smarter AI
This commit is contained in:
@@ -108,6 +108,12 @@ func _register_all() -> void:
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_reg_f("Matador", "mat_step_duration", 0.35, 0.1, 1.0, 0.05)
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_reg_f("Matador", "mat_dodge_cooldown", 5.0, 0.5, 12.0, 0.25)
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_reg_f("Matador", "mat_dodge_chance", 0.25, 0.0, 1.0, 0.05)
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_reg_f("Matador", "mat_attack_range", 8.0, 2.0, 20.0)
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_reg_f("Matador", "mat_attack_speed", 5.5, 1.0, 12.0)
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_reg_f("Matador", "mat_attack_duration", 1.8, 0.5, 5.0, 0.1)
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_reg_f("Matador", "mat_attack_min_dist", 2.5, 0.5, 6.0, 0.1)
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_reg_f("Matador", "mat_roll_chance", 0.35, 0.0, 1.0, 0.05)
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_reg_f("Matador", "mat_roll_duration", 0.45, 0.1, 1.5, 0.05)
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# ── Debug ─────────────────────────────────────────────────────────────────
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_reg_b("Debug", "show_collisions", false)
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@@ -7,26 +7,16 @@ const _BG := Color(0.06, 0.04, 0.02, 0.78)
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const _BADGE := Color(0.16, 0.10, 0.03, 0.90)
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const _BORDER := Color(0.65, 0.48, 0.15, 0.55)
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const ROUND_DURATION := 60.0
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var _controls_visible: bool = true
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var _timer_remaining: float = ROUND_DURATION
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var _score: int = 0
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var _round_active: bool = true
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var _controls_panel: PanelContainer
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var _timer_label: Label
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var _score_label: Label
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var _toggle_btn: Button
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var _game_over_panel: Control
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var _final_score_label: Label
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var _spawner: Node
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func _ready() -> void:
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layer = 11
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process_mode = Node.PROCESS_MODE_ALWAYS
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_build()
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_build_controls_panel()
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_find_spawner.call_deferred()
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@@ -34,16 +24,6 @@ func _find_spawner() -> void:
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var spawners := get_tree().get_nodes_in_group(&"matador_spawn")
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if not spawners.is_empty():
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_spawner = spawners[0]
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_spawner.matador_killed.connect(_on_matador_killed)
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func _process(delta: float) -> void:
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if not _round_active:
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return
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_timer_remaining = maxf(0.0, _timer_remaining - delta)
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_update_timer_display()
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if _timer_remaining <= 0.0:
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_end_round()
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func _unhandled_input(event: InputEvent) -> void:
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@@ -58,51 +38,13 @@ func _toggle_controls() -> void:
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_toggle_btn.text = "Hide controls" if _controls_visible else "Show controls"
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func _on_matador_killed() -> void:
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if _round_active:
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_score += 1
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_update_score_display()
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func _end_round() -> void:
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_round_active = false
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_final_score_label.text = "You killed %d matadors!" % _score
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_game_over_panel.visible = true
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get_tree().paused = true
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func _on_continue_pressed() -> void:
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_on_reset_pressed()
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func _on_reset_pressed() -> void:
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if get_tree().paused:
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get_tree().paused = false
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_game_over_panel.visible = false
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_timer_remaining = ROUND_DURATION
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_score = 0
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_round_active = true
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_update_timer_display()
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_update_score_display()
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if _spawner:
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_spawner.reset_spawn()
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func _update_timer_display() -> void:
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var s := int(_timer_remaining)
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_timer_label.text = "%d:%02d" % [s / 60, s % 60]
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func _update_score_display() -> void:
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_score_label.text = "Kills: %d" % _score
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func _build() -> void:
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_build_controls_panel()
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_build_score_panel()
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_build_game_over_overlay()
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func _build_controls_panel() -> void:
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_controls_panel = PanelContainer.new()
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@@ -144,58 +86,11 @@ func _build_controls_panel() -> void:
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_row(vbox, "R", "Respawn matadors (cooldown)", _MUTED)
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_row(vbox, "H", "Toggle controls", _MUTED)
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func _build_score_panel() -> void:
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var panel := PanelContainer.new()
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var bg := StyleBoxFlat.new()
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bg.bg_color = _BG
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bg.corner_radius_top_left = 7
