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@@ -5,6 +5,7 @@ enum State { IDLE, CHASE, ATTACK, RETURN }
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var state: int = State.IDLE
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var target: Node3D = null
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var spawn_position: Vector3
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var portal: Node3D = null
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var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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@onready var health: Node = $Health
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@@ -12,6 +13,7 @@ var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _ready() -> void:
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spawn_position = global_position
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add_to_group("enemies")
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add_to_group("targetable")
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EventBus.entity_died.connect(_on_entity_died)
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func _on_entity_died(entity: Node) -> void:
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@@ -39,7 +41,7 @@ func _engage(new_target: Node3D) -> void:
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func _alert_nearby() -> void:
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var enemies := get_tree().get_nodes_in_group("enemies")
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for enemy in enemies:
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if enemy != self and is_instance_valid(enemy):
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if enemy != self and is_instance_valid(enemy) and "state" in enemy:
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if enemy.state == enemy.State.IDLE:
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var dist: float = global_position.distance_to(enemy.global_position)
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if dist <= 3.0:
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@@ -1,7 +1,9 @@
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extends Node
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const AGGRO_DECAY := 1.0
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const PORTAL_RADIUS := 10.0
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var aggro_table: Dictionary = {}
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var seconds_outside := 0.0
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@onready var enemy: CharacterBody3D = get_parent()
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@@ -10,15 +12,32 @@ func _ready() -> void:
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EventBus.entity_died.connect(_on_entity_died)
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func _process(delta: float) -> void:
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var outside_portal := false
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if enemy.portal and is_instance_valid(enemy.portal):
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var dist_to_portal: float = enemy.global_position.distance_to(enemy.portal.global_position)
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if dist_to_portal > PORTAL_RADIUS:
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outside_portal = true
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seconds_outside += delta
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else:
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seconds_outside = 0.0
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for player in aggro_table.keys():
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aggro_table[player] -= AGGRO_DECAY * delta
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var decay: float = AGGRO_DECAY * delta
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if outside_portal:
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var bonus_decay: float = aggro_table[player] * 0.01 * pow(2, seconds_outside) * delta
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decay += bonus_decay
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aggro_table[player] -= decay
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if aggro_table[player] <= 0:
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aggro_table.erase(player)
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var top_target: Node = _get_top_target()
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if top_target and top_target != enemy.target:
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enemy.target = top_target
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if enemy.state == enemy.State.IDLE or enemy.state == enemy.State.RETURN:
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enemy.state = enemy.State.CHASE
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elif not top_target and enemy.state != enemy.State.IDLE and enemy.state != enemy.State.RETURN:
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enemy.target = null
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enemy.state = enemy.State.RETURN
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func _on_damage_dealt(attacker: Node, target: Node, amount: float) -> void:
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if target != enemy:
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@@ -1,34 +0,0 @@
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extends Sprite3D
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@onready var viewport: SubViewport = $SubViewport
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@onready var health_bar: ProgressBar = $SubViewport/HealthBar
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@onready var shield_bar: ProgressBar = $SubViewport/ShieldBar
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@onready var border: ColorRect = $SubViewport/Border
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@onready var health: Node = get_parent().get_node("Health")
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@onready var shield: Node = get_parent().get_node("Shield")
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@onready var enemy: CharacterBody3D = get_parent()
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var style_normal: StyleBoxFlat
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var style_aggro: StyleBoxFlat
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func _ready() -> void:
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texture = viewport.get_texture()
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health_bar.max_value = health.max_health
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shield_bar.max_value = shield.max_shield
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border.visible = false
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style_normal = health_bar.get_theme_stylebox("fill").duplicate()
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style_aggro = style_normal.duplicate()
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style_aggro.bg_color = Color(0.2, 0.4, 0.9, 1)
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EventBus.target_changed.connect(_on_target_changed)
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func _process(_delta: float) -> void:
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health_bar.value = health.current_health
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shield_bar.value = shield.current_shield
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var player: Node = get_tree().get_first_node_in_group("player")
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if player and enemy.target == player:
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health_bar.add_theme_stylebox_override("fill", style_aggro)
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else:
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health_bar.add_theme_stylebox_override("fill", style_normal)
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func _on_target_changed(_player: Node, target: Node) -> void:
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border.visible = (target == get_parent())
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@@ -1 +0,0 @@
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uid://dwqx03nfypa7u
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@@ -1,13 +1,14 @@
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extends Node
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const SPEED := 3.0
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const LEASH_RANGE := 15.0
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const ATTACK_RANGE := 2.0
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const REGEN_FAST := 0.10
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const REGEN_SLOW := 0.01
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@onready var enemy: CharacterBody3D = get_parent()
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@onready var nav_agent: NavigationAgent3D = get_parent().get_node("NavigationAgent3D")
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func _physics_process(_delta: float) -> void:
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func _physics_process(delta: float) -> void:
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match enemy.state:
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enemy.State.IDLE:
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enemy.velocity.x = 0
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@@ -15,17 +16,12 @@ func _physics_process(_delta: float) -> void:
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enemy.State.CHASE:
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_chase()
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enemy.State.RETURN:
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_return_to_spawn()
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_return_to_spawn(delta)
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func _chase() -> void:
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if not is_instance_valid(enemy.target):
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enemy.state = enemy.State.RETURN
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return
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var dist_to_spawn := enemy.global_position.distance_to(enemy.spawn_position)
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if dist_to_spawn > LEASH_RANGE:
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enemy.state = enemy.State.RETURN
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enemy.target = null
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return
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var dist_to_target := enemy.global_position.distance_to(enemy.target.global_position)
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if dist_to_target <= ATTACK_RANGE:
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enemy.state = enemy.State.ATTACK
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@@ -37,7 +33,7 @@ func _chase() -> void:
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enemy.velocity.x = direction.x * SPEED
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enemy.velocity.z = direction.z * SPEED
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func _return_to_spawn() -> void:
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func _return_to_spawn(delta: float) -> void:
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var dist := enemy.global_position.distance_to(enemy.spawn_position)
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if dist < 1.0:
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enemy.state = enemy.State.IDLE
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@@ -50,3 +46,13 @@ func _return_to_spawn() -> void:
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direction.y = 0
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enemy.velocity.x = direction.x * SPEED
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enemy.velocity.z = direction.z * SPEED
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_regenerate(delta)
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func _regenerate(delta: float) -> void:
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var health: Node = enemy.get_node("Health")
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if health.current_health < health.max_health:
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var rate: float = REGEN_FAST if health.current_health < health.max_health else REGEN_SLOW
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if health.current_health >= health.max_health * 0.99:
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rate = REGEN_SLOW
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health.current_health = min(health.current_health + health.max_health * rate * delta, health.max_health)
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EventBus.health_changed.emit(enemy, health.current_health, health.max_health)
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