mtd/Scripts/EnemyAI/leaping_controller.gd

144 lines
5.2 KiB
GDScript

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
var tolerance: float = 50.0
var jumping: bool = false
func _process(delta: float) -> void:
tolerance = remap(character.health.current_health, 10, 50, character.health.max_health * 0.20, character.health.max_health)
func _physics_process(delta: float) -> void:
if !path or jumping:
return
var distance_travelled: float = (character.stats.movement_speed * clampf(character.movement_speed_penalty, 0.0, 1.0)) * delta
distance_remaining -= distance_travelled
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: 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 finish_jump() -> void:
jumping = false
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, 1.0)
tween.tween_property(character, "global_position", character.global_position + to_point, 1.0)
tween.tween_callback(finish_jump)