pulled out target selection to its own node

This commit is contained in:
2024-04-01 17:08:47 +11:00
parent 05914a3c64
commit 16951a9beb
11 changed files with 117 additions and 112 deletions

View File

@ -9,9 +9,9 @@ func _ready() -> void:
func aim() -> void:
super.aim()
var pos: Vector2 = Vector2(global_position.x, global_position.z)
var t_pos: Vector2 = Vector2(targeted_enemy.global_position.x, targeted_enemy.global_position.z)
var t_pos: Vector2 = Vector2(target_finder.get_target().global_position.x, target_finder.get_target().global_position.z)
var x: float = pos.distance_to(t_pos)
var y: float = targeted_enemy.global_position.y - yaw_model.global_position.y
var y: float = target_finder.get_target().global_position.y - yaw_model.global_position.y
var v: float = force
var g: float = ProjectSettings.get_setting("physics/3d/default_gravity")
var v2: float = pow(v, 2)

View File

@ -20,18 +20,14 @@ func _process(delta: float) -> void:
func _physics_process(delta: float) -> void:
if !targeted_enemy:
acquire_target()
if !target_finder.get_target():
time_since_firing_started = 0.0
current_time_between_shots = time_between_shots
else:
if !targeted_enemy.alive or global_position.distance_to(targeted_enemy.global_position) > target_range:
targeted_enemy = null
time_since_firing_started = 0.0
current_time_between_shots = time_between_shots
if targeted_enemy:
aim()
time_since_firing_started += delta
var progress: float = clamp(time_since_firing_started / time_to_reach_max_speed, 0, 1.0)
current_time_between_shots = lerpf(time_between_shots, final_time_between_shots, progress)
if time_since_firing >= current_time_between_shots:
time_since_firing -= current_time_between_shots
shoot()
aim()
time_since_firing_started += delta
var progress: float = clamp(time_since_firing_started / time_to_reach_max_speed, 0, 1.0)
current_time_between_shots = lerpf(time_between_shots, final_time_between_shots, progress)
if time_since_firing >= current_time_between_shots:
time_since_firing -= current_time_between_shots
shoot()

View File

@ -1,63 +1,27 @@
class_name RocketLauncherTower extends ProjectileTower
var target_max: float = 3
var targets: Array[EnemyController] = []
func _ready() -> void:
super._ready()
target_max = floori(stats.get_attribute("Target Limit"))
target_finder.max_targets = floori(stats.get_attribute("Target Limit"))
func _physics_process(_delta: float) -> void:
if !is_multiplayer_authority():
#only doing the graphical sort of stuff but not shoot logic
if targeted_enemy and is_instance_valid(targeted_enemy):
if !targeted_enemy.alive or global_position.distance_to(targeted_enemy.global_position) > target_range:
targeted_enemy = null
else:
aim()
return
if targets.size() < target_max:
acquire_target()
if targets.size() > 0:
var valid_targets: Array[EnemyController] = []
for target: EnemyController in targets:
if is_instance_valid(target) and target.alive and global_position.distance_to(target.global_position) < target_range:
valid_targets.append(target)
targets = valid_targets
if targets.size() > 0:
targeted_enemy = targets[0]
networked_acquire_target.rpc(get_tree().root.get_path_to(targeted_enemy))
if target_finder.get_multiple_targets().size() >= 1:
aim()
if time_since_firing >= time_between_shots:
time_since_firing -= time_between_shots
shoot()
func acquire_target() -> void:
var possible_enemies: Array[EnemyController] = []
for enemy: EnemyController in get_tree().get_nodes_in_group("Enemies"):
if !is_instance_valid(enemy):
continue
if global_position.distance_to(enemy.global_position) > target_range:
continue
if !(enemy.stats.target_type & stats.target_type):
continue
if targets.has(enemy):
continue
possible_enemies.append(enemy)
for x: int in target_max - targets.size():
if possible_enemies.size() == 0:
return
var chosen: EnemyController = possible_enemies.pick_random()
possible_enemies.erase(chosen)
targets.append(chosen)
return
if target_finder.get_multiple_targets().size() >= 1:
#networked_acquire_target.rpc(get_tree().root.get_path_to(targeted_enemy))
aim()
if time_since_firing >= time_between_shots:
time_since_firing -= time_between_shots
shoot()
func shoot() -> void:
for target: EnemyController in targets:
for target: EnemyController in target_finder.get_multiple_targets():
networked_spawn_rocket.rpc(get_tree().root.get_path_to(target), multiplayer.get_unique_id())