conforms file names to consistant standard
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71
scripts/enemy_ai/pathing_controller.gd
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71
scripts/enemy_ai/pathing_controller.gd
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@@ -0,0 +1,71 @@
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class_name PathingController
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extends EnemyMovement
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var random_points_generated: int
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var flow_field: FlowField
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var next_node: FlowNodeData :
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get():
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return next_node
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set(value):
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next_node = value
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if next_node == null:
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return
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var found_point: bool = false
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while !found_point:
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random_points_generated += 1
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var sample: int = random_points_generated + character.name.to_int()
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var r: float = 1.0 * sqrt(NoiseRandom.randf_in_range(sample, 0.0, 1.0))
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var theta: float = NoiseRandom.randf_in_range(sample * 4, 0.0, 1.0) * 2.0 * PI
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var x: float = r * cos(theta)
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var y: float = r * sin(theta)
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if Vector3(next_node.position.x + x, next_node.position.y, next_node.position.z + y).distance_to(next_node.position) <= 1.0:
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found_point = true
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next_pos = Vector3(next_node.position.x + x, next_node.position.y, next_node.position.z + y)
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var next_pos: Vector3
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func _ready() -> void:
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super._ready()
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if flow_field:
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next_node = flow_field.get_closest_point(character.global_position, true, false)
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#We skip one node so the "start" nodes placed near
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#spawners are just usefull for "catching" enemies that are looking
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#for a way into the pathfinding graph
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next_node = next_node.best_path
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distance_remaining += calculate_distance_to_goal(next_node)
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func calculate_distance_to_goal(node: FlowNodeData) -> float:
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var distance: float = 0.0
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distance += character.global_position.distance_to(node.position)
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if node.best_path:
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var then_next_node: FlowNodeData = node.best_path
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distance += node.position.distance_to(then_next_node.position)
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while then_next_node.best_path:
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distance += then_next_node.position.distance_to(then_next_node.best_path.position)
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then_next_node = then_next_node.best_path
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return distance
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func walk(delta: float) -> void:
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var distance_travelled: float = (speed * clampf(speed, 0.0, 1.0)) * delta
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distance_remaining -= distance_travelled
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character.global_position = character.global_position.move_toward(next_pos, distance_travelled)
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var distance_to_next_pos: float = character.global_position.distance_to(next_pos)
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if distance_to_next_pos <= 0.05:
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next_node = next_node.best_path
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else:
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character.look_at(next_pos)
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func _physics_process(delta: float) -> void:
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#if !path:
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# return
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if !next_node:
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return
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walk(delta)
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#path_progress += distance_travelled
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#var sample: Transform3D = path.sample_baked_with_rotation(path_progress, true)
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#character.global_position = sample.origin
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#character.look_at(character.global_position + -sample.basis.z)
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#var closest_point: Vector3 = path.get_closest_point(character.global_position)
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