AI part 5
parent
1d204d1c6c
commit
3beac6a586
File diff suppressed because one or more lines are too long
@ -1,52 +0,0 @@
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extends CharacterBody3D
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@onready var anim_tree := $AnimationTree
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@onready var anim_state = $AnimationTree.get("parameters/playback")
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@onready var spring_arm: SpringArm3D = $SpringArm3D
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@onready var model := $Root
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var jumping := false
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var mouse_sensitivity := 0.006
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var rotation_speed := 24.0
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var lerp_val := 0.1
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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func _input(event: InputEvent) -> void:
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# Move camera
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if event is InputEventMouseMotion:
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spring_arm.rotation.x -= event.relative.y * mouse_sensitivity
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spring_arm.rotation_degrees.x = clamp(spring_arm.rotation_degrees.x, -90.0, 30.0)
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spring_arm.rotation.y -= event.relative.x * mouse_sensitivity
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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jumping = !is_on_floor()
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# Get the input direction and handle the movement/deceleration.
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var input = Input.get_vector("left", "right", "forward", "back")
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var direction = Vector3(input.x, 0, input.y).rotated(Vector3.UP, spring_arm.rotation.y)
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if direction:
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if not jumping:
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anim_state.travel("run")
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velocity.x = lerp(velocity.x, direction.x * SPEED, lerp_val)
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velocity.z = lerp(velocity.z, direction.z * SPEED, lerp_val)
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else:
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anim_state.travel("idle")
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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if velocity.length() > 1.0:
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model.rotation.y = lerp_angle(model.rotation.y, spring_arm.rotation.y, rotation_speed * delta)
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# Handle jump.
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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jumping = true
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anim_tree.set("parameters/conditions/jumping", jumping)
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anim_tree.set("parameters/conditions/grounded", not jumping)
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move_and_slide()
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@ -1 +0,0 @@
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uid://cqwweorvt4hbi
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@ -1,16 +1,29 @@
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class_name Target extends RigidBody3D
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var health: int = 10
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class_name Target
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extends RigidBody3D
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signal damaged(amount)
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const MAX_HEALTH: int = 10
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var current_health: int = MAX_HEALTH
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signal damaged(amount: int)
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signal died()
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func take_damage(damage_amount: int) -> void:
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health -= damage_amount
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emit_signal("damaged", damage_amount)
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if health <= 0:
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func is_dead() -> bool:
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return current_health <= 0
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func take_damage(amount: int) -> void:
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if amount <= 0:
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return
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if is_dead():
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return
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var was_alive := not is_dead()
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current_health = max(0, current_health - amount)
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emit_signal("damaged", amount)
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if was_alive and is_dead():
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emit_signal("died")
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die()
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func die() -> void:
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# Optional: spawn explosion, play animation/sound, then remove
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# Optional: Explosion/Animation/Sound abspielen, dann entfernen
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queue_free()
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@ -1,24 +1,32 @@
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class_name WallDoorway extends ItemInteractable
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class_name WallDoorway
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extends ItemInteractable
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func _ready() -> void:
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state_changed.connect(_on_state_changed)
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interaction_area.interact = Callable(self, "_on_interact")
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state = States.closed
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apply_state(States.closed)
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func _on_interact() -> void:
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match state:
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States.closed:
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animation_player.play("open")
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#recalculate_navigation_map.emit(self)
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state = States.opened
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States.opened:
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animation_player.play("close")
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#recalculate_navigation_map.emit(self)
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state = States.closed
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apply_state(_toggled_state(state))
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func _on_state_changed(new_state: States) -> void:
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match new_state:
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States.closed:
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interaction_area.action_name = "open door"
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States.opened:
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interaction_area.action_name = "close door"
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_update_action_name(new_state)
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func apply_state(new_state: States) -> void:
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if new_state == States.closed:
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animation_player.play(ANIM_CLOSE)
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else:
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animation_player.play(ANIM_OPEN)
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state = new_state
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_update_action_name(new_state)
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func _toggled_state(s: States) -> States:
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return States.opened if s == States.closed else States.closed
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func _update_action_name(s: States) -> void:
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interaction_area.action_name = ACTION_OPEN if s == States.closed else ACTION_CLOSE
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