conforms file names to consistant standard

This commit is contained in:
2026-02-21 04:24:04 +11:00
parent 6b67dd9755
commit 5a4ad8633a
1991 changed files with 3836 additions and 7976 deletions

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class_name BeeliningController
extends EnemyMovement
var goal: Node3D
var direction: Vector3
func _ready() -> void:
super._ready()
if goal:
distance_remaining = character.global_position.distance_to(goal.global_position)
direction = character.global_position.direction_to(goal.global_position)
func _physics_process(delta: float) -> void:
if !direction:
return
var distance_travelled: float = (character.stats.movement_speed * clampf(character.movement_speed_penalty, 0.0, 1.0)) * delta
distance_remaining -= distance_travelled
character.global_position = character.global_position + (direction * distance_travelled)

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uid://d147vuqksqhis

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class_name EnemyMovement
extends Node
@export var character: EnemyController
var distance_remaining: float = 0.0
var speed: float = 0.0
func _ready() -> void:
var variance: float = NoiseRandom.randf_in_range(character.name.to_int(), -1.0, 1.0)
var variance_max: float = 0.03 # Enemy speed can vary by 3% from their base speed
speed = character.stats.movement_speed + (variance * variance_max)

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uid://cy0htr7710hnn

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class_name LeapingController
extends PathingController
@export var eastl: Label
@export var westl: Label
@export var northl: Label
@export var southl: Label
@export var easts: Sprite3D
@export var wests: Sprite3D
@export var norths: Sprite3D
@export var souths: Sprite3D
@export var box: CSGBox3D
@export var tol: Label
@export var jump_distance: float = 4.0
var tolerance: float = 50.0
var jumping: bool = false
func _process(_delta: float) -> void:
tolerance = remap(character.health.current_health, character.health.max_health * 0.20, character.health.max_health, 10, 50)
tolerance = maxf(tolerance, 10)
func _physics_process(delta: float) -> void:
if !next_node or jumping:
return
walk(delta)
consider_leap(Vector3.FORWARD)
consider_leap(Vector3.LEFT)
consider_leap(Vector3.BACK)
consider_leap(Vector3.RIGHT)
#var closest_point: int = astar.astar.get_closest_point(character.global_position, false)
#box.global_position = astar.astar.get_point_position(closest_point)
#var east: int = astar.get_east_point(closest_point)
#var west: int = astar.get_west_point(closest_point)
#var north: int = astar.get_north_point(closest_point)
#var south: int = astar.get_south_point(closest_point)
#if east >= 0 and astar.astar.is_point_disabled(east):
#eastl.text = "fuck no"
#else:
#eastl.text = "yeah"
#if west >= 0 and astar.astar.is_point_disabled(west):
#westl.text = "fuck no"
#else:
#westl.text = "yeah"
#if north >= 0 and astar.astar.is_point_disabled(north):
#northl.text = "fuck no"
#else:
#northl.text = "yeah"
#if south >= 0 and astar.astar.is_point_disabled(south):
#southl.text = "fuck no"
#else:
#southl.text = "yeah"
#norths.global_position = character.global_position + Vector3(-1.0, 1.0, 0.0)
#souths.global_position = character.global_position + Vector3(1.0, 1.0, 0.0)
#easts.global_position = character.global_position + Vector3(0.0, 1.0, -1.0)
#wests.global_position = character.global_position + Vector3(0.0, 1.0, 1.0)
#if east >= 0:
#if astar.astar.is_point_disabled(east):
#var further_point: int = astar.get_east_point(east)
#if further_point >= 0 and !astar.astar.is_point_disabled(further_point):
#var expected_offset: float = path.get_closest_offset(character.global_position + Vector3(0.0, 0.0, -4.0))
#var current_offset: float = path.get_closest_offset(character.global_position)
#var gain: float = expected_offset - current_offset
#if gain >= tolerance:
#distance_remaining -= gain
##path_progress += gain
#leap(Vector3(0.0, 0.0, -4.0))
#eastl.text = str(gain)
##easts.visible = true
#else:
#eastl.text = "cant"
#else:
#eastl.text = "clear"
#else:
#eastl.text = "invalid"
#if west >= 0:
#if astar.astar.is_point_disabled(west):
#var further_point: int = astar.get_west_point(west)
#if further_point >= 0 and !astar.astar.is_point_disabled(further_point):
#var expected_offset: float = path.get_closest_offset(character.global_position + Vector3(0.0, 0.0, 4.0))
#var current_offset: float = path.get_closest_offset(character.global_position)
#var gain: float = expected_offset - current_offset
#if gain >= tolerance:
#distance_remaining -= gain
##path_progress += gain
#leap(Vector3(0.0, 0.0, 4.0))
#westl.text = str(gain)
##wests.visible = true
#else:
#westl.text = "cant"
#else:
#westl.text = "clear"
#else:
#westl.text = "invalid"
#if north >= 0:
#if astar.astar.is_point_disabled(north):
#var further_point: int = astar.get_north_point(north)
#if further_point >= 0 and !astar.astar.is_point_disabled(further_point):
#var expected_offset: float = path.get_closest_offset(character.global_position + Vector3(-4.0, 0.0, 0.0))
#var current_offset: float = path.get_closest_offset(character.global_position)
#var gain: float = expected_offset - current_offset
#if gain >= tolerance:
#distance_remaining -= gain
##path_progress += gain
#leap(Vector3(-4.0, 0.0, 0.0))
#northl.text = str(gain)
##norths.visible = true
#else:
#northl.text = "cant"
#else:
#northl.text = "clear"
#else:
#northl.text = "invalid"
#if south >= 0:
#if astar.astar.is_point_disabled(south):
#var further_point: int = astar.get_south_point(south)
#if further_point >= 0 and !astar.astar.is_point_disabled(further_point):
#var expected_offset: float = path.get_closest_offset(character.global_position + Vector3(4.0, 0.0, 0.0))
#var current_offset: float = path.get_closest_offset(character.global_position)
#var gain: float = expected_offset - current_offset
#if gain >= tolerance:
#distance_remaining -= gain
##path_progress += gain
#leap(Vector3(4.0, 0.0, 0.0))
#southl.text = str(gain)
##souths.visible = true
#else:
#southl.text = "cant"
#else:
#southl.text = "clear"
#else:
#southl.text = "invalid"
func consider_leap(direction: Vector3) -> void:
var node: FlowNodeData = check_jump(character.global_position + (direction * jump_distance))
if node:
var expected_distance_remaining: float = calculate_distance_to_goal(node)
expected_distance_remaining += (character.global_position + (direction * jump_distance)).distance_to(node.global_position)
var gain: float = distance_remaining - expected_distance_remaining
if gain >= tolerance:
distance_remaining -= gain
leap(direction * jump_distance)
next_node = node
func finish_jump() -> void:
jumping = false
func check_jump(destination: Vector3) -> FlowNodeData:
var closest_point: FlowNodeData = flow_field.get_closest_point(destination, true, false)
if !closest_point.best_path or closest_point.global_position.distance_to(destination) > 1.2:
return null
return closest_point.best_path
func leap(to_point: Vector3) -> void:
jumping = true
var tween: Tween = create_tween()
tween.tween_property(character, "global_position", character.global_position + (to_point / 2.0) + Vector3.UP, 0.3)
tween.tween_property(character, "global_position", character.global_position + to_point, 0.3)
tween.tween_callback(finish_jump)

