Added kamikaze states and star system border (both don't working properly)
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6 changed files with 112 additions and 10 deletions
50
scripts/State Machine/Kamikaze/AttackState.gd
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50
scripts/State Machine/Kamikaze/AttackState.gd
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@ -0,0 +1,50 @@
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extends State
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## This amount of force will be applied if target can be stabbed
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@export var additional_stab_force: float = 200.0
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## If target is further than this distance, transit to WanderingState
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@export var target_loss_distance: float = 1536.0
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## Shortcut to get_parent().get_parent()
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@onready var ship = get_parent().get_parent()
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## Node which is being targeted by this ship
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var target: Node2D
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## Ship will strive to achieve this angle
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var destination_degrees: float = 0:
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set(value):
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if value > 180:
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destination_degrees = value - 360
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elif value < -180:
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destination_degrees = 360 + value
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else:
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destination_degrees = value
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## Difference between current rotation and destination angle, in degrees. Sign determines torque direction.
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var current_destination_difference: float = 0:
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set(value):
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if value < 0:
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current_destination_difference = 180 + value
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if current_destination_difference > 180:
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current_destination_difference = value - 180
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## Delta to destination_degrees
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var destination_difference: float = 5.0
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func enter(message: Dictionary):
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if message.has("target"):
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target = message["target"]
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else:
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get_parent().transit("WanderingState")
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func process(_delta):
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# checking if need to apply torque
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destination_degrees = rad_to_deg(ship.global_position.angle_to_point(target.global_position))
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current_destination_difference = destination_degrees - ship.hull.global_rotation_degrees
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var rotation_sign = sign(current_destination_difference)
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if abs(current_destination_difference) > destination_difference:
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ship.engine.rotation_axis = rotation_sign * (current_destination_difference / 180)
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else:
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ship.engine.rotation_axis = 0.0
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ship.hull.apply_central_force(Vector2.from_angle(ship.hull.rotation) * additional_stab_force)
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# making ship always accelerate
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ship.engine.acceleration_axis = 1.0
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var distance_to_target = ship.global_position.distance_to(target.global_position)
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if distance_to_target > target_loss_distance:
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get_parent().transit("WanderingState")
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@ -1,9 +1,13 @@
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extends State
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## Shortcut to get_parent().get_parent()
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@onready var ship = get_parent().get_parent()
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## Shortcut to current scene
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@onready var star_system = get_tree().current_scene
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## Timer which randomizes destination
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@onready var update_timer = $UpdateDestination
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## Radius in which ship will transit to attack state
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@export var search_distance: float = 1024.0
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## Ship will strive to achieve this angle
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var destination_degrees: float = 0:
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set(value):
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@ -13,10 +17,19 @@ var destination_degrees: float = 0:
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destination_degrees = 360 + value
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else:
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destination_degrees = value
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## Difference between current rotation and destination angle, in degrees. Sign determines torque direction.
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var current_destination_difference: float = 0:
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set(value):
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if value < 0:
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current_destination_difference = 180 + value
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if current_destination_difference > 180:
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current_destination_difference = value - 180
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## Delta to destination_degrees
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var destination_difference: float = 15.0
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## available map bounds (use with absolute position)
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var available_bounds: Vector2
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# for testing purposes only
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var player_ship: PlayerShip = null
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func _ready():
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available_bounds = Vector2(star_system.width / 2, star_system.height / 2)
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@ -24,16 +37,13 @@ func _ready():
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func enter(_message):
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update_timer.start()
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get_tree().create_timer(0.02).timeout.connect(get_player_ship)
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update_destination()
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func process(_delta):
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# checking if need to apply torque
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var current_destination_difference = destination_degrees - ship.hull.global_rotation_degrees
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current_destination_difference = destination_degrees - ship.hull.global_rotation_degrees
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var rotation_sign = sign(current_destination_difference)
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if current_destination_difference < 0:
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current_destination_difference = 180 - current_destination_difference
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if current_destination_difference > 180:
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current_destination_difference -= 180
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if abs(current_destination_difference) > destination_difference:
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ship.engine.rotation_axis = rotation_sign * (current_destination_difference / 180)
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else:
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@ -43,6 +53,13 @@ func process(_delta):
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# if ship is out of star system bounds, set destination angle to center
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if abs(ship.global_position.x) > available_bounds.x or abs(ship.global_position.y) > available_bounds.y:
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destination_degrees = rad_to_deg(ship.global_position.angle_to_point(Vector2.ZERO))
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# if distance to player is less than scan radius
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# TODO: rewrite this to more complex behavior
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if player_ship != null:
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var distance_to_player = ship.global_position.distance_to(player_ship.position)
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if distance_to_player <= search_distance:
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get_parent().transit("AttackState", {"target": player_ship})
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func exit():
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update_timer.stop()
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@ -50,3 +67,6 @@ func exit():
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## Set new random direction
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func update_destination():
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destination_degrees += randi_range(-180, 180)
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func get_player_ship():
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player_ship = star_system.player_ship
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@ -16,7 +16,7 @@ var player_ship: PlayerShip
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var pause_controller: Control
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func _ready():
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player_ship = get_node_or_null("PlayerShip")
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player_ship = get_node_or_null("FactionPlayer/PlayerShip")
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pause_controller = pause_controller_scene.instantiate()
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