Files
mmo/scripts/enemy/enemy.gd
Marek Le 80a65fa555 update
2026-03-29 22:58:23 +02:00

59 lines
1.6 KiB
GDScript

extends CharacterBody3D
enum State { IDLE, CHASE, ATTACK, RETURN }
var state: int = State.IDLE
var target: Node3D = null
var spawn_position: Vector3
var portal: Node3D = null
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
@onready var health: Node = $Health
func _ready() -> void:
spawn_position = global_position
add_to_group("enemies")
add_to_group("targetable")
EventBus.entity_died.connect(_on_entity_died)
func _on_entity_died(entity: Node) -> void:
if entity == self:
queue_free()
elif entity == target:
target = null
state = State.RETURN
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity.y -= gravity * delta
move_and_slide()
func _engage(new_target: Node3D) -> void:
if state == State.CHASE or state == State.ATTACK:
return
target = new_target
state = State.CHASE
var aggro: Node = get_node_or_null("EnemyAggro")
if aggro:
aggro.add_aggro(new_target, 1.0)
_alert_nearby()
func _alert_nearby() -> void:
var enemies := get_tree().get_nodes_in_group("enemies")
for enemy in enemies:
if enemy != self and is_instance_valid(enemy) and "state" in enemy:
if enemy.state == enemy.State.IDLE:
var dist: float = global_position.distance_to(enemy.global_position)
if dist <= 3.0:
enemy._engage(target)
func _on_detection_area_body_entered(body: Node3D) -> void:
if body is CharacterBody3D and body.name == "Player":
_engage(body)
EventBus.enemy_engaged.emit(self, body)
func _on_detection_area_body_exited(body: Node3D) -> void:
if body == target and state == State.CHASE:
state = State.RETURN
target = null