init
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58
enemies/scripts/states/enemy_state_chase.gd
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58
enemies/scripts/states/enemy_state_chase.gd
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class_name EnemyChaseWander extends EnemyState
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@export var animation_name: String = "chase"
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@export var chase_speed: float = 20.0
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@export var turn_rate: float = 0.25
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@export_category("AI")
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@export var vision_area: VisionArea
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@export var attack_area: Hurtbox
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@export var state_aggro_duration: float = 0.5
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@export var next_state: EnemyState
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var timer: float = 0.0
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var direction: Vector2
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var can_see_player := false
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func init() -> void:
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if vision_area:
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vision_area.player_entered.connect(on_player_entered)
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vision_area.player_exited.connect(on_player_exited)
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func enter() -> void:
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timer = state_aggro_duration
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enemy.update_animation(animation_name)
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if attack_area:
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attack_area.monitoring = true
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func exit() -> void:
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if attack_area:
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attack_area.monitoring = true
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can_see_player = false
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func process(delta : float) -> EnemyState:
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var new_dir: Vector2 = enemy.global_position.direction_to(PlayerManager.player.global_position)
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direction = lerp(direction, new_dir, turn_rate)
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enemy.velocity = direction * chase_speed
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if enemy.set_direction(direction):
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enemy.update_animation(animation_name)
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if !can_see_player:
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timer -= delta
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if timer <= 0:
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return next_state
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else:
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timer = state_aggro_duration
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return null
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func physics(_delta : float) -> EnemyState:
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return null
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func on_player_entered() -> void:
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can_see_player = true
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if state_machine.current_state is EnemyStateStun:
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return
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state_machine.change_state(self)
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func on_player_exited() -> void:
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can_see_player = false
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