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75 lines
1.7 KiB
GDScript
75 lines
1.7 KiB
GDScript
extends Node3D
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class_name AI
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@onready var character: Character = (get_owner() as Character)
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@onready var status: Status = (%Status as Status)
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var ai: BeehaveTree
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var is_init: bool = false
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var has_ai: bool = false
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func _process(delta) -> void:
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if not is_init:
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init()
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else:
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process(delta)
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func init() -> void:
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if not status.cfg:
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return
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is_init = true
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var ai_scene: PackedScene = status.cfg.get_ai()
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if not ai_scene:
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return
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ai = ai_scene.instantiate() as BeehaveTree
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ai.tick_rate = 20
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add_child(ai)
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has_ai = true
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on_init()
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func process(delta) -> void:
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if has_ai and status.ai_is_alert:
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on_process(delta)
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else:
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if status.cfg.ai:
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stroll()
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var player: Character = Global.character_mgr.get_player()
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var dir: Vector2 = player.pos2D() - character.pos2D()
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var dist: float = dir.length()
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var can_see: bool = character.get_face_dir().angle_to(dir) < PI/2
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var alert_range: float = status.cfg.ai.alert_range if can_see else status.cfg.ai.alert_range_back
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var alert_speed: float = status.cfg.ai.alert_speed if can_see else status.cfg.ai.alert_speed_back
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if dist < alert_range:
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status.ai_alert += alert_speed * delta
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status.emit_status("ai_alert")
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if status.ai_alert >= status.ai_alert_max:
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status.ai_is_alert = true
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status.ai_alert = 0
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status.emit_status("ai_is_alert")
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status.emit_status("ai_alert")
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else:
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status.ai_alert -= status.cfg.ai.alert_recover * delta
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if status.ai_alert < 0:
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status.ai_alert = 0
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status.emit_status("ai_alert")
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else:
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status.ai_is_alert = true
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status.emit_status("ai_is_alert")
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func stroll() -> void:
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#todo 闲逛
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character.move_stop()
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pass
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func on_init() -> void:
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pass
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func on_process(delta):
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pass
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