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notSpore/evolve-die-repeat/molecular/predator/hammerhead_predator.gd

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GDScript

extends AbstractPredator
# FIXME: (general) tracking across wrapping boundary
var starting_pos
var can_attack: bool = true
@onready var fsm: StateMachine = $StateMachine
@onready var attack_cooldown_timer: Timer = $AttackCooldownTimer
@onready var wrapper: WrappingManager = $WrappingManager
@onready var collision: CharacterBody2D = $Collision
@onready var sprite = $Collision/Sprite
@export var damage: int = 15
@export var attack_range = 40
@export var sight_range = 200
func _ready() -> void:
health = maxHealth
play_sprite(idle_sprite)
if starting_pos:
collision.set_position(starting_pos)
func move(motion: Vector3, mod: float = 1.0) -> void:
collision.move(motion, mod)
func set_position(pos: Vector2) -> void:
if collision:
collision.set_position(pos)
else:
starting_pos = pos
func try_attack(target: Node) -> void:
if not can_attack:
return
attack(target)
func attack(target: Node) -> void:
can_attack = false
var hit_hittable = false
if target.is_in_group("prey") or target.is_in_group("player"):
if target.has_method("handle_damage"):
target.handle_damage(damage, self.collision)
hit_hittable = true
if hit_hittable:
attack_cooldown_timer.start()
func handle_damage(dmg: int, src: Node) -> void:
health = max(0, health-dmg)
if health == 0:
die()
if health < maxHealth/2:
become_injured()
fsm.transition_to_next_state(fsm.States.FLEEING, {"threat": src})
elif health < maxHealth:
become_injured()
fsm.transition_to_next_state(fsm.States.HUNTING, {"target": src})
func die() -> void:
super.die()
func become_injured() -> void:
idle_sprite = "Hurt"
play_sprite(idle_sprite)
func _on_sight_body_entered(body: Node2D) -> void:
if fsm.map(fsm.state) != fsm.States.HUNTING and body.is_in_group("prey") or (health < maxHealth and body.is_in_group("player")):
fsm.transition_to_next_state(fsm.States.HUNTING, {"target": body})
func _on_attack_cooldown_timer_timeout() -> void:
can_attack = true