update
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@@ -2,56 +2,35 @@ extends CharacterBody3D
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enum State { IDLE, CHASE, ATTACK, RETURN }
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@export var stats: BaseStats
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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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func _ready() -> void:
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spawn_position = global_position
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add_to_group("enemies")
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Stats.register(self, stats)
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EventBus.entity_died.connect(_on_entity_died)
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func _exit_tree() -> void:
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Stats.deregister(self)
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func _on_entity_died(entity: Node) -> void:
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if entity == self:
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queue_free()
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elif entity == target:
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target = null
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state = State.RETURN
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func _physics_process(delta: float) -> void:
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if not is_on_floor():
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velocity.y -= gravity * delta
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move_and_slide()
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func _engage(new_target: Node3D) -> void:
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if state == State.CHASE or state == State.ATTACK:
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return
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target = new_target
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state = State.CHASE
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var aggro: Node = get_node_or_null("EnemyAggro")
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if aggro:
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aggro.add_aggro(new_target, 1.0)
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_alert_nearby()
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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) 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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enemy._engage(target)
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func _on_detection_area_body_entered(body: Node3D) -> void:
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if body is CharacterBody3D and body.name == "Player":
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_engage(body)
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EventBus.enemy_engaged.emit(self, body)
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EventBus.enemy_detected.emit(self, body)
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func _on_detection_area_body_exited(body: Node3D) -> void:
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if body == target and state == State.CHASE:
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state = State.RETURN
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target = null
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func _on_detection_area_body_exited(_body: Node3D) -> void:
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pass
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