99 lines
2.5 KiB
C#
99 lines
2.5 KiB
C#
using Godot;
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using SupaLidlGame.Extensions;
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namespace SupaLidlGame.State.Thinker;
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public partial class CenturionAttackState : BlockAttackState
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{
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[Export]
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public bool FollowTeammate { get; set; } = false;
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[Export]
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public NavigationAgent2D NavigationAgent { get; set; }
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[Export]
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public float PathfindingDistance { get; set; } = 64;
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protected Characters.Character _bestTeammate = null;
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public Characters.Character FindBestTeammate()
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{
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float bestScore = float.MaxValue;
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Characters.Character bestChar = null;
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var world = this.GetWorld();
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foreach (Node node in world.CurrentMap.Entities.GetChildren())
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{
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if (node != NPC && node is Characters.Character character)
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{
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if (!IsInstanceValid(character) || !character.IsAlive)
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{
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continue;
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}
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if (character.Faction == NPC.Faction)
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{
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float score = NPC.Position.DistanceTo(character.Position);
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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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}
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}
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}
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return _bestTeammate = bestChar;
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}
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public override ThinkerState Think()
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{
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base.Think();
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if (_bestTarget?.StunTime > 0)
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{
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return null;
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}
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var teammate = FindBestTeammate();
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if (teammate is not null)
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{
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UpdateWeights(teammate.GlobalPosition);
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NavigationAgent.TargetPosition = teammate.GlobalPosition;
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}
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return null;
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}
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public override ThinkerState Process(double delta)
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{
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if (_bestTeammate is null)
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{
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return null;
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}
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float dist = NPC.DistanceTo(_bestTeammate);
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if (NPC.DistanceTo(_bestTeammate) < PathfindingDistance)
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{
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// move to weighted position
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return base.Process(delta);
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}
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return null;
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}
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public override ThinkerState PhysicsProcess(double delta)
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{
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if (_bestTeammate is not null)
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{
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float dist = NPC.DistanceTo(_bestTeammate);
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if (dist >= PathfindingDistance)
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{
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var nextPos = NavigationAgent.GetNextPathPosition();
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NPC.Direction = NPC.GlobalPosition.DirectionTo(nextPos);
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}
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}
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return base.PhysicsProcess(delta);
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}
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}
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