165 lines
5.4 KiB
C#
165 lines
5.4 KiB
C#
using Godot;
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using SupaLidlGame.State.Character;
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using SupaLidlGame.Extensions;
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namespace SupaLidlGame.State.Thinker;
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public partial class DashDefensive : AttackState
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{
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protected bool _dashedAway = false;
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protected State.Character.CharacterDashState _dashState;
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protected float _originalDashModifier;
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private Callable _dodgeCallable;
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[Export]
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public Area2D ProjectileDetection { get; set; }
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public override void _Ready()
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{
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_dashState = NPC.StateMachine.FindChildOfType<CharacterDashState>();
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_originalDashModifier = _dashState.VelocityModifier;
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_dodgeCallable = new Callable(this, MethodName.DodgeProjectile);
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base._Ready();
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}
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public override IState<ThinkerState> Enter(IState<ThinkerState> prev)
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{
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ProjectileDetection?.Connect(Area2D.SignalName.AreaEntered,
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_dodgeCallable);
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return base.Enter(prev);
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}
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public override void Exit(IState<ThinkerState> prev)
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{
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ProjectileDetection?.Disconnect(Area2D.SignalName.AreaEntered,
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_dodgeCallable);
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base.Exit(prev);
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}
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private void DodgeProjectile(Area2D area)
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{
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if (area is BoundingBoxes.Hitbox hitbox)
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{
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if (hitbox.GetOwner() is Entities.Projectile projectile)
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{
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GD.Print("changing direction");
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var direction = projectile.Direction;
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var dirToChar = projectile.GlobalPosition
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.DirectionTo(NPC.GlobalPosition);
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var lateralDirection = Mathf.Sign(direction.Cross(dirToChar));
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DashTo(direction.Rotated(lateralDirection * Mathf.Pi / 2));
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}
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}
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}
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public override ThinkerState Think()
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{
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Characters.Character bestTarget = NPC.FindBestTarget();
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if (bestTarget is not null)
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{
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Vector2 pos = bestTarget.GlobalPosition;
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NPC.Target = pos - NPC.GlobalPosition;
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Vector2 dir = NPC.GlobalPosition.DirectionTo(pos);
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float dist = NPC.GlobalPosition.DistanceTo(pos);
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UpdateWeights(pos);
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if (dist > MaxDistanceToTarget)
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{
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if (PursueState is not null)
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{
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return PursueState;
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}
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if (PassiveState is not null)
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{
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return PassiveState;
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}
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}
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if (PursueOnNoLOS && !NPC.HasLineOfSight(bestTarget))
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{
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return PursueState;
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}
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if (NPC.CanAttack && NPC.StunTime <= 0)
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{
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bool isTargetStunned = bestTarget.StunTime > 0;
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bool shouldDashAway = false;
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bool shouldDashTowards = false;
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var currentItem = NPC.Inventory.SelectedItem;
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if (currentItem is not Items.Weapons.Sword sword)
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{
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return null;
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}
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var swordState = sword.StateMachine.CurrentState;
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float dot = NPC.Direction.Normalized()
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.Dot(bestTarget.Direction.Normalized());
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// doc will still dash if you are farther than normal but
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// moving towards him
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float distThreshold = UseItemDistance - (dot * 20);
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// dash towards if lance in anticipate state
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// or just directly dash towards you if you are too far
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shouldDashTowards = (isTargetStunned || _dashedAway) &&
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(swordState is State.Weapon.SwordAnticipateState ||
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dist > MaxDistanceToTarget);
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shouldDashAway = dist < distThreshold && !isTargetStunned &&
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swordState is State.Weapon.SwordIdleState;
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//if (!isTargetStunned && dist < 2500 && !_dashedAway)
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if (shouldDashAway && !shouldDashTowards)
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{
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// dash away if too close
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_dashState.VelocityModifier = _originalDashModifier;
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DashTo(-dir);
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NPC.UseCurrentItem();
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_dashedAway = true;
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}
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else if (shouldDashTowards && !shouldDashAway)
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{
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// our required velocity is dependent on final distance to target
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float maxVelocity = dist / 0.1f;
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var dashSpeed = Mathf.Max(maxVelocity,
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_originalDashModifier * NPC.Speed);
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float ratio = dashSpeed / NPC.Speed;
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_dashState.VelocityModifier = ratio;
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// dash to player's predicted position
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var newPos = Utils.Physics.PredictNewPosition(
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NPC.GlobalPosition,
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dashSpeed,
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pos,
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bestTarget.Velocity,
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out float _);
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DashTo(NPC.GlobalPosition.DirectionTo(newPos));
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_dashedAway = false;
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}
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else if (isTargetStunned)
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{
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NPC.UseCurrentItem();
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}
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}
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return null;
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}
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return PursueState ?? PassiveState;
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}
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private void DashTo(Vector2 direction)
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{
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var stateMachine = NPC.StateMachine;
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stateMachine.ChangeState<CharacterDashState>(out var state);
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state.DashDirection = direction;
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}
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}
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