R to reset matador

This commit is contained in:
2026-05-25 20:10:16 +03:00
parent 30136a9b90
commit 174b14fa61
4 changed files with 187 additions and 60 deletions
+174 -42
View File
@@ -1,6 +1,11 @@
extends CharacterBody3D
enum State { WANDER, FLEE, DODGE, RAGDOLL }
# WANDER → bull outside flee range, roaming freely
# FLEE → bull within range, matador backs away
# BRACE → charge detected: plant feet, face the bull (cite phase)
# SIDESTEP→ bull commits: sharp lateral step to let it pass (pase phase)
# RAGDOLL → hit by bull at speed
enum State { WANDER, FLEE, BRACE, SIDESTEP, RAGDOLL }
var _state: State = State.WANDER
var _skeleton: Skeleton3D = null
@@ -9,12 +14,13 @@ var _anim_player: AnimationPlayer = null
var _wander_target: Vector3 = Vector3.ZERO
var _idle_timer: float = 0.0
var _bull: CharacterBody3D = null
var _dodge_dir: Vector3 = Vector3.ZERO
var _dodge_timer: float = 0.0
var _step_dir: Vector3 = Vector3.ZERO
var _brace_timer: float = 0.0
var _step_timer: float = 0.0
var _dodge_cd: float = 0.0
@onready var _mesh: Node3D = $matador_v02
@onready var _hit_area: Area3D = $HitArea
@onready var _mesh: Node3D = $matador_v02
@onready var _hit_area: Area3D = $HitArea
@onready var _body_col: CollisionShape3D = $CollisionShape3D
const _WALK_ANIM: StringName = &"Armature|walk"
@@ -53,10 +59,11 @@ func _physics_process(delta: float) -> void:
_update_ai_state()
match _state:
State.WANDER: _tick_wander(delta)
State.FLEE: _tick_flee(delta)
State.DODGE: _tick_dodge(delta)
State.RAGDOLL: _tick_ragdoll(delta)
State.WANDER: _tick_wander(delta)
State.FLEE: _tick_flee(delta)
State.BRACE: _tick_brace(delta)
State.SIDESTEP: _tick_sidestep(delta)
State.RAGDOLL: _tick_ragdoll(delta)
func _update_ai_state() -> void:
@@ -66,13 +73,27 @@ func _update_ai_state() -> void:
if dist < DP.f("mat_flee_range"):
_state = State.FLEE
State.FLEE:
if dist < DP.f("mat_dodge_range") and _dodge_cd <= 0.0:
_start_dodge()
if _dodge_cd <= 0.0 and (dist < DP.f("mat_commit_dist") or _is_charge_incoming()):
_start_brace()
elif dist > DP.f("mat_flee_range") * 1.3:
_state = State.WANDER
_pick_wander_target()
State.DODGE:
pass
State.BRACE:
pass # brace timer drives transition
State.SIDESTEP:
pass # step timer drives transition
# Bull is moving fast and aimed within ~50° of the matador
func _is_charge_incoming() -> bool:
var bull_flat := Vector3(_bull.velocity.x, 0.0, _bull.velocity.z)
if bull_flat.length() < DP.f("mat_charge_speed"):
return false
var to_me := (global_position - _bull.global_position)
to_me.y = 0.0
if to_me.length() > DP.f("mat_brace_range"):
return false
return bull_flat.normalized().dot(to_me.normalized()) > 0.65
func _tick_wander(delta: float) -> void:
@@ -114,33 +135,57 @@ func _tick_flee(delta: float) -> void:
move_and_slide()
func _start_dodge() -> void:
_state = State.DODGE
var bull_vel_flat := Vector3(_bull.velocity.x, 0.0, _bull.velocity.z)
var bull_fwd: Vector3
if bull_vel_flat.length() > 1.0:
bull_fwd = bull_vel_flat.normalized()
# Cite phase: plant feet, face the bull — wait for it to commit
func _start_brace() -> void:
_state = State.BRACE
var bull_flat := Vector3(_bull.velocity.x, 0.0, _bull.velocity.z)
# Use bull velocity if it's moving, else use bull→matador direction as proxy
var charge_dir: Vector3
if bull_flat.length() > 1.0:
charge_dir = bull_flat.normalized()
else:
bull_fwd = (_bull.global_position - global_position)
bull_fwd.y = 0.0
bull_fwd = bull_fwd.normalized()
# Step sideways relative to the bull's travel direction, biased slightly backward
charge_dir = (_bull.global_position - global_position)
