diff options
author | Lucas Fryzek <lucas.fryzek@fryzekconcepts.com> | 2024-09-23 19:24:56 +0100 |
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committer | Lucas Fryzek <lucas.fryzek@fryzekconcepts.com> | 2024-09-23 19:25:46 +0100 |
commit | b262d5d194036571d0b3adad3c9914ba9dbe0c8b (patch) | |
tree | 8b2c97809f05450fa7624c811065f0cb6993b2a6 /scripts/enemy.gd | |
parent | b62062c72a2354ba06b53706d94d3db53c224f12 (diff) |
enemy: Add line of sight to AI to look for player
Diffstat (limited to 'scripts/enemy.gd')
-rw-r--r-- | scripts/enemy.gd | 86 |
1 files changed, 32 insertions, 54 deletions
diff --git a/scripts/enemy.gd b/scripts/enemy.gd index 7060ab2..871145b 100644 --- a/scripts/enemy.gd +++ b/scripts/enemy.gd @@ -13,15 +13,13 @@ extends CharacterBody3D @onready var nav_agent: NavigationAgent3D = $NavigationAgent3D -var has_astar: bool = false -var astar: AStar3D -var tar_vec: Vector3 var gravity : float = ProjectSettings.get_setting("physics/3d/default_gravity") var original_material: StandardMaterial3D @onready var red_material = preload("res://models/red_material.tres") var mesh_ready = false +var found = false func _ready() -> void: if gravity_enabled: @@ -33,22 +31,6 @@ func _ready() -> void: func map_changed(_rid): print("Map changed") mesh_ready = true - -func chase_target(delta: float) -> void: - var target_pos = target.position - var direction = (target_pos - position).normalized() - - if direction: - velocity.x = direction.x * speed - velocity.z = direction.z * speed - else: - velocity.x = move_toward(velocity.x, 0, speed) - velocity.z = move_toward(velocity.z, 0, speed) - - if not is_on_floor() and gravity_enabled: - velocity.y -= gravity * delta - - move_and_slide() func update_target_location(target_location: Vector3): nav_agent.target_position = target_location @@ -77,58 +59,54 @@ func chase_nav_mesh(delta: float): velocity.y = 0 move_and_slide() + +func wander() -> void: + pass func _physics_process(delta: float) -> void: - if target == null: - return - if Input.is_action_pressed("ui_right"): return - if use_nav_mesh: - chase_nav_mesh(delta) - return + if target != null and not found and check_target_visible(): + found = true + print("Found player") - if not has_astar: - # Just try to chase player directly - chase_target(delta) - return - - var target_pos = target.position - var closest_me = astar.get_closest_point(position) - var closest_target = astar.get_closest_point(target_pos) - - var direction: Vector3 - if closest_me == closest_target: - direction = (target_pos - position).normalized() - else: - var target_path = astar.get_point_path(closest_me, closest_target) - if len(target_path) >= 2: - direction = (target_path[1] - position).normalized() + if not found: + wander() + elif found: + chase_nav_mesh(delta) - if direction: - #velocity.x = move_toward(velocity.x, direction.x * speed, 10.0 * delta) - #velocity.z = move_toward(velocity.z, direction.z * speed, 10.0 * delta) - velocity.x = direction.x * speed - velocity.z = direction.z * speed - else: - velocity.x = move_toward(velocity.x, 0, speed) - velocity.z = move_toward(velocity.z, 0, speed) +func check_target_visible() -> bool: + var space_state = get_world_3d().direct_space_state + var starting_pos = global_position + var ending_pos = target.global_position + Vector3.UP + var query = PhysicsRayQueryParameters3D.create(starting_pos, ending_pos, 0x3, [self.get_rid()]) + var result = space_state.intersect_ray(query) + + print("Checking player") + if result: + print("Hit ", result.collider, " Target ", target, " Self ", self) + + if result and result.collider == target: + return true - move_and_slide() + return false func on_hit(_hit_position: Vector3) -> void: if $HitTimer.is_stopped(): $MeshInstance3D.set_surface_override_material(0, red_material) $HitTimer.start() -func _on_level_generator_astar_created(in_astar: AStar3D) -> void: - astar = in_astar - has_astar = true - func _on_hit_timer_timeout() -> void: $MeshInstance3D.set_surface_override_material(0, original_material) $HitTimer.stop() get_parent().remove_child(self) queue_free() + +func _on_body_entered(body: Node3D) -> void: + target = body + +func _on_body_exited(body: Node3D) -> void: + if body == target and not found: + target = null |