232 lines
7.3 KiB
C#
232 lines
7.3 KiB
C#
using Godot;
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using System;
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public partial class ai_fighter : ship
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{
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[Signal]
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public delegate void OnDeathEventHandler(int factionInt);
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[Export]
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public float AggroRange = 500f;
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[Export]
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public int ScorePayout = 50;
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[Export]
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public float EngageDistance = 300f;
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public bool SignalsConnected { get; set; } = false;
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private CollisionShape2D _hitbox;
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public float HitboxModifier = 1f;
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private Label _healthLabel;
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private Label _hpLabel;
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//retreat logic
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private float _previousDistance;
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private float _stuckTime;
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private const float StuckThreshold = 0.5f;
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private const float DistanceTolerance = 5f;
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private Node2D _currentTarget;
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public override void _Ready()
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{
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_hitbox = GetNode<CollisionShape2D>("CollisionShape2D");
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_hitbox.Scale = new Vector2(HitboxModifier, HitboxModifier);
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SetShipStats();
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SetupVisual();
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Sprite.Texture = GD.Load<Texture2D>(SpritePath);
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_healthLabel = GetNode<Label>("HealthDisplay/HealthLabel");
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UpdateHealthLabel(Health);
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LaserSpawn = GetNode<Node2D>("LaserSpawn");
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}
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public override void _Process(double delta)
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{
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base._Process(delta);
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_healthLabel.GetParent<Node2D>().GlobalRotation = 0f;
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}
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public override void _PhysicsProcess(double delta)
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{
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UpdateMovement(delta);
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HandleFiring(delta);
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//GD.Print(Name, ": MainSpeed = ", MainSpeed, " Velocity = ", Velocity.Length());
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}
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// SETUP
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public void UpdateHealthLabel(int health)
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{
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_healthLabel.Text = health.ToString();
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float percentage = (float)Health / MaxHealth;
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_healthLabel.Modulate = percentage switch
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{
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<= 0.25f => new Color(1f, 0f, 0f),
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<= 0.5f => new Color(1f, 0.5f, 0f),
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<= 0.75f => new Color(1f, 1f, 0f),
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_ => new Color(0.07f,0.6f, 0.07f)
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}; // thank you rider
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}
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// COMBAT
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public override void ShipDamage(int damage)
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{
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base.ShipDamage(damage);
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UpdateHealthLabel(Health);
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}
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protected override async void Explode()
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{
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int factionInt = (int)Faction;
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EmitSignal(SignalName.OnDeath, factionInt);
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GetNode<AudioStreamPlayer2D>("ExplodeSFX").Play();
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await ToSignal(GetTree().CreateTimer(0.5f), "timeout");
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QueueFree();
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}
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private void HandleFiring(double delta)
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{
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FireTimer -= (float)delta; // countdown to next shot available
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if (FireTimer > 0f) return; // if countdown not finished then no shoot
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if (_currentTarget == null || !IsInstanceValid(_currentTarget)) return; // checks for valid target, returns if not
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// determining direction and distance to target
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Vector2 toTarget = (_currentTarget.GlobalPosition - GlobalPosition).Normalized();
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float angleToTarget = toTarget.Angle() + Mathf.Pi / 2;
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float angleDiff = Mathf.Abs(Mathf.AngleDifference(Rotation, angleToTarget));
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float distance = GlobalPosition.DistanceTo(_currentTarget.GlobalPosition);
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if (angleDiff < 0.4f && distance <= EngageDistance + 200f) // fire when in range and mostly aligned
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{
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ShootLaser();
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FireTimer = FireCooldown; // resets cooldown
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}
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}
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// TARGETING
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private Node2D FindClosestTarget() // returns nearest valid ship depending on faction
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{
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Node2D closest = null;
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float closestDistance = Mathf.Inf;
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Node shipParent = null;
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if (Faction == ShipFaction.FRIENDLY)
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{
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shipParent = GetTree().Root.GetNode("Game/WaveController/Ships/Enemy");
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}
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else if (Faction == ShipFaction.ENEMY || Faction == ShipFaction.ACE)
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{
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shipParent = GetTree().Root.GetNode("Game/WaveController/Ships/Friendly");
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}
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if (shipParent == null)
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{
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//GD.Print("No shipParent found");
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return null;
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}
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foreach (Node node in shipParent.GetChildren())
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{
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if (node is ship { Health: > 0 } target)
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{
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float dist = GlobalPosition.DistanceTo(target.GlobalPosition);
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if (dist < closestDistance)
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{
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closest = target;
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closestDistance = dist;
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}
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}
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}
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return closest;
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}
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private bool EnsureTarget() // finds a new target if no current or if invalid (dead)
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{
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if (_currentTarget == null || !IsInstanceValid(_currentTarget))
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{
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_currentTarget = FindClosestTarget();
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return false;
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}
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return true;
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}
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private void UpdateDistanceTracking(float distance) // tracks how long AI has been stuck in same spot
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{
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if (MathF.Abs(distance - _previousDistance) < DistanceTolerance)
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{
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_stuckTime += (float)GetProcessDeltaTime();
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}
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else
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{
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_stuckTime = 0f;
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}
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_previousDistance = distance;
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}
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private void HandleThrust(float angleDiff, float distance)
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{
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//GD.Print(Name, " | angleDiff: ", Mathf.RadToDeg(angleDiff), " | velocity: ", Velocity.Length());
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float retreatThreshold = EngageDistance * 0.75f; // retreat distance
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if (Mathf.Abs(angleDiff) < 1f) // only move forward when facing the target roughly
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{
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if (distance > EngageDistance)
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{
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Velocity += -Transform.Y * MainSpeed; // approach target
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}
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else if (distance < retreatThreshold)
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{
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if (_stuckTime > StuckThreshold)
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{
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// reposition if stuck
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Vector2 away = (GlobalPosition - _currentTarget.GlobalPosition).Normalized();
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Velocity += away * MainSpeed;
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}
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else
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{
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Velocity += Transform.X * StrafeSpeed; // try and orbit target laterally (strafe)
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}
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}
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else
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{
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Velocity += Transform.X * StrafeSpeed * 0.5f; // lateral drift in hold range
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}
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}
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}
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private void RotateToTarget(Vector2 direction, double delta) // rotates ship toward angle using rotation speed
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{
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float targetAngle = direction.Angle() + Mathf.Pi / 2;
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float angleDiff = Mathf.AngleDifference(Rotation, targetAngle);
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Rotation += Mathf.Clamp(angleDiff, -RotationSpeed * (float)delta, RotationSpeed * (float)delta);
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}
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private void UpdateMovement(double delta)
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{
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if (!EnsureTarget()) return; // skip if no valid target
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// math for direction, distance and rotation
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Vector2 direction = (_currentTarget.GlobalPosition - GlobalPosition).Normalized();
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float angleToTarget = direction.Angle() + MathF.PI / 2;
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float angleDiff = Mathf.AngleDifference(Rotation, angleToTarget);
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float distance = GlobalPosition.DistanceTo(_currentTarget.GlobalPosition);
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UpdateDistanceTracking(distance);
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HandleThrust(angleDiff, distance);
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RotateToTarget(direction, delta);
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Velocity = Velocity.MoveToward(Vector2.Zero, 2.5f); //2.5f FA value (on for AI)
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Velocity = Velocity.LimitLength(MaxSpeed);
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MoveAndSlide();
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}
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}
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