ft: wrapping manager overhaul
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@@ -1,40 +1,33 @@
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extends AbstractPredator2D
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extends AbstractPredator
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# FIXME: (general) tracking across wrapping boundary
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var starting_pos
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var can_attack: bool = true
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var desired_rotation: float = self.rotation
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@onready var sprite = $AnimatedSprite2D
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@onready var fsm: StateMachine = $StateMachine
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@onready var attack_cooldown_timer: Timer = $AttackCooldownTimer
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@onready var wrapper: WrappingManager = $WrappingManager
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@onready var collision: CharacterBody2D = $Collision
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@onready var sprite = $"Collision/Sprite"
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@export var damage: int = 15
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@export var attack_range = 20
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@export var attack_range = 40
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@export var sight_range = 200
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@export var speed = 0.8
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func _ready() -> void:
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health = maxHealth
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sprite.play("Healthy")
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if starting_pos:
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collision.set_position(starting_pos)
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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 UNLESS called from a _physics function.
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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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collision.move(motion, mod)
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func set_position(pos: Vector2) -> void:
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if collision:
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collision.set_position(pos)
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else:
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starting_pos = pos
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func try_attack(target: Node) -> void:
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if not can_attack:
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