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bg.corner_radius_top_right = 7
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bg.corner_radius_bottom_left = 7
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bg.corner_radius_bottom_right = 7
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bg.border_width_left = 1
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bg.border_width_right = 1
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bg.border_width_top = 1
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bg.border_width_bottom = 1
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bg.border_color = _BORDER
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bg.content_margin_left = 16.0
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bg.content_margin_right = 16.0
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bg.content_margin_top = 12.0
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bg.content_margin_bottom = 12.0
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panel.add_theme_stylebox_override("panel", bg)
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panel.anchor_left = 1.0
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panel.anchor_top = 0.0
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panel.anchor_right = 1.0
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panel.anchor_bottom = 0.0
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panel.grow_horizontal = Control.GROW_DIRECTION_BEGIN
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panel.grow_vertical = Control.GROW_DIRECTION_END
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panel.offset_right = -20.0
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panel.offset_top = 20.0
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add_child(panel)
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var vbox := VBoxContainer.new()
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vbox.add_theme_constant_override("separation", 8)
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panel.add_child(vbox)
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_timer_label = Label.new()
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_timer_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_timer_label.add_theme_color_override("font_color", _GOLD)
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_timer_label.add_theme_font_size_override("font_size", 32)
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vbox.add_child(_timer_label)
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_score_label = Label.new()
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_score_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_score_label.add_theme_color_override("font_color", _CREAM)
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_score_label.add_theme_font_size_override("font_size", 16)
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vbox.add_child(_score_label)
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var sep := HSeparator.new()
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var sep_style := StyleBoxFlat.new()
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sep_style.bg_color = Color(0.65, 0.48, 0.15, 0.30)
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sep_style.content_margin_top = 2.0
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sep_style.content_margin_bottom = 2.0
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sep_style.content_margin_top = 4.0
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sep_style.content_margin_bottom = 4.0
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sep.add_theme_stylebox_override("separator", sep_style)
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vbox.add_child(sep)
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@@ -211,71 +106,6 @@ func _build_score_panel() -> void:
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reset_btn.pressed.connect(_on_reset_pressed)
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hbox.add_child(reset_btn)
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_update_timer_display()
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_update_score_display()
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func _build_game_over_overlay() -> void:
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_game_over_panel = Control.new()
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_game_over_panel.set_anchors_preset(Control.PRESET_FULL_RECT)
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_game_over_panel.visible = false
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_game_over_panel.process_mode = Node.PROCESS_MODE_ALWAYS
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add_child(_game_over_panel)
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var backdrop := ColorRect.new()
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backdrop.set_anchors_preset(Control.PRESET_FULL_RECT)
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backdrop.color = Color(0.0, 0.0, 0.0, 0.65)
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_game_over_panel.add_child(backdrop)
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var card := PanelContainer.new()
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var card_bg := StyleBoxFlat.new()
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card_bg.bg_color = Color(0.08, 0.05, 0.02, 0.95)
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card_bg.corner_radius_top_left = 12
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card_bg.corner_radius_top_right = 12
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card_bg.corner_radius_bottom_left = 12
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card_bg.corner_radius_bottom_right = 12
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card_bg.border_width_left = 2
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card_bg.border_width_right = 2
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card_bg.border_width_top = 2
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card_bg.border_width_bottom = 2
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card_bg.border_color = _GOLD
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card_bg.content_margin_left = 48.0
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card_bg.content_margin_right = 48.0
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card_bg.content_margin_top = 36.0
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card_bg.content_margin_bottom = 36.0
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card.add_theme_stylebox_override("panel", card_bg)
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card.anchor_left = 0.5
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card.anchor_top = 0.5
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card.anchor_right = 0.5
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card.anchor_bottom = 0.5
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card.grow_horizontal = Control.GROW_DIRECTION_BOTH
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card.grow_vertical = Control.GROW_DIRECTION_BOTH
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_game_over_panel.add_child(card)
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var vbox := VBoxContainer.new()
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vbox.add_theme_constant_override("separation", 18)
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vbox.alignment = BoxContainer.ALIGNMENT_CENTER
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card.add_child(vbox)
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var title := Label.new()
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title.text = "TIME'S UP!"
