78 lines
2.2 KiB
GDScript
78 lines
2.2 KiB
GDScript
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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@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 = 40
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@export var sight_range = 200
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func _ready() -> void:
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health = maxHealth
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play_sprite(idle_sprite)
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if starting_pos:
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collision.set_position(starting_pos)
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func move(motion: Vector3, mod: float = 1.0) -> void:
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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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return
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attack(target)
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func attack(target: Node) -> void:
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can_attack = false
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var hit_hittable = false
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if target.is_in_group("prey") or target.is_in_group("player"):
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if target.has_method("handle_damage"):
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target.handle_damage(damage, self.collision)
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hit_hittable = true
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if hit_hittable:
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attack_cooldown_timer.start()
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func handle_damage(dmg: int, src: Node) -> void:
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health = max(0, health-dmg)
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if health == 0:
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die()
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if health < maxHealth/2:
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become_injured()
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fsm.transition_to_next_state(fsm.States.FLEEING, {"threat": src})
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elif health < maxHealth:
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become_injured()
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fsm.transition_to_next_state(fsm.States.HUNTING, {"target": src})
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func die() -> void:
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super.die()
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func become_injured() -> void:
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idle_sprite = "Hurt"
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play_sprite(idle_sprite)
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func _on_sight_body_entered(body: Node2D) -> void:
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if fsm.map(fsm.state) != fsm.States.HUNTING and 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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func _on_attack_cooldown_timer_timeout() -> void:
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can_attack = true
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func _on_collision_input_event(viewport: Node, event: InputEvent, shape_idx: int) -> void:
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if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
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if player:
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player.target = self.collision
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