ft: prey collision
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38
evolve-die-repeat/shared/npc/npc2D.gd
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38
evolve-die-repeat/shared/npc/npc2D.gd
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extends CharacterBody2D
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class_name NPC2D
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@export var maxHealth: int = 0
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var health: int = maxHealth
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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spawn()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func spawn() -> void:
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pass
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func take_damage(dmg: int) -> void:
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self.health -= dmg;
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if self.health < 0:
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self.die()
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# I think the move per npc is to model concrete behaviours in functions.
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# How the npc acts can be determined elsewhere, these functions just implement the behvaiour
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func flee(direction: Vector3) -> void:
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push_error("Function flee() not implemented.")
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# Im envisioning we feed on "sustenance (to be classed)" only; when something dies it should spawn some sustenance
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func feed(source ) -> void:
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push_error("Function feed() not implemented.")
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func die() -> void:
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queue_free()
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# TODO: should associate this class with a loot table (or equivalent), and can then implement logic for dying in parent class here.
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func move(destination: Vector3) -> void:
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push_error("Function move() not implemented.")
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