SupaLidlGame/Characters/NPC.cs

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#define DEBUG_NPC
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using Godot;
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using SupaLidlGame.Extensions;
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using SupaLidlGame.Items;
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using System;
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namespace SupaLidlGame.Characters;
public partial class NPC : Character
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{
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/// <summary>
/// Time in seconds it takes for the NPC to think FeelsDankCube
/// </summary>
public const float ThinkTime = 0.125f;
public float[] Weights => _weights;
protected float _preferredWeightDistance = 64.0f;
protected float _maxWeightDistance = 8.0f;
protected float _preferredWeightDistanceSq = 4096.0f;
protected float _maxWeightDistanceSq = 64.0f;
[Export]
public float PreferredWeightDistance
{
get => _preferredWeightDistance;
protected set
{
_preferredWeightDistance = value;
_preferredWeightDistanceSq = value * value;
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}
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}
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[Export]
public float MaxWeightDistance
{
get => _maxWeightDistance;
protected set
{
_maxWeightDistance = value;
_maxWeightDistanceSq = value * value;
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}
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}
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[Export]
public Items.Item DefaultSelectedItem { get; set; }
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[Export]
public bool ShouldMoveWhenUsingItem { get; set; } = true;
[Export]
public State.Thinker.ThinkerStateMachine ThinkerStateMachine { get; set; }
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public bool ShouldMove { get; set; } = true;
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public bool CanAttack { get; set; } = true;
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public Vector2 LastSeenPosition { get; set; }
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protected float[] _weights = new float[16];
protected int _bestWeightIdx;
protected double _thinkTimeElapsed = 0;
protected Vector2 _blockingDir;
protected static readonly Vector2[] _weightDirs = new Vector2[16];
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static NPC()
{
for (int i = 0; i < 16; i++)
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{
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float y = Mathf.Sin(Mathf.Pi * i * 2 / 16);
float x = Mathf.Cos(Mathf.Pi * i * 2 / 16);
_weightDirs[i] = new Vector2(x, y);
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}
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}
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public override void _Ready()
{
base._Ready();
Array.Fill(_weights, 0);
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if (DefaultSelectedItem is not null)
{
Inventory.SelectedItem = DefaultSelectedItem;
}
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Inventory.UsedItem += (Items.Item item) =>
{
if (item is Items.Weapon)
{
if (AttackAnimation is not null)
{
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AttackAnimation.TryPlay("attack");
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}
}
};
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}
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/// <summary>
/// Finds the NPC's best character to target.
/// </summary>
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public virtual Character FindBestTarget()
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{
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float bestScore = float.MaxValue;
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Character bestChar = null;
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// NOTE: this relies on all Characters being under the Entities node
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foreach (Node node in GetParent().GetChildren())
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{
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if (node is Character character)
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{
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bool isFriendly = character.Faction == Faction;
if (isFriendly || character.Health <= 0)
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{
continue;
}
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float score = 0;
score += Position.DistanceTo(character.Position);
if (score < bestScore)
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{
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bestScore = score;
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bestChar = character;
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}
}
}
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return bestChar;
}
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public override void _Process(double delta)
{
ThinkerStateMachine.Process(delta);
base._Process(delta);
}
public override void _PhysicsProcess(double delta)
{
ThinkerStateMachine.PhysicsProcess(delta);
base._PhysicsProcess(delta);
}
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}