refactor
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170
scenes/entities/enemy/enemy.gd
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170
scenes/entities/enemy/enemy.gd
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extends CharacterBody3D
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const GRAVITY: float = 18.0
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@export var stats_resource: EnemyStats
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@export var is_boss: bool = false
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@onready var nav: NavigationAgent3D = $NavAgent
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@onready var mesh_holder: Node3D = $MeshHolder
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@onready var collision: CollisionShape3D = $Collision
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@onready var detection: Area3D = $DetectionArea
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@onready var sync: MultiplayerSynchronizer = $Synchronizer
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@onready var healthbar: MeshInstance3D = $Healthbar
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@onready var name_label: Label3D = $NameLabel
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var origin: Vector3 = Vector3.ZERO
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var attack_cd: float = 0.0
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var dead: bool = false
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var invasion_target: Node = null
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@export var sync_position: Vector3 = Vector3.ZERO
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@export var sync_yaw: float = 0.0
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func _enter_tree() -> void:
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set_multiplayer_authority(1)
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func _ready() -> void:
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if is_boss:
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add_to_group("boss")
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add_to_group("enemies")
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if stats_resource == null:
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stats_resource = EnemyStats.new()
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Stats.register(self, stats_resource)
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origin = global_position
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detection.body_entered.connect(_on_body_entered)
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EventBus.health_changed.connect(_on_health_changed)
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EventBus.entity_died.connect(_on_entity_died)
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name_label.text = "Boss" if is_boss else "Enemy"
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if is_boss:
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name_label.text = "Boss"
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var mesh: MeshInstance3D = mesh_holder.get_node("Mesh")
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mesh.scale = Vector3(1.5, 1.5, 1.5)
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var mat: StandardMaterial3D = StandardMaterial3D.new()
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mat.albedo_color = Color(0.6, 0.2, 0.8)
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mesh.material_override = mat
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func _exit_tree() -> void:
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Stats.deregister(self)
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func _physics_process(delta: float) -> void:
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if not is_multiplayer_authority():
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global_position = global_position.lerp(sync_position, clamp(delta * 20.0, 0.0, 1.0))
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rotation.y = lerp_angle(rotation.y, sync_yaw, clamp(delta * 20.0, 0.0, 1.0))
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return
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if dead:
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return
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if not is_on_floor():
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velocity.y -= GRAVITY * delta
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attack_cd = max(0.0, attack_cd - delta)
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var target: Node = _get_target()
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if target == null:
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_return_to_origin(delta)
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else:
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_chase_or_attack(target, delta)
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move_and_slide()
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sync_position = global_position
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sync_yaw = rotation.y
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func _get_target() -> Node:
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var aggro: Node = get_node_or_null("/root/World/Systems/AggroSystem")
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if aggro == null:
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aggro = get_node_or_null("/root/Dungeon/Systems/AggroSystem")
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if aggro and aggro.has_method("target_for"):
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var t: Node = aggro.target_for(self)
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if t:
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return t
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if invasion_target and is_instance_valid(invasion_target):
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return invasion_target
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return null
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func _chase_or_attack(target: Node, delta: float) -> void:
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var t_pos: Vector3 = (target as Node3D).global_position
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var d: float = global_position.distance_to(t_pos)
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var attack_range: float = float(Stats.get_stat(self, "attack_range", 2.0))
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if d <= attack_range:
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velocity.x = move_toward(velocity.x, 0.0, 20.0 * delta)
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velocity.z = move_toward(velocity.z, 0.0, 20.0 * delta)
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var look := Vector3(t_pos.x - global_position.x, 0.0, t_pos.z - global_position.z)
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if look.length() > 0.01:
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rotation.y = atan2(look.x, look.z)
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if attack_cd <= 0.0:
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attack_cd = float(Stats.get_stat(self, "attack_cooldown", 1.5))
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var dmg: float = float(Stats.get_stat(self, "attack_damage", 5.0))
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EventBus.damage_requested.emit(self, target, dmg, Element.NONE)
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else:
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var dir := Vector3(t_pos.x - global_position.x, 0.0, t_pos.z - global_position.z).normalized()
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var speed: float = float(Stats.get_stat(self, "speed", 3.0))
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velocity.x = dir.x * speed
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velocity.z = dir.z * speed
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if dir.length() > 0.01:
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rotation.y = atan2(dir.x, dir.z)
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func _return_to_origin(delta: float) -> void:
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var d: float = global_position.distance_to(origin)
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if d < 0.5:
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velocity.x = move_toward(velocity.x, 0.0, 20.0 * delta)
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velocity.z = move_toward(velocity.z, 0.0, 20.0 * delta)
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var max_hp: float = float(Stats.get_stat(self, "max_health", 100.0))
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var hp: float = float(Stats.get_stat(self, "health", 0.0))
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if hp > 0.0 and hp < max_hp:
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Stats.set_stat(self, "health", min(max_hp, hp + max_hp * 0.20 * delta))
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EventBus.health_changed.emit(self, Stats.get_stat(self, "health"), max_hp)
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else:
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var dir: Vector3 = Vector3(origin.x - global_position.x, 0.0, origin.z - global_position.z).normalized()
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var speed: float = float(Stats.get_stat(self, "speed", 3.0)) * 1.5
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velocity.x = dir.x * speed
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velocity.z = dir.z * speed
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if dir.length() > 0.01:
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rotation.y = atan2(dir.x, dir.z)
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func _on_body_entered(body: Node) -> void:
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if not multiplayer.is_server() and multiplayer.multiplayer_peer != null:
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return
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if body.is_in_group("player") and not dead:
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EventBus.enemy_detected.emit(self, body)
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func _on_health_changed(entity: Node, current: float, max: float) -> void:
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if entity != self:
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return
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var ratio: float = clamp(current / max if max > 0 else 0.0, 0.0, 1.0)
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if healthbar:
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healthbar.scale.x = max(0.01, ratio)
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func _on_entity_died(entity: Node) -> void:
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if entity != self or dead:
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return
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dead = true
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if multiplayer.is_server() or multiplayer.multiplayer_peer == null:
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_on_death.rpc()
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var loot: Node = get_node_or_null("/root/World/Systems/LootSystem")
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if loot == null:
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loot = get_node_or_null("/root/Dungeon/Systems/LootSystem")
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if loot and loot.has_method("drop_loot_for"):
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loot.drop_loot_for(self, global_position)
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var xp_sys: Node = get_node_or_null("/root/World/Systems/XpSystem")
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if xp_sys == null:
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xp_sys = get_node_or_null("/root/Dungeon/Systems/XpSystem")
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if xp_sys and xp_sys.has_method("award_for_enemy"):
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xp_sys.award_for_enemy(self)
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if is_boss:
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EventBus.boss_defeated.emit(self)
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var t := get_tree().create_timer(2.0)
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t.timeout.connect(func():
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if is_instance_valid(self):
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queue_free())
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@rpc("any_peer", "reliable", "call_local")
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func _on_death() -> void:
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if multiplayer.multiplayer_peer != null and not (multiplayer.multiplayer_peer is OfflineMultiplayerPeer) and multiplayer.get_remote_sender_id() != 0 and multiplayer.get_remote_sender_id() != 1:
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return
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dead = true
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collision.disabled = true
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modulate_alpha(0.4)
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func modulate_alpha(a: float) -> void:
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for child in mesh_holder.get_children():
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if child is MeshInstance3D and child.material_override:
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var c: Color = child.material_override.albedo_color
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c.a = a
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child.material_override.albedo_color = c
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