update
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91
systems/ai_system.gd
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91
systems/ai_system.gd
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extends Node
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enum State { IDLE, CHASE, ATTACK, RETURN }
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func _physics_process(delta: float) -> void:
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_process_group(delta, EnemyData)
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_process_group(delta, BossData)
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func _process_group(delta: float, data_source: Node) -> void:
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for entity in data_source.entities:
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if not is_instance_valid(entity) or not data_source.is_alive(entity):
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continue
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var data: Dictionary = data_source.entities[entity]
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var state: int = data["state"]
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match state:
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State.IDLE:
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entity.velocity.x = 0
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entity.velocity.z = 0
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State.CHASE:
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_chase(entity, data, data_source)
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State.ATTACK:
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_attack(entity, data, data_source, delta)
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State.RETURN:
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_return_to_spawn(entity, data, data_source, delta)
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func _chase(entity: Node, data: Dictionary, data_source: Node) -> void:
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if not is_instance_valid(data["target"]):
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data["state"] = State.RETURN
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return
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var base: EnemyStats = data_source.get_base(entity)
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var attack_range: float = base.attack_range
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var dist: float = entity.global_position.distance_to(data["target"].global_position)
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if dist <= attack_range:
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data["state"] = State.ATTACK
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return
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var nav_agent: NavigationAgent3D = entity.get_node_or_null("NavigationAgent3D")
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if not nav_agent:
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return
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nav_agent.target_position = data["target"].global_position
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var next_pos := nav_agent.get_next_path_position()
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var direction: Vector3 = (next_pos - entity.global_position).normalized()
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direction.y = 0
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entity.velocity.x = direction.x * base.speed
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entity.velocity.z = direction.z * base.speed
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func _attack(entity: Node, data: Dictionary, data_source: Node, delta: float) -> void:
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data["attack_timer"] -= delta
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if not is_instance_valid(data["target"]):
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data["state"] = State.RETURN
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return
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var base: EnemyStats = data_source.get_base(entity)
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var dist: float = entity.global_position.distance_to(data["target"].global_position)
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if dist > base.attack_range:
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data["state"] = State.CHASE
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return
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if data["attack_timer"] <= 0:
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data["attack_timer"] = base.attack_cooldown
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EventBus.damage_requested.emit(entity, data["target"], base.attack_damage)
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entity.velocity.x = 0
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entity.velocity.z = 0
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func _return_to_spawn(entity: Node, data: Dictionary, data_source: Node, delta: float) -> void:
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var spawn_pos: Vector3 = data["spawn_position"]
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var dist: float = entity.global_position.distance_to(spawn_pos)
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if dist < 1.0:
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data["state"] = State.IDLE
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entity.velocity.x = 0
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entity.velocity.z = 0
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return
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var base: EnemyStats = data_source.get_base(entity)
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var nav_agent: NavigationAgent3D = entity.get_node_or_null("NavigationAgent3D")
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if not nav_agent:
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return
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nav_agent.target_position = spawn_pos
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var next_pos := nav_agent.get_next_path_position()
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var direction: Vector3 = (next_pos - entity.global_position).normalized()
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direction.y = 0
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entity.velocity.x = direction.x * base.speed
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entity.velocity.z = direction.z * base.speed
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_regenerate(entity, data, data_source, delta)
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func _regenerate(entity: Node, data: Dictionary, data_source: Node, delta: float) -> void:
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var health: float = data["health"]
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var max_health: float = data["max_health"]
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if health < max_health:
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var base: EnemyStats = data_source.get_base(entity)
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var rate: float = base.regen_fast
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if health >= max_health * 0.99:
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rate = base.regen_slow
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health = min(health + max_health * rate * delta, max_health)
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data_source.set_health(entity, health)
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