70 lines
1.7 KiB
GDScript
70 lines
1.7 KiB
GDScript
extends AbstractProjectile
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@export_range(0.01, 0.5) var jink_min_delay: float = 0.01
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@export_range(0.01, 0.5) var jink_max_delay: float = 0.01
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@export_range(0, 360) var deviation_angle: int = 0
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@export_range(0, 1000) var no_deviation_distance: int = 0
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@onready var jinkTimer : Timer = $JinkTimer
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func _ready() -> void:
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super._ready()
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_start_jink_timer()
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func _start_jink_timer() -> void:
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var random_delay := randf_range(jink_min_delay, jink_max_delay)
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jinkTimer.start(random_delay)
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func _on_jink_timer_timeout() -> void:
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var foe := _get_nearest_foe()
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if foe:
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_target_foe(foe)
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if position.distance_to(foe.position) > no_deviation_distance:
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_apply_random_deviation()
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else:
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_apply_random_deviation()
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_start_jink_timer()
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func _target_foe(foe: AbstractShip) -> void:
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var current_speed := _velocity.length()
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var foe_direction := position.direction_to(foe.position)
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_velocity = current_speed * foe_direction
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func _apply_random_deviation() -> void:
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var deviation_rad := deg_to_rad(deviation_angle)
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var random_angle := randfn(0.0, deviation_rad / 6.0)
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_velocity = _velocity.rotated(random_angle)
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func _get_nearest_foe() -> AbstractShip:
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var nearest_foe : AbstractShip = null
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var minimal_distance := 1000000
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for foe in _get_foes():
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var distance := floori(position.distance_to(foe.position))
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if distance < minimal_distance:
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minimal_distance = distance
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nearest_foe = foe
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return nearest_foe
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func _get_foes() -> Array[AbstractShip]:
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var foes : Array[AbstractShip] = []
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if collide_enemies:
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foes.append_array(get_tree().get_nodes_in_group("enemies"))
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if collide_players:
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foes.append_array(get_tree().get_nodes_in_group("players"))
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return foes
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