trenches/src/enemy.cpp

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#include "enemy.hpp"
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#include "utils/godot_macros.hpp"
#include <godot_cpp/classes/physics_direct_space_state3d.hpp>
#include <godot_cpp/classes/physics_ray_query_parameters3d.hpp>
#include <godot_cpp/classes/timer.hpp>
#include <godot_cpp/classes/world3d.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
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void Enemy::_bind_methods() {
#define CLASSNAME Enemy
GDFUNCTION_ARGS(notice_player, "player");
GDPROPERTY(update_interval, gd::Variant::FLOAT);
}
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void Enemy::_ready() {
this->anim_tree = this->get_node<PlayerAnimTree>("CharacterModel/AnimationTree");
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this->agent = this->get_node<gd::NavigationAgent3D>("%NavigationAgent3D");
gd::Timer *timer{memnew(gd::Timer)};
this->add_child(timer);
timer->start(this->update_interval);
timer->connect("timeout", callable_mp(this, &Enemy::update));
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this->target_rotation = this->get_rotation().y;
}
void Enemy::_process(double delta) {
float const angle_left{this->target_rotation - this->get_rotation().y};
float const step(gd::Math::sign(angle_left) * delta * this->TURN_SPEED);
if(gd::Math::abs(angle_left) <= gd::Math::abs(step)) {
this->rotate_y(angle_left);
this->at_target_angle = true;
} else {
this->rotate_y(step);
this->at_target_angle = false;
}
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}
void Enemy::update() {
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if(this->can_see_player)
this->last_known_player_position = this->player->get_global_position();
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if(this->current_action_fn != nullptr)
this->current_action_fn = (ActionFn)(this->*current_action_fn)();
}
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Enemy::ActionFn Enemy::wait_line_of_sight() {
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if(this->can_see_player)
return (ActionFn)&Enemy::take_aim;
else
return (ActionFn)&Enemy::wait_line_of_sight;
}
Enemy::ActionFn Enemy::take_aim() {
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this->target_rotation = this->get_global_basis().get_column(2).signed_angle_to(this->last_known_player_position - this->get_global_position(), {0.f, 1.f, 0.f});
this->target_rotation -= gd::Math::sign(this->target_rotation) * this->MISS_ANGLE;
this->target_rotation += this->get_global_rotation().y;
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this->anim_tree->set_aim_weapon(true);
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if(this->anim_tree->get_current_state().begins_with("Aim") && this->at_target_angle)
return (ActionFn)&Enemy::fire;
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else
return(ActionFn)&Enemy::take_aim;
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}
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Enemy::ActionFn Enemy::fire() {
this->anim_tree->set_fire_weapon();
this->missed_shots = (this->missed_shots + 1) % (this->SHOTS_BEFORE_HIT + 1);
return (ActionFn)&Enemy::wait_end_of_shot;
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}
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Enemy::ActionFn Enemy::wait_end_of_shot() {
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float const target_diff{this->get_global_basis().get_column(2).signed_angle_to(this->last_known_player_position - this->get_global_position(), {0.f, 1.f, 0.f})};
this->target_rotation = this->get_global_rotation().y + target_diff;
if(this->missed_shots < this->SHOTS_BEFORE_HIT)
this->target_rotation -= gd::Math::sign(target_diff) * this->MISS_ANGLE;
else if(this->missed_shots >= this->SHOTS_BEFORE_HIT)
this->target_rotation -= gd::Math::sign(target_diff) * this->HIT_ANGLE;
if(this->at_target_angle && !this->anim_tree->get_current_state().begins_with("Fire") && !this->anim_tree->get_fire_weapon())
return (ActionFn)&Enemy::fire;
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else
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return (ActionFn)&Enemy::wait_end_of_shot;
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}
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void Enemy::_physics_process(double delta [[maybe_unused]]) {
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this->update_can_see_player();
gd::Basis const basis{this->get_global_basis()};
gd::Vector3 const motion{this->anim_tree->get_root_motion_position()};
this->set_velocity({
basis.get_column(0) * motion.x +
basis.get_column(1) * motion.y +
basis.get_column(2) * motion.z
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});\
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this->move_and_slide();
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}
void Enemy::damage() {
this->anim_tree->death_animation();
this->set_collision_mask(0x0);
this->set_collision_layer(0x0);
}
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void Enemy::notice_player(Player *player) {
this->player = player;
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this->current_action_fn = (ActionFn)&Enemy::wait_line_of_sight;
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}
void Enemy::update_can_see_player() {
if(this->player == nullptr)
return;
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gd::Vector3 const origin{this->get_global_position() + gd::Vector3{0.f, 1.8f, 0.f}};
gd::Vector3 const target{this->player->get_global_position() + gd::Vector3{0.f, 1.8f, 0.f}};
float const dot{(target - origin).normalized().dot(this->get_global_basis().get_column(2))};
if(dot <= 0.2f && target.distance_to(origin) > 4.f) {
this->can_see_player = false;
} else {
gd::PhysicsDirectSpaceState3D *space{this->get_world_3d()->get_direct_space_state()};
gd::Ref<gd::PhysicsRayQueryParameters3D> query{gd::PhysicsRayQueryParameters3D::create(origin, target)};
gd::Dictionary dict{space->intersect_ray(query)};
this->can_see_player = (dict.is_empty() || gd::Object::cast_to<Node>(dict["collider"]) == this->player);
}
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}
void Enemy::set_update_interval(float time) {
this->update_interval = time;
}
float Enemy::get_update_interval() const {
return this->update_interval;
}