pulled out target selection to its own node

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

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

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

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@ -1,63 +1,27 @@
class_name RocketLauncherTower extends ProjectileTower class_name RocketLauncherTower extends ProjectileTower
var target_max: float = 3
var targets: Array[EnemyController] = []
func _ready() -> void: func _ready() -> void:
super._ready() 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: func _physics_process(_delta: float) -> void:
if !is_multiplayer_authority(): if !is_multiplayer_authority():
#only doing the graphical sort of stuff but not shoot logic #only doing the graphical sort of stuff but not shoot logic
if targeted_enemy and is_instance_valid(targeted_enemy): if target_finder.get_multiple_targets().size() >= 1:
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))
aim() aim()
if time_since_firing >= time_between_shots: return
time_since_firing -= time_between_shots if target_finder.get_multiple_targets().size() >= 1:
shoot() #networked_acquire_target.rpc(get_tree().root.get_path_to(targeted_enemy))
aim()
if time_since_firing >= time_between_shots:
func acquire_target() -> void: time_since_firing -= time_between_shots
var possible_enemies: Array[EnemyController] = [] shoot()
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)
func shoot() -> void: 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()) networked_spawn_rocket.rpc(get_tree().root.get_path_to(target), multiplayer.get_unique_id())

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@ -4,3 +4,4 @@ class_name Shredder extends StaticBody3D
func _on_interact_button_button_interacted(_value: int, callback: Hero) -> void: func _on_interact_button_button_interacted(_value: int, callback: Hero) -> void:
var card: Card = callback.inventory.remove_at(callback.inventory_selected_index) as Card var card: Card = callback.inventory.remove_at(callback.inventory_selected_index) as Card
callback.currency += 5 * (card.rarity + 1) callback.currency += 5 * (card.rarity + 1)
callback.decrement_selected()

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@ -1,6 +1,7 @@
[gd_scene load_steps=6 format=3 uid="uid://bvqu1heobgboe"] [gd_scene load_steps=7 format=3 uid="uid://bvqu1heobgboe"]
[ext_resource type="Script" path="res://Scripts/Towers/tower.gd" id="1_u8bfo"] [ext_resource type="Script" path="res://Scripts/Towers/tower.gd" id="1_u8bfo"]
[ext_resource type="Script" path="res://Scripts/target_finder.gd" id="2_txlxp"]
[sub_resource type="Animation" id="Animation_vk4a8"] [sub_resource type="Animation" id="Animation_vk4a8"]
resource_name = "shoot" resource_name = "shoot"
@ -18,8 +19,9 @@ cull_mode = 1
shading_mode = 0 shading_mode = 0
albedo_color = Color(1, 0, 0.415686, 0.223529) albedo_color = Color(1, 0, 0.415686, 0.223529)
[node name="Tower" type="Node3D" node_paths=PackedStringArray("animator", "pitch_model", "yaw_model", "range_indicator", "audio_player")] [node name="Tower" type="Node3D" node_paths=PackedStringArray("target_finder", "animator", "pitch_model", "yaw_model", "range_indicator", "audio_player")]
script = ExtResource("1_u8bfo") script = ExtResource("1_u8bfo")
target_finder = NodePath("TargetFinder")
animator = NodePath("AnimationPlayer") animator = NodePath("AnimationPlayer")
pitch_model = NodePath("Pitch") pitch_model = NodePath("Pitch")
yaw_model = NodePath("Yaw") yaw_model = NodePath("Yaw")
@ -51,3 +53,7 @@ radius = 10.0
radial_segments = 16 radial_segments = 16
rings = 16 rings = 16
material = SubResource("StandardMaterial3D_1ucq4") material = SubResource("StandardMaterial3D_1ucq4")
[node name="TargetFinder" type="Node" parent="." node_paths=PackedStringArray("tower")]
script = ExtResource("2_txlxp")
tower = NodePath("..")