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uid://dqluvn05min37

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class_name PathingController
extends EnemyMovement
var random_points_generated: int
var flow_field: FlowField
var next_node: FlowNodeData :
get():
return next_node
set(value):
next_node = value
if next_node == null:
return
var found_point: bool = false
while !found_point:
random_points_generated += 1
var sample: int = random_points_generated + character.name.to_int()
var r: float = 1.0 * sqrt(NoiseRandom.randf_in_range(sample, 0.0, 1.0))
var theta: float = NoiseRandom.randf_in_range(sample * 4, 0.0, 1.0) * 2.0 * PI
var x: float = r * cos(theta)
var y: float = r * sin(theta)
if Vector3(next_node.position.x + x, next_node.position.y, next_node.position.z + y).distance_to(next_node.position) <= 1.0:
found_point = true
next_pos = Vector3(next_node.position.x + x, next_node.position.y, next_node.position.z + y)
var next_pos: Vector3
func _ready() -> void:
super._ready()
if flow_field:
next_node = flow_field.get_closest_point(character.global_position, true, false)
#We skip one node so the "start" nodes placed near
#spawners are just usefull for "catching" enemies that are looking
#for a way into the pathfinding graph
next_node = next_node.best_path
distance_remaining += calculate_distance_to_goal(next_node)
func calculate_distance_to_goal(node: FlowNodeData) -> float:
var distance: float = 0.0
distance += character.global_position.distance_to(node.position)
if node.best_path:
var then_next_node: FlowNodeData = node.best_path
distance += node.position.distance_to(then_next_node.position)
while then_next_node.best_path:
distance += then_next_node.position.distance_to(then_next_node.best_path.position)
then_next_node = then_next_node.best_path
return distance
func walk(delta: float) -> void:
var distance_travelled: float = (speed * clampf(speed, 0.0, 1.0)) * delta
distance_remaining -= distance_travelled
character.global_position = character.global_position.move_toward(next_pos, distance_travelled)
var distance_to_next_pos: float = character.global_position.distance_to(next_pos)
if distance_to_next_pos <= 0.05:
next_node = next_node.best_path
else:
character.look_at(next_pos)
func _physics_process(delta: float) -> void:
#if !path:
# return
if !next_node:
return
walk(delta)
#path_progress += distance_travelled
#var sample: Transform3D = path.sample_baked_with_rotation(path_progress, true)
#character.global_position = sample.origin
#character.look_at(character.global_position + -sample.basis.z)
#var closest_point: Vector3 = path.get_closest_point(character.global_position)

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uid://b62xnsbki8axa