ft (wip): hammerhead predator
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38
evolve-die-repeat/molecular/predator/hammerhead_predator.gd
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38
evolve-die-repeat/molecular/predator/hammerhead_predator.gd
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extends AbstractPredator2D
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# TODO: attacking logic + behaviour
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# TODO: movement is buged (seems to not move/teleport somewhat
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# TODO: mirroring (thought, extracct that to general function/resource?
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@onready var sprite = $AnimatedSprite2D
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@onready var fsm = $StateMachine
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@export var speed = 0.8
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var desired_rotation: float = self.rotation
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func _ready() -> void:
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health = maxHealth
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sprite.play("Healthy")
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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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# smoothly rotate
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if self.rotation != self.desired_rotation:
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self.rotation = lerp_angle(self.rotation, self.desired_rotation, clampf(4 * delta, 0, 1))
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func _physics_process(delta: float) -> void:
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pass
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# FIXME: (also goes for prey) this is framerate dependent
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func move(motion: Vector3, mod: float = 1.0) -> void:
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move_and_collide(Vector2(motion.x, motion.y).normalized() * self.speed * mod) # Moves along the given vector
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self.desired_rotation = atan2(motion.y, motion.x)
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# Apply boundary to new position
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position = GameManager.get_boundaried_position(position)
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func _on_sight_body_entered(body: Node2D) -> void:
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if body.is_in_group("prey") or (health < maxHealth and body.is_in_group("player")):
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fsm.transition_to_next_state(fsm.States.HUNTING, {"target": body})
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