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title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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title.add_theme_color_override("font_color", _GOLD)
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title.add_theme_font_size_override("font_size", 48)
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vbox.add_child(title)
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_final_score_label = Label.new()
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_final_score_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_final_score_label.add_theme_color_override("font_color", _CREAM)
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_final_score_label.add_theme_font_size_override("font_size", 24)
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vbox.add_child(_final_score_label)
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var continue_btn := _make_button("Continue")
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continue_btn.custom_minimum_size = Vector2(160.0, 44.0)
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continue_btn.process_mode = Node.PROCESS_MODE_ALWAYS
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continue_btn.pressed.connect(_on_continue_pressed)
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vbox.add_child(continue_btn)
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func _make_button(label_text: String) -> Button:
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var btn := Button.new()
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+136
-39
@@ -1,11 +1,13 @@
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extends CharacterBody3D
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# WANDER → bull outside flee range, roaming freely
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# FLEE → bull within range, matador backs away
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# FLEE → bull within range, matador backs away (raycast-steered around walls)
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# BRACE → charge detected: plant feet, face the bull (cite phase)
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# SIDESTEP→ bull commits: sharp lateral step to let it pass (pase phase)
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# RAGDOLL → hit by bull at speed
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enum State { WANDER, FLEE, BRACE, SIDESTEP, RAGDOLL }
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# ATTACK → post-dodge or mid-range: chase and strike
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# ROLL → hit by bull but roll chance fires: survive and recover
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# RAGDOLL → hit by bull, no roll chance
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enum State { WANDER, FLEE, BRACE, SIDESTEP, ATTACK, ROLL, RAGDOLL }
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signal killed
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@@ -21,8 +23,13 @@ var _brace_timer: float = 0.0
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var _step_timer: float = 0.0
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var _dodge_cd: float = 0.0
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var _will_dodge: bool = true
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var _ole_player: AudioStreamPlayer = null
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var _death_player: AudioStreamPlayer = null
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var _attack_timer: float = 0.0
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var _roll_timer: float = 0.0
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var _roll_dir: Vector3 = Vector3.ZERO
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var _steer_dir: Vector3 = Vector3.ZERO
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var _steer_cd: float = 0.0
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var _ole_player: AudioStreamPlayer = null
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var _death_player: AudioStreamPlayer = null
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var _blood_burst: CPUParticles3D = null
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@onready var _mesh: Node3D = $matador2
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@@ -34,6 +41,11 @@ const _ANIM_IDLE: StringName = &"Taunt"
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const _ANIM_ATTACK: StringName = &"Attack"
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const _ANIM_ROLL: StringName = &"Roll"
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# Candidate steering offsets (radians) tried in order when a wall is ahead
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const _STEER_ANGLES: Array = [0.0, -0.35, 0.35, -0.7, 0.7, -1.1, 1.1, PI]
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const _STEER_LOOKAHEAD: float = 3.5 # longer = turns before hitting wall
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const _STEER_INTERVAL: float = 0.12 # recompute direction at most ~8×/sec
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func _ready() -> void:
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add_to_group(&"matador")
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@@ -82,6 +94,8 @@ func _physics_process(delta: float) -> void:
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State.FLEE: _tick_flee(delta)
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State.BRACE: _tick_brace(delta)
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State.SIDESTEP: _tick_sidestep(delta)
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State.ATTACK: _tick_attack(delta)
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State.ROLL: _tick_roll(delta)
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State.RAGDOLL: _tick_ragdoll(delta)
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@@ -91,16 +105,25 @@ func _update_ai_state() -> void:
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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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elif _dodge_cd <= 0.0 and dist < DP.f("mat_attack_range") and not _is_charge_incoming():
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_steer_cd = 0.0
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_start_attack()
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State.FLEE:
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if _dodge_cd <= 0.0 and (dist < DP.f("mat_commit_dist") or _is_charge_incoming()):
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_start_brace()
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elif dist > DP.f("mat_flee_range") * 1.3:
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_state = State.WANDER
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_steer_cd = 0.0
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_pick_wander_target()
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State.BRACE:
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pass # brace timer drives transition
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State.SIDESTEP:
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pass # step timer drives transition
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State.ATTACK:
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if _attack_timer <= 0.0 or dist > DP.f("mat_attack_range") * 1.5:
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_state = State.FLEE
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State.ROLL:
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pass # roll timer drives transition
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# Bull is moving fast and aimed within ~30° of the matador
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@@ -115,6 +138,37 @@ func _is_charge_incoming() -> bool:
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return bull_flat.normalized().dot(to_me.normalized()) > 0.85
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# Returns a wall-clear direction, recomputed at most every _STEER_INTERVAL seconds.
