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138 lines (111 loc) · 3.35 KB
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Elemental.gd
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138 lines (111 loc) · 3.35 KB
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extends KinematicBody
signal im_dead(deadObject)
const WEAPON_COOLDOWN_TIME = 0.7
var minRand
var maxRand
var groupSeed
var weapon_cooldown = 0
var passiveTarget
var enemyList = []
var state
var strength = 10
var speed = 3
var hp = 100
var attackRange = 10
var player = null
var proximitySphere
enum elementalState{
passive,
aggressive
}
func init(mapTopLeftCorner, mapBottomRightCorner, assignedSeed):
minRand = Vector2(mapTopLeftCorner.x, mapTopLeftCorner.y)
maxRand = Vector2(mapBottomRightCorner.x, mapBottomRightCorner.y)
groupSeed = assignedSeed
func _ready():
state = elementalState.passive
proximitySphere = preload("res://ElementalProximitySphere.tscn").instance()
proximitySphere.connect("body_entered", self, "handleProximityAlert")
proximitySphere.connect("body_exited", self, "unregisterElemental")
add_child(proximitySphere)
set_process(true)
setRandomPassiveTarget()
func setRandomPassiveTarget():
var posX
var posZ
groupSeed = rand_seed(groupSeed)[1]
posX = (groupSeed % int(maxRand.x - minRand.x)) + minRand.x
groupSeed = rand_seed(groupSeed)[1]
posZ = (groupSeed % int(maxRand.y - minRand.y)) + minRand.y
passiveTarget = Vector3(posX, self.translation.y, posZ)
for body in proximitySphere.get_overlapping_bodies():
handleProximityAlert(body)
func isHostileTowards(node):
pass
func my_group_name():
pass
func my_element_name():
pass
func _process(delta):
walkToTarget(delta)
if(state == elementalState.aggressive):
attackTarget(delta)
if weapon_cooldown > 0:
weapon_cooldown -= delta
func walkToTarget(delta):
var direction
if(state == elementalState.passive):
if(player):
direction = player.translation - translation
else:
direction = passiveTarget - translation
if(state == elementalState.aggressive):
direction = enemyList[0].translation - translation
if(direction.length() > attackRange/4):
move_and_collide(direction.normalized() * speed * delta)
else:
if(state == elementalState.passive):
setRandomPassiveTarget()
func attackTarget(delta):
if weapon_cooldown <= 0:
var projectile = preload("res://Projectile.tscn").instance()
projectile.shoot_at(translation + Vector3(0, 1, 0),
enemyList[0].translation + Vector3(0, 1, 0),
my_group_name())
get_parent().add_child(projectile)
weapon_cooldown = WEAPON_COOLDOWN_TIME
func takeDamage(dmg):
hp = hp - dmg
if(hp <= 0):
die()
func die():
emit_signal("im_dead", self)
queue_free()
func handleProximityAlert(intruder):
if(intruder.is_in_group("player")):
player = intruder
player.connect("turned_side", self, "playerChangedSide")
if(isHostileTowards(intruder) and not intruder.is_in_group("BigBoss")):
intruder.connect("im_dead", self, "unregisterElemental")
enemyList.append(intruder)
if(state == elementalState.passive):
state = elementalState.aggressive
func removeFromEnemies(elemental):
var index = enemyList.find(elemental)
if(index < 0):
return
enemyList.remove(index)
if(enemyList.empty()):
state = elementalState.passive
func unregisterElemental(elemental):
if(elemental.is_in_group("player")):
elemental.disconnect("turned_side", self, "playerChangedSide")
player = null
removeFromEnemies(elemental)
func playerChangedSide():
if(isHostileTowards(player)):
enemyList.push_front(player)
if(state == elementalState.passive):
state = elementalState.aggressive
else:
removeFromEnemies(player)