TowerGame/scripts/unit.gd

164 lines
5.6 KiB
GDScript

extends RigidBody3D
class_name Unit
@export_group("Defence")
@export var max_hp: float = 100
@export_group("Movement")
@export var movement_force: float = 100
@export var rotation_torque: float = 3
@export var max_speed: float = 100
@export_group("Navigation")
@export var minimum_progress_rate: float = 1.0
@export var stuck_time: float = 1.0
@onready var hp: float = max_hp
var target_velocity: Vector3 = Vector3()
var avoidance_velocity: Vector3 = Vector3()
var avoidance_timeout: float = 0.0
var last_distance_to_target: float = 0.0
var stuck_timer: float = 0.0
var moving: bool = false
var move_target: Vector3 = Vector3(16, 1, 13):
set(target):
move_target = target
nav_agent_3d.target_position = move_target
var move_radius: float = 5.0
var held_item: Item = null:
set(val):
held_item = val
if held_item_meshinstance != null:
if held_item != null:
held_item_meshinstance.mesh = held_item.model
held_item_meshinstance.visible = (held_item != null)
@onready var shapecast_3d: ShapeCast3D = $ShapeCast3D
@onready var nav_agent_3d: NavigationAgent3D = $NavigationAgent3D
@onready var label_3d: Label3D = $Label3D
@onready var held_item_meshinstance: MeshInstance3D = null
var action_timeout: float = 0.0
enum TaskStatus {
INTERRUPTED,
TIMED_OUT,
IMPOSSIBLE,
DONE,
}
signal task_updated(task_status: TaskStatus)
func _ready() -> void:
nav_agent_3d.connect("velocity_computed", avoidance_velocity_computed)
pass
func avoidance_velocity_computed(velocity: Vector3) -> void:
if velocity != target_velocity:
avoidance_velocity = velocity
avoidance_timeout = 0.5
func _process(delta: float) -> void:
label_3d.text = "HP: %d" % hp
if action_timeout > 0:
action_timeout -= delta
if action_timeout <= 0:
task_updated.emit(TaskStatus.TIMED_OUT)
if moving:
if nav_agent_3d.is_target_reached() \
or nav_agent_3d.target_position.is_zero_approx() \
or !nav_agent_3d.is_target_reachable():
moving = false
task_updated.emit(TaskStatus.DONE)
target_velocity = Vector3()
#nav_agent_3d.target_position = move_target + Vector3(randfn(0, move_radius), 0, randfn(0, move_radius))
#nav_agent_3d.target_position = NavigationServer3D.map_get_random_point(NavigationServer3D.get_maps()[0], 1, true)
last_distance_to_target = nav_agent_3d.distance_to_target()
else:
var next_point: Vector3 = nav_agent_3d.get_next_path_position()
if shapecast_3d.is_colliding():
var distance_to_target: float = global_position.distance_to(next_point)
var progress_rate: float = (last_distance_to_target - distance_to_target) / delta
last_distance_to_target = distance_to_target
if progress_rate < minimum_progress_rate:
stuck_timer += delta
if stuck_timer >= stuck_time:
unstuck()
else:
label_3d.modulate = Color.WHITE
stuck_timer = 0
if global_position.y <= -10:
unstuck()
DebugDraw3D.draw_sphere(nav_agent_3d.target_position, 0.5, Color.RED)
#DebugDraw3D.draw_sphere(next_point, 0.1, Color.YELLOW)
var direction: Vector3 = (next_point - global_position).normalized()
#basis = Basis.looking_at(direction)
#DebugDraw3D.draw_line(global_position, global_position + linear_velocity, Color.BLUE)
target_velocity = direction * max_speed
nav_agent_3d.velocity = target_velocity
#DebugDraw3D.draw_line(global_position, global_positiaon + target_velocity, Color.MAGENTA)
#DebugDraw3D.draw_text(global_position + Vector3(0,1,0), "%f" % nav_agent_3d.distance_to_target())
func unstuck() -> void:
# teleport to next path point
linear_velocity = Vector3()
global_position = nav_agent_3d.get_next_path_position()
stuck_timer = 0
func hurt(damage: float) -> void:
hp -= damage
#print("%s hit for %f damage, HP=%f" % [name, damage, hp])
if hp <= 0:
die()
func die() -> void:
queue_free()
func _physics_process(delta: float) -> void:
if shapecast_3d.is_colliding():
var actual_target_velocity: Vector3 = target_velocity
if avoidance_timeout > 0:
avoidance_timeout -= delta
actual_target_velocity = actual_target_velocity.slerp(avoidance_velocity, 0.25)
#DebugDraw3D.draw_line(global_position, global_position + actual_target_velocity, Color.ORANGE)
var force_direction: Vector3 = (actual_target_velocity-linear_velocity)
var normal: Vector3 = shapecast_3d.get_collision_normal(0)
#DebugDraw3D.draw_line(global_position, global_position + normal, Color.DODGER_BLUE)
var force: Vector3 = (force_direction * movement_force).slide(normal)
#DebugDraw3D.draw_line(global_position, global_position + force, Color.GREEN)
apply_central_force(force)
apply_torque(Vector3(0,force_direction.normalized().signed_angle_to(-global_basis.z, Vector3.DOWN) * rotation_torque,0))
#DebugDraw3D.draw_line(global_position, global_position - global_basis.z, Color.BLUE)
#DebugDraw3D.draw_line(global_position, global_position + force_direction, Color.RED)
func send_task_update(task_status: TaskStatus) -> void:
task_updated.emit(task_status)
func wait_for_task_update() -> TaskStatus:
var status_received: TaskStatus = await task_updated;
return status_received
func go_to_destination(destination: Vector3) -> bool:
move_target = destination
moving = true
return (await wait_for_task_update()) == TaskStatus.DONE
func take_item_from_building(item: Item, building: Building) -> bool:
if held_item != null:
return false
if building.producer != null:
if !await building.producer.wait_for_item(item, 3.0):
return false
#if building.consumer == null:
#return false
#if await building.consumer.wait_for_item(item, 3.0):
#if !building.consumer.take_item_from_storage(item):
#return false
held_item = item
return true
func drop_item() -> bool:
return false