Implemented state machine & added NPC ship template
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15 changed files with 284 additions and 22 deletions
52
scripts/State Machine/Kamikaze/WanderingState.gd
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52
scripts/State Machine/Kamikaze/WanderingState.gd
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extends State
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@onready var ship = get_parent().get_parent()
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@onready var star_system = get_tree().current_scene
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@onready var update_timer = $UpdateDestination
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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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## 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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func _ready():
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available_bounds = Vector2(star_system.width / 2, star_system.height / 2)
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randomize()
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func enter(_message):
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update_timer.start()
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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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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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ship.engine.rotation_axis = 0.0
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# making ship always accelerate
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ship.engine.acceleration_axis = 1.0
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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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func exit():
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update_timer.stop()
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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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20
scripts/State Machine/state.gd
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20
scripts/State Machine/state.gd
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extends Node
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class_name State
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var tree : StateTree
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func enter(_message : Dictionary):
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pass
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func exit():
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pass
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func process(_delta):
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pass
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func physics_process(_delta):
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pass
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func input(_message : Dictionary):
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pass
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51
scripts/State Machine/tree.gd
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51
scripts/State Machine/tree.gd
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extends Node
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class_name StateTree
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## Emitted when active state is transitioned
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signal transitioned(to_state)
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## Active state
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@export var state : State
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## Dictionary of all states
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var cached_states = {}
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func _ready():
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for child in get_children():
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child.tree = self
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cached_states[child.name] = child
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state.enter({})
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## Make another state active. Optionally, properties can be provided with message
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func transit(to : String, message : Dictionary = {}):
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state.exit()
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state = cached_states[to]
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state.enter(message)
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transitioned.emit(to)
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## Provides properties to active state
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func send_input(message : Dictionary = {}):
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state.input(message)
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## Provides properties to all states
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func send_input_to_system(message : Dictionary = {}):
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for state in cached_states.values():
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state.input(message)
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## Returns state with provided name
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func get_state(state_name) -> State:
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return cached_states[state_name]
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#region Перегруженные виртуальные функции гойды
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func _process(delta) -> void:
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state.process(delta)
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func _physics_process(delta) -> void:
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state.physics_process(delta)
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#endregion
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