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# Randomises among available clear angles so juke direction is unpredictable.
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func _steer_clear(desired_dir: Vector3, delta: float) -> Vector3:
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_steer_cd -= delta
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if _steer_cd > 0.0 and _steer_dir != Vector3.ZERO:
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return _steer_dir
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_steer_cd = _STEER_INTERVAL
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var space := get_world_3d().direct_space_state
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var origin := global_position + Vector3.UP * 0.6
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var params := PhysicsRayQueryParameters3D.new()
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params.exclude = [get_rid()]
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params.collision_mask = 1
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# Try straight ahead first; if blocked, pick randomly from the side candidates.
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params.from = origin
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params.to = origin + desired_dir * _STEER_LOOKAHEAD
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if space.intersect_ray(params).is_empty():
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_steer_dir = desired_dir
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return desired_dir
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var candidates: Array = [-0.35, 0.35, -0.7, 0.7, -1.1, 1.1, PI]
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candidates.shuffle()
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for angle: float in candidates:
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var dir := desired_dir.rotated(Vector3.UP, angle)
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params.from = origin
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params.to = origin + dir * _STEER_LOOKAHEAD
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if space.intersect_ray(params).is_empty():
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_steer_dir = dir
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return dir
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_steer_dir = desired_dir
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return desired_dir
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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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@@ -130,10 +184,10 @@ func _tick_wander(delta: float) -> void:
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_idle_timer = randf_range(DP.f("mat_idle_min"), DP.f("mat_idle_max"))
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_pick_wander_target()
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else:
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var dir := Vector3(dx, 0.0, dz).normalized()
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var dir := _steer_clear(Vector3(dx, 0.0, dz).normalized(), delta)
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var spd := DP.f("mat_walk_speed")
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velocity.x = dir.x * spd
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velocity.z = dir.z * spd
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velocity.x = move_toward(velocity.x, dir.x * spd, spd * 8.0 * delta)
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velocity.z = move_toward(velocity.z, dir.z * spd, spd * 8.0 * delta)
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_mesh.rotation.y = lerp_angle(
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_mesh.rotation.y, atan2(velocity.x, velocity.z), delta * 8.0)
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_play_anim(_ANIM_RUN)
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@@ -145,10 +199,10 @@ func _tick_flee(delta: float) -> void:
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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 dir := _steer_clear(away.normalized(), delta)
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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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velocity.x = move_toward(velocity.x, dir.x * spd, spd * 8.0 * delta)
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velocity.z = move_toward(velocity.z, dir.z * spd, spd * 8.0 * delta)
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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(_ANIM_RUN)
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move_and_slide()
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@@ -156,9 +210,9 @@ func _tick_flee(delta: float) -> void:
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# Cite phase: plant feet, face the bull — wait for it to commit
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func _start_brace() -> void:
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_steer_cd = 0.0
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_state = State.BRACE
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var bull_flat := Vector3(_bull.velocity.x, 0.0, _bull.velocity.z)
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# Use bull velocity if it's moving, else use bull→matador direction as proxy
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var charge_dir: Vector3
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if bull_flat.length() > 1.0:
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charge_dir = bull_flat.normalized()
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@@ -166,7 +220,6 @@ func _start_brace() -> void:
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charge_dir = (_bull.global_position - global_position)
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charge_dir.y = 0.0
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charge_dir = charge_dir.normalized()
|
||||
# Decide whether to dodge at all and which side — fixed before the bull arrives
|
||||
_will_dodge = randf() < DP.f("mat_dodge_chance")
|
||||
var side := 1.0 if randf() > 0.5 else -1.0
|
||||
_step_dir = charge_dir.rotated(Vector3.UP, PI * 0.5 * side)
|
||||
@@ -174,10 +227,8 @@ func _start_brace() -> void:
|
||||
|
||||
|
||||
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:
|
||||
@@ -188,7 +239,6 @@ func _tick_brace(delta: float) -> void:
|
||||
|
||||
_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:
|
||||
if _will_dodge:
|
||||
_state = State.SIDESTEP
|
||||
@@ -197,22 +247,70 @@ func _tick_brace(delta: float) -> void:
|
