Files
mmo/enemy/enemy_movement.gd
Marek Lenczewski 47f4fe3d90 update
2026-04-02 16:02:24 +02:00

63 lines
2.0 KiB
GDScript

extends Node
const SPEED := 3.0
const ATTACK_RANGE := 2.0
const REGEN_FAST := 0.10
const REGEN_SLOW := 0.01
@onready var enemy: CharacterBody3D = get_parent()
@onready var nav_agent: NavigationAgent3D = get_parent().get_node("NavigationAgent3D")
func _physics_process(delta: float) -> void:
match enemy.state:
enemy.State.IDLE:
enemy.velocity.x = 0
enemy.velocity.z = 0
enemy.State.CHASE:
_chase()
enemy.State.RETURN:
_return_to_spawn(delta)
func _chase() -> void:
if not is_instance_valid(enemy.target):
enemy.state = enemy.State.RETURN
return
var dist_to_target := enemy.global_position.distance_to(enemy.target.global_position)
if dist_to_target <= ATTACK_RANGE:
enemy.state = enemy.State.ATTACK
return
nav_agent.target_position = enemy.target.global_position
var next_pos := nav_agent.get_next_path_position()
var direction := (next_pos - enemy.global_position).normalized()
direction.y = 0
enemy.velocity.x = direction.x * SPEED
enemy.velocity.z = direction.z * SPEED
func _return_to_spawn(delta: float) -> void:
var dist := enemy.global_position.distance_to(enemy.spawn_position)
if dist < 1.0:
enemy.state = enemy.State.IDLE
enemy.velocity.x = 0
enemy.velocity.z = 0
return
nav_agent.target_position = enemy.spawn_position
var next_pos := nav_agent.get_next_path_position()
var direction := (next_pos - enemy.global_position).normalized()
direction.y = 0
enemy.velocity.x = direction.x * SPEED
enemy.velocity.z = direction.z * SPEED
_regenerate(delta)
func _regenerate(delta: float) -> void:
var health: float = Stats.get_stat(enemy, "health")
var max_health: float = Stats.get_stat(enemy, "max_health")
if health == null or max_health == null:
return
if health < max_health:
var rate: float = REGEN_FAST
if health >= max_health * 0.99:
rate = REGEN_SLOW
health = min(health + max_health * rate * delta, max_health)
Stats.set_stat(enemy, "health", health)
EventBus.health_changed.emit(enemy, health, max_health)