bull legs not clipped, arena not scaled
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+106
-14
@@ -1,6 +1,6 @@
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extends CharacterBody3D
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enum State { WANDER, RAGDOLL }
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enum State { WANDER, FLEE, DODGE, RAGDOLL }
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var _state: State = State.WANDER
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var _skeleton: Skeleton3D = null
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@@ -8,6 +8,10 @@ var _sim: PhysicalBoneSimulator3D = null
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var _anim_player: AnimationPlayer = null
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var _wander_target: Vector3 = Vector3.ZERO
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var _idle_timer: float = 0.0
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var _bull: CharacterBody3D = null
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var _dodge_dir: Vector3 = Vector3.ZERO
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var _dodge_timer: float = 0.0
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var _dodge_cd: float = 0.0
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@onready var _mesh: Node3D = $matador_v02
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@onready var _hit_area: Area3D = $HitArea
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@@ -35,13 +39,42 @@ func _ready() -> void:
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func _physics_process(delta: float) -> void:
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if _bull == null:
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var players := get_tree().get_nodes_in_group(&"player")
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if not players.is_empty():
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_bull = players[0] as CharacterBody3D
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if not is_on_floor():
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velocity += get_gravity() * delta
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_dodge_cd = maxf(0.0, _dodge_cd - delta)
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if _state != State.RAGDOLL and _bull != null:
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_update_ai_state()
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match _state:
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State.WANDER: _tick_wander(delta)
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State.FLEE: _tick_flee(delta)
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State.DODGE: _tick_dodge(delta)
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State.RAGDOLL: _tick_ragdoll(delta)
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func _update_ai_state() -> void:
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var dist := global_position.distance_to(_bull.global_position)
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match _state:
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State.WANDER:
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if dist < DP.f("mat_flee_range"):
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_state = State.FLEE
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State.FLEE:
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if dist < DP.f("mat_dodge_range") and _dodge_cd <= 0.0:
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_start_dodge()
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elif dist > DP.f("mat_flee_range") * 1.3:
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_state = State.WANDER
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_pick_wander_target()
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State.DODGE:
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pass
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func _tick_wander(delta: float) -> void:
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if _idle_timer > 0.0:
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_idle_timer -= delta
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@@ -67,9 +100,54 @@ func _tick_wander(delta: float) -> void:
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move_and_slide()
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func _tick_ragdoll(delta: float) -> void:
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velocity.x = move_toward(velocity.x, 0.0, 15.0 * delta)
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velocity.z = move_toward(velocity.z, 0.0, 15.0 * delta)
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func _tick_flee(delta: float) -> void:
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var away := (global_position - _bull.global_position)
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away.y = 0.0
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if away.length() < 0.01:
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away = Vector3(randf() - 0.5, 0.0, randf() - 0.5)
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away = away.normalized()
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var spd := DP.f("mat_flee_speed")
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velocity.x = away.x * spd
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velocity.z = away.z * spd
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_mesh.rotation.y = lerp_angle(_mesh.rotation.y, atan2(velocity.x, velocity.z), delta * 8.0)
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_play_anim(_WALK_ANIM)
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move_and_slide()
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func _start_dodge() -> void:
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_state = State.DODGE
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var bull_vel_flat := Vector3(_bull.velocity.x, 0.0, _bull.velocity.z)
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var bull_fwd: Vector3
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if bull_vel_flat.length() > 1.0:
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bull_fwd = bull_vel_flat.normalized()
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else:
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bull_fwd = (_bull.global_position - global_position)
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bull_fwd.y = 0.0
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bull_fwd = bull_fwd.normalized()
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# Step sideways relative to the bull's travel direction, biased slightly backward
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var side := 1.0 if randf() > 0.5 else -1.0
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var perp := bull_fwd.rotated(Vector3.UP, PI * 0.5 * side)
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_dodge_dir = (perp * 0.7 + (-bull_fwd) * 0.3).normalized()
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_dodge_timer = DP.f("mat_dodge_duration")
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func _tick_dodge(delta: float) -> void:
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_dodge_timer -= delta
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if _dodge_timer <= 0.0:
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_state = State.FLEE
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_dodge_cd = DP.f("mat_dodge_cooldown")
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return
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var spd := DP.f("mat_dodge_speed")
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velocity.x = _dodge_dir.x * spd
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velocity.z = _dodge_dir.z * spd
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_mesh.rotation.y = lerp_angle(_mesh.rotation.y, atan2(velocity.x, velocity.z), delta * 12.0)
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_play_anim(_WALK_ANIM)
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move_and_slide()
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func _tick_ragdoll(_delta: float) -> void:
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velocity.x = 0.0
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velocity.z = 0.0
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move_and_slide()
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@@ -90,18 +168,30 @@ func _enter_ragdoll(hit_dir: Vector3, bull_speed: float) -> void:
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hit_dir.y = 0.0
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hit_dir = hit_dir.normalized()
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# Cap lateral slide so matadors don't cross the arena; fixed upward pop
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var lateral: float = minf(bull_speed * 0.2, 4.0)
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velocity = Vector3(hit_dir.x * lateral, 2.0, hit_dir.z * lateral)
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# Keep the CharacterBody3D stationary: physics bones simulate relative to the
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# skeleton root, so sliding the root makes every bone pose diverge.
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velocity = Vector3.ZERO
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# Disable body capsule so a fast bull doesn't bounce off a ragdolling matador
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_body_col.disabled = true
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# Remove from collision layer so the bull passes through, but keep the
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# shape enabled — move_and_slide() still needs it to detect the floor.
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collision_layer = 0
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if _anim_player:
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_anim_player.stop()
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_anim_player.pause() # pause keeps current frame; stop() resets to T-pose
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if not _sim:
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return
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# Teleport each physics body to its current bone world transform, then
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# enable per-bone simulation. _sim.active alone does NOT set simulate_physics;
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# without it _process_modification() skips every bone and writes nothing.
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for child: Node in _sim.get_children():
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if not (child is PhysicalBone3D):
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continue
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var pb := child as PhysicalBone3D
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var bone_idx := _skeleton.find_bone(pb.bone_name)
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if bone_idx >= 0:
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pb.global_transform = _skeleton.global_transform * _skeleton.get_bone_global_pose(bone_idx)
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pb.simulate_physics = true
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_sim.active = true
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var strength := DP.f("mat_ragdoll_impulse")
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for child: Node in _sim.get_children():
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@@ -181,10 +271,12 @@ func _setup_physical_bones() -> PhysicalBoneSimulator3D:
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if _skeleton.find_bone(bname) == -1:
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continue
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var pb := PhysicalBone3D.new()
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pb.bone_name = bname
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pb.joint_type = PhysicalBone3D.JOINT_TYPE_PIN
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pb.linear_damp = 1.0
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pb.angular_damp = 1.0
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pb.bone_name = bname
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pb.joint_type = PhysicalBone3D.JOINT_TYPE_PIN
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pb.linear_damp = 3.0
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pb.angular_damp = 4.0
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pb.collision_layer = 1
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pb.collision_mask = 1
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var cs := CollisionShape3D.new()
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var use_capsule: bool = entry.size() >= 3
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if use_capsule:
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