NPCs use last known position

godot-4.2
HumanoidSandvichDispenser 2023-11-13 09:49:18 -08:00
parent 7925e6858c
commit 4057c449a9
Signed by: sandvich
GPG Key ID: 9A39BE37E602B22D
3 changed files with 20 additions and 10 deletions

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=37 format=3 uid="uid://glh1bi8fq0y3"]
[gd_scene load_steps=38 format=3 uid="uid://glh1bi8fq0y3"]
[ext_resource type="Script" path="res://Characters/NPC.cs" id="1_7fqw6"]
[ext_resource type="Shader" path="res://Shaders/Flash.gdshader" id="1_alo0e"]
@ -14,6 +14,7 @@
[ext_resource type="AnimationLibrary" uid="uid://xs6g84fkepjr" path="res://Assets/Animations/npc_hurt.res" id="8_3yuxr"]
[ext_resource type="Script" path="res://Utils/AnimationManager.cs" id="8_dh32x"]
[ext_resource type="Material" uid="uid://bat28samf7ukd" path="res://Assets/Sprites/Particles/NPCDamageProcessMaterial.tres" id="8_t3yoe"]
[ext_resource type="Script" path="res://State/Thinker/PursueState.cs" id="8_vu75d"]
[ext_resource type="AnimationLibrary" uid="uid://f1aqhnxndybx" path="res://Assets/Animations/npc_stun.res" id="9_bpu34"]
[ext_resource type="Texture2D" uid="uid://bd8l8kafb42dt" path="res://Assets/Sprites/Particles/circle.png" id="9_g45p5"]
[ext_resource type="Material" uid="uid://2tsvsp45elru" path="res://Assets/Sprites/Particles/NPCDeathParticles.tres" id="10_8f2hb"]
@ -201,9 +202,18 @@ PassiveState = NodePath("../Idle")
PursueState = NodePath("../Idle")
NPC = NodePath("../..")
[node name="Pursue" type="Node" parent="ThinkerStateMachine" node_paths=PackedStringArray("NavigationAgent", "AttackState", "PassiveState", "NPC")]
script = ExtResource("8_vu75d")
NavigationAgent = NodePath("../../NavigationAgent2D")
AttackState = NodePath("../Attack")
PassiveState = NodePath("../Idle")
MinDistanceToTarget = 64.0
MaxDistanceFromOrigin = 256.0
NPC = NodePath("../..")
[node name="Idle" type="Node" parent="ThinkerStateMachine" node_paths=PackedStringArray("PursueState", "NavigationAgent", "NPC")]
script = ExtResource("7_w5q4u")
PursueState = NodePath("../Attack")
PursueState = NodePath("../Pursue")
MinTargetDistance = 24.0
PursueOnLineOfSight = true
MinLineOfSightDistance = 256.0

View File

@ -41,7 +41,7 @@ public partial class AttackState : ThinkerState
public ThinkerState PursueState { get; set; }
[Export]
public bool PursueOnLineOfSight { get; set; } = true;
public bool PursueOnNoLOS { get; set; } = true;
protected Characters.Character _bestTarget;
@ -175,12 +175,14 @@ public partial class AttackState : ThinkerState
return PursueState;
}
if (PursueOnLineOfSight && !NPC.HasLineOfSight(bestTarget))
if (PursueOnNoLOS && !NPC.HasLineOfSight(bestTarget))
{
return PursueState;
}
}
NPC.LastSeenPosition = bestTarget.GlobalPosition;
UpdateWeights(pos);
if (dist <= UseItemDistance && NPC.CanAttack)

View File

@ -28,7 +28,7 @@ public partial class PursueState : ThinkerState
public override ThinkerState Think()
{
var bestTarget = NPC.FindBestTarget();
if (bestTarget is not null)
if (bestTarget is not null && NPC.HasLineOfSight(bestTarget))
{
// navigate towards the best target
var pos = bestTarget.GlobalPosition;
@ -36,18 +36,16 @@ public partial class PursueState : ThinkerState
NPC.Target = NPC.GlobalPosition.DirectionTo(pos);
NPC.LastSeenPosition = pos;
if (NPC.HasLineOfSight(bestTarget))
{
if (NPC.GlobalPosition.DistanceTo(pos) < MinDistanceToTarget)
{
return AttackState;
}
}
}
else
{
// go to last seen position of last best target
NavigationAgent.TargetPosition = NPC.LastSeenPosition;
GD.Print(NPC.LastSeenPosition);
}
return null;
}