = NPC.LastSeenPosition;
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}
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return PassiveState ?? base.Think();
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}
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public override ThinkerState PhysicsProcess(double delta)
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{
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if (!NavigationAgent.IsTargetReachable())
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{
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return PassiveState ?? base.PhysicsProcess(delta);
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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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return base.PhysicsProcess(delta);
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}
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}
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