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@ -5,7 +5,7 @@ var direction: Vector3
func _ready() -> void: func _ready() -> void:
distance_remaining = character.global_position.distance_squared_to(goal.global_position) distance_remaining = character.global_position.distance_to(goal.global_position)
direction = character.global_position.direction_to(goal.global_position) direction = character.global_position.direction_to(goal.global_position)

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@ -3,10 +3,9 @@ class_name HitscanTower extends Tower
func shoot() -> void: func shoot() -> void:
super.shoot() super.shoot()
if targeted_enemy and is_instance_valid(targeted_enemy) and targeted_enemy.alive: target_finder.get_target().damage(damage)
targeted_enemy.damage(damage) if Data.preferences.display_tower_damage_indicators:
if Data.preferences.display_tower_damage_indicators: spawn_damage_indicator(target_finder.get_target().sprite.global_position)
spawn_damage_indicator(targeted_enemy.sprite.global_position)
@rpc("reliable") @rpc("reliable")

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@ -7,7 +7,7 @@ class_name ShapecastTower extends Tower
func _process(delta: float) -> void: func _process(delta: float) -> void:
super._process(delta) super._process(delta)
if targeted_enemy: if target_finder.get_target():
particlesystem.emitting = true particlesystem.emitting = true
else: else:
particlesystem.emitting = false particlesystem.emitting = false
@ -20,8 +20,8 @@ func shoot() -> void:
func aim() -> void: func aim() -> void:
yaw_model.look_at(targeted_enemy.global_position) yaw_model.look_at(target_finder.get_target().global_position)
pitch_model.look_at(targeted_enemy.global_position) pitch_model.look_at(target_finder.get_target().global_position)
pitch_model.rotation.x = 0.0 pitch_model.rotation.x = 0.0

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@ -5,9 +5,9 @@ class_name StatusApplyingTower extends HitscanTower
func shoot() -> void: func shoot() -> void:
super.shoot() super.shoot()
if targeted_enemy and is_instance_valid(targeted_enemy) and targeted_enemy.alive: if target_finder.get_target():
targeted_enemy.damage(damage) target_finder.get_target().damage(damage)
targeted_enemy.status_manager.add_effect(build_status_object()) target_finder.get_target().status_manager.add_effect(build_status_object())
func build_status_object() -> StatusEffect: func build_status_object() -> StatusEffect:

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@ -1,6 +1,7 @@
class_name Tower extends Node3D class_name Tower extends Node3D
@export var stats: CardText @export var stats: CardText
@export var target_finder: TargetFinder
@export var animator: AnimationPlayer @export var animator: AnimationPlayer
@export var pitch_model: MeshInstance3D @export var pitch_model: MeshInstance3D
@export var yaw_model: MeshInstance3D @export var yaw_model: MeshInstance3D
@ -10,7 +11,7 @@ class_name Tower extends Node3D
var owner_id: int var owner_id: int
var damage_particle_scene: PackedScene = preload("res://Scenes/damage_particle.tscn") var damage_particle_scene: PackedScene = preload("res://Scenes/damage_particle.tscn")
var base_name: String var base_name: String
var targeted_enemy: EnemyController #var targeted_enemy: EnemyController
var time_since_firing: float = 0.0 var time_since_firing: float = 0.0
var time_between_shots: float = 0.0 var time_between_shots: float = 0.0
var damage: float = 0.0 var damage: float = 0.0
@ -38,46 +39,22 @@ func _process(delta: float) -> void:
func _physics_process(_delta: float) -> void: func _physics_process(_delta: float) -> void:
if !is_multiplayer_authority(): if !is_multiplayer_authority():
#only doing the graphical sort of stuff but not shoot logic #only doing the graphical sort of stuff but not shoot logic
if targeted_enemy: if target_finder.get_target():
if !is_instance_valid(targeted_enemy) or !targeted_enemy.alive or global_position.distance_to(targeted_enemy.global_position) > target_range:
targeted_enemy = null
else:
aim()
return
if !targeted_enemy:
acquire_target()
else:
if !is_instance_valid(targeted_enemy) or !targeted_enemy.alive or global_position.distance_to(targeted_enemy.global_position) > target_range:
targeted_enemy = null
if targeted_enemy:
aim() aim()
if time_since_firing >= time_between_shots: return
time_since_firing -= time_between_shots if target_finder.get_target():
shoot() aim()
if time_since_firing >= time_between_shots:
time_since_firing -= time_between_shots
shoot()
func aim() -> void: func aim() -> void:
yaw_model.look_at(targeted_enemy.global_position) yaw_model.look_at(target_finder.get_target().global_position)
pitch_model.look_at(targeted_enemy.global_position) pitch_model.look_at(target_finder.get_target().global_position)
pitch_model.rotation.x = 0.0 pitch_model.rotation.x = 0.0
func acquire_target() -> void:
var most_progressed_enemy: EnemyController = null
for enemy: EnemyController in get_tree().get_nodes_in_group("Enemies"):
if global_position.distance_to(enemy.global_position) > target_range:
continue
var em_1: EnemyMovement = enemy.movement_controller as EnemyMovement
var em_2: EnemyMovement
if most_progressed_enemy != null:
em_2 = most_progressed_enemy.movement_controller as EnemyMovement
if (most_progressed_enemy == null or em_1.distance_remaining < em_2.distance_remaining) and enemy.stats.target_type & stats.target_type:
most_progressed_enemy = enemy
if most_progressed_enemy != null:
targeted_enemy = most_progressed_enemy
networked_acquire_target.rpc(get_tree().root.get_path_to(most_progressed_enemy))
func shoot() -> void: func shoot() -> void:
animator.play("shoot") animator.play("shoot")
audio_player.play() audio_player.play()
@ -98,6 +75,6 @@ func networked_shoot() -> void:
shoot() shoot()
@rpc("reliable") #@rpc("reliable")
func networked_acquire_target(target_node_path: String) -> void: #func networked_acquire_target(target_node_path: String) -> void:
targeted_enemy = get_tree().root.get_node(target_node_path) #targeted_enemy = get_tree().root.get_node(target_node_path)

62
Scripts/target_finder.gd Normal file
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@ -0,0 +1,62 @@
class_name TargetFinder extends Node
@export var tower: Tower
@export var max_targets: int = 1
var target_cache: EnemyController
var multiple_targets_cache: Array[EnemyController]
func get_multiple_targets() -> Array[EnemyController]:
var new_cache: Array[EnemyController] = []
for enemy: EnemyController in multiple_targets_cache:
if is_instance_valid(enemy) and enemy.alive and enemy.global_position.distance_to(tower.global_position) <= tower.target_range:
new_cache.append(enemy)
if new_cache.size() < max_targets:
multiple_targets_cache = find_multiple_targets(new_cache)
return multiple_targets_cache
func get_target() -> EnemyController:
if !is_instance_valid(target_cache) or !target_cache.alive or tower.global_position.distance_to(target_cache.global_position) > tower.target_range:
target_cache = find_enemy()
return target_cache
func find_enemy() -> EnemyController:
var most_progressed_enemy: EnemyController = null
for enemy: EnemyController in get_tree().get_nodes_in_group("Enemies"):
if tower.global_position.distance_to(enemy.global_position) > tower.target_range:
continue
var em_1: EnemyMovement = enemy.movement_controller as EnemyMovement
var em_2: EnemyMovement
if most_progressed_enemy != null:
em_2 = most_progressed_enemy.movement_controller as EnemyMovement
if (most_progressed_enemy == null or em_1.distance_remaining < em_2.distance_remaining) and enemy.stats.target_type & tower.stats.target_type:
most_progressed_enemy = enemy
return most_progressed_enemy
#TODO: Figure out how to multiplayer-ize this
#networked_acquire_target.rpc(get_tree().root.get_path_to(most_progressed_enemy))
func find_multiple_targets(existing_cache: Array[EnemyController]) -> Array[EnemyController]:
var possible_enemies: Array[EnemyController] = []
for enemy: EnemyController in get_tree().get_nodes_in_group("Enemies"):
if !is_instance_valid(enemy):
continue
if tower.global_position.distance_to(enemy.global_position) > tower.target_range:
continue
if !(enemy.stats.target_type & tower.stats.target_type):
continue
if multiple_targets_cache.has(enemy):
continue
possible_enemies.append(enemy)
for x: int in max_targets - existing_cache.size():
if possible_enemies.size() == 0:
break
var chosen: EnemyController = possible_enemies.pick_random()
possible_enemies.erase(chosen)
existing_cache.append(chosen)
return existing_cache