using Godot; using SupaLidlGame.State.Character; using SupaLidlGame.Extensions; namespace SupaLidlGame.State.Thinker; public partial class DashDefensive : AttackState { protected bool _dashedAway = false; protected State.Character.CharacterDashState _dashState; protected float _originalDashModifier; public override void _Ready() { _dashState = NPC.StateMachine.FindChildOfType(); _originalDashModifier = _dashState.VelocityModifier; base._Ready(); } public override ThinkerState Think() { Characters.Character bestTarget = NPC.FindBestTarget(); if (bestTarget is not null) { Vector2 pos = bestTarget.GlobalPosition; NPC.Target = pos - NPC.GlobalPosition; Vector2 dir = NPC.GlobalPosition.DirectionTo(pos); float dist = NPC.GlobalPosition.DistanceSquaredTo(pos); UpdateWeights(pos); if (NPC.CanAttack && NPC.StunTime <= 0) { bool isTargetStunned = bestTarget.StunTime > 0; bool shouldDashAway = false; bool shouldDashTowards = false; var currentItem = NPC.Inventory.SelectedItem; if (currentItem is not Items.Weapons.Sword sword) { return null; } var swordState = sword.StateMachine.CurrentState; float dot = NPC.Direction.Normalized() .Dot(bestTarget.Direction.Normalized()); // doc will still dash if you are farther than normal but // moving towards him float distThreshold = 2500 - (dot * 400); // or just directly dash towards you if you are too far float distTowardsThreshold = 22500; // dash towards if lance in anticipate state shouldDashTowards = (isTargetStunned || _dashedAway) && swordState is State.Weapon.SwordAnticipateState || dist > distTowardsThreshold; shouldDashAway = dist < distThreshold && !isTargetStunned; //if (!isTargetStunned && dist < 2500 && !_dashedAway) if (shouldDashAway && !shouldDashTowards) { // dash away if too close _dashState.VelocityModifier = _originalDashModifier; DashTo(-dir); NPC.UseCurrentItem(); _dashedAway = true; } else if (shouldDashTowards && !shouldDashAway) { // dash to player's predicted position _dashState.VelocityModifier = _originalDashModifier * 1.75f; var dashSpeed = _dashState.VelocityModifier * NPC.Speed; var newPos = Utils.Physics.PredictNewPosition( NPC.GlobalPosition, dashSpeed, pos, bestTarget.Velocity, out float _); DashTo(NPC.GlobalPosition.DirectionTo(newPos)); _dashedAway = false; } } } return null; } private void DashTo(Vector2 direction) { var stateMachine = NPC.StateMachine; stateMachine.ChangeState(out var state); state.DashDirection = direction; } }