class_name AbstractCultist extends CharacterBody2D const MAX_WALK_SPEED = 85 const MAX_CHASE_SPEED = 170 const ACCELERATION = 600.0 const JUMP_VELOCITY = 333.0 const JUMP_GRAVITY_FACTOR = 1.0 const FALL_GRAVITY_FACTOR = 1.5 var target_x := 0.0 @onready var sprite : AnimatedSprite2D = $CultistSprite @onready var left_wall_high_ray : RayCast2D = $WallCheckHigh/LeftWallRay @onready var right_wall_high_ray : RayCast2D = $WallCheckHigh/RightWallRay @onready var left_wall_low_ray : RayCast2D = $WallCheckLow/LeftWallRay @onready var right_wall_low_ray : RayCast2D = $WallCheckLow/RightWallRay @onready var left_player_close_ray : RayCast2D = $%LeftPlayerCloseRay @onready var right_player_close_ray : RayCast2D = $%RightPlayerCloseRay @onready var left_player_distant_ray : RayCast2D = $%LeftPlayerDistantRay @onready var right_player_distant_ray : RayCast2D = $%RightPlayerDistantRay @onready var state_machine : CultistStateMachine = $CultistStateMachine @onready var chase_left_state : CultistState = $CultistStateMachine/ChaseLeftState @onready var chase_right_state : CultistState = $CultistStateMachine/ChaseRightState @onready var look_around_state : CultistState = $CultistStateMachine/LookAroundState func _ready() -> void: _set_ray_cast_enable(left_player_close_ray, false) _set_ray_cast_enable(right_player_close_ray, false) _set_ray_cast_enable(left_player_distant_ray, false) _set_ray_cast_enable(right_player_distant_ray, false) state_machine.init() func _physics_process(delta: float) -> void: state_machine.physics_process(delta) move_and_slide() func update_x_velocity(direction: int, max_speed: float, delta: float) -> void: velocity.x = move_toward(velocity.x, direction * max_speed, ACCELERATION * delta) func get_gravity_factor() -> float: return JUMP_GRAVITY_FACTOR if velocity.y < 0.0 else FALL_GRAVITY_FACTOR func _set_ray_cast_enable(ray_cast: RayCast2D, enabled: bool) -> void: ray_cast.process_mode = Node.PROCESS_MODE_INHERIT if enabled else Node.PROCESS_MODE_DISABLED