charge_dir.y = 0.0
charge_dir = charge_dir.normalized()
# Decide which side to step to now, so the choice is fixed before the bull arrives
var side := 1.0 if randf() > 0.5 else -1.0
var perp := bull_fwd.rotated(Vector3.UP, PI * 0.5 * side)
_dodge_dir = (perp * 0.7 + (-bull_fwd) * 0.3).normalized()
_dodge_timer = DP.f("mat_dodge_duration")
_step_dir = charge_dir.rotated(Vector3.UP, PI * 0.5 * side)
_brace_timer = DP.f("mat_brace_duration")
func _tick_dodge(delta: float) -> void:
_dodge_timer -= delta
if _dodge_timer <= 0.0:
func _tick_brace(delta: float) -> void:
# Decelerate to a stop
velocity.x = move_toward(velocity.x, 0.0, 18.0 * delta)
velocity.z = move_toward(velocity.z, 0.0, 18.0 * delta)
# Face the bull
var to_bull := (_bull.global_position - global_position)
to_bull.y = 0.0
if to_bull.length() > 0.1:
_mesh.rotation.y = lerp_angle(
_mesh.rotation.y, atan2(to_bull.x, to_bull.z), delta * 14.0)
_play_anim(_IDLE_ANIM)
move_and_slide()
_brace_timer -= delta
var dist := global_position.distance_to(_bull.global_position)
# Execute the step when the bull is almost on top or the brace window expires
if dist < DP.f("mat_commit_dist") or _brace_timer <= 0.0:
_state = State.SIDESTEP
_step_timer = DP.f("mat_step_duration")
# Pase phase: sharp lateral step as the bull commits to its line
func _tick_sidestep(delta: float) -> void:
_step_timer -= delta
if _step_timer <= 0.0:
_state = State.FLEE
_dodge_cd = DP.f("mat_dodge_cooldown")
return
var spd := DP.f("mat_dodge_speed")
velocity.x = _dodge_dir.x * spd
velocity.z = _dodge_dir.z * spd
_mesh.rotation.y = lerp_angle(_mesh.rotation.y, atan2(velocity.x, velocity.z), delta * 12.0)
var spd := DP.f("mat_step_speed")
velocity.x = _step_dir.x * spd
velocity.z = _step_dir.z * spd
# Snap facing quickly to sell the movement
_mesh.rotation.y = lerp_angle(_mesh.rotation.y, atan2(velocity.x, velocity.z), delta * 20.0)
_play_anim(_WALK_ANIM)
move_and_slide()
@@ -151,6 +196,36 @@ func _tick_ragdoll(_delta: float) -> void:
move_and_slide()
func _unhandled_input(event: InputEvent) -> void:
if not (event is InputEventKey):
return
var key := event as InputEventKey
if key.keycode == KEY_R and key.pressed and not key.echo:
_reset()
func _reset() -> void:
_state = State.WANDER
velocity = Vector3.ZERO
collision_layer = 1
global_position = Vector3(0.0, 1.0, 0.0)
if _sim:
_sim.physical_bones_stop_simulation()
_sim.active = false
if _anim_player and _anim_player.has_animation(_IDLE_ANIM):
_anim_player.stop()
_anim_player.play(_IDLE_ANIM)
_anim_player.seek(0.0, true)
_dodge_cd = 0.0
_brace_timer = 0.0
_step_timer = 0.0
_idle_timer = 0.0
_pick_wander_target()
func _on_body_entered(body: Node3D) -> void:
if _state == State.RAGDOLL:
return
@@ -159,7 +234,9 @@ func _on_body_entered(body: Node3D) -> void:
var player := body as CharacterBody3D
if player.velocity.length() < DP.f("mat_hit_threshold"):
return
var hit_dir := (global_position - player.global_position).normalized()
var flat_vel := Vector3(player.velocity.x, 0.0, player.velocity.z)
var hit_dir := flat_vel.normalized() if flat_vel.length() > 0.5 else \
(global_position - player.global_position).normalized()
_enter_ragdoll(hit_dir, player.velocity.length())
@@ -167,6 +244,10 @@ func _enter_ragdoll(hit_dir: Vector3, bull_speed: float) -> void:
_state = State.RAGDOLL
hit_dir.y = 0.0
hit_dir = hit_dir.normalized()
# Arc upward so the body lifts before falling — feels like a real goring throw
var throw_dir := (hit_dir + Vector3(0.0, 0.5, 0.0)).normalized()
_spawn_blood_burst(hit_dir)
# Keep the CharacterBody3D stationary: physics bones simulate relative to the
# skeleton root, so sliding the root makes every bone pose diverge.
@@ -191,17 +272,67 @@ func _enter_ragdoll(hit_dir: Vector3, bull_speed: float) -> void:
var bone_idx := _skeleton.find_bone(pb.bone_name)
if bone_idx >= 0:
pb.global_transform = _skeleton.global_transform * _skeleton.get_bone_global_pose(bone_idx)
pb.simulate_physics = true
_sim.active = true
var strength := DP.f("mat_ragdoll_impulse")
_sim.physical_bones_start_simulation()
var strength := DP.f("mat_ragdoll_impulse") * clampf(bull_speed / 15.0, 0.4, 1.3)
for child: Node in _sim.get_children():
if child is PhysicalBone3D:
var scatter := Vector3(
randf_range(-0.4, 0.4),
randf_range(0.1, 0.5),
randf_range(-0.4, 0.4))
randf_range(-0.12, 0.12),
randf_range(-0.05, 0.08),
randf_range(-0.12, 0.12))
(child as PhysicalBone3D).apply_central_impulse(
(hit_dir + scatter).normalized() * strength)
(throw_dir + scatter).normalized() * strength)
# ── Blood burst ───────────────────────────────────────────────────────────────
func _spawn_blood_burst(hit_dir: Vector3) -> void:
var p := CPUParticles3D.new()
get_tree().current_scene.add_child(p)
p.global_position = global_position + Vector3(0.0, 0.9, 0.0)
var mat := StandardMaterial3D.new()
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.vertex_color_use_as_albedo = true
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
var sphere := SphereMesh.new()
sphere.radius = 0.07
sphere.height = 0.14
sphere.radial_segments = 4
sphere.rings = 2
sphere.material = mat
var ramp := Gradient.new()
ramp.set_color(0, Color(1.0, 0.02, 0.02, 1.0))
ramp.set_color(1, Color(0.25, 0.0, 0.0, 0.0))
var scale_curve := Curve.new()
scale_curve.add_point(Vector2(0.0, 1.0))
scale_curve.add_point(Vector2(0.6, 0.5))
scale_curve.add_point(Vector2(1.0, 0.0))
p.mesh = sphere
p.color_ramp = ramp
p.scale_amount_curve = scale_curve
p.one_shot = true
p.explosiveness = 0.9
p.amount = 60
p.lifetime = 1.1
p.randomness = 0.4
p.local_coords = false
p.direction = (hit_dir * 0.6 + Vector3.UP * 0.4).normalized()
p.spread = 80.0
p.gravity = Vector3(0.0, -7.0, 0.0)
p.initial_velocity_min = 4.0
p.initial_velocity_max = 11.0
p.scale_amount_min = 0.5
p.scale_amount_max = 1.6
p.emitting = true
get_tree().create_timer(p.lifetime + 0.3).timeout.connect(p.queue_free)
# ── Animation helpers ─────────────────────────────────────────────────────────
@@ -273,8 +404,9 @@ func _setup_physical_bones() -> PhysicalBoneSimulator3D:
var pb := PhysicalBone3D.new()
pb.bone_name = bname
pb.joint_type = PhysicalBone3D.JOINT_TYPE_PIN
pb.linear_damp = 3.0
pb.angular_damp = 4.0
pb.mass = 0.4
pb.linear_damp = 0.4
pb.angular_damp = 0.8
pb.collision_layer = 1
pb.collision_mask = 1
var cs := CollisionShape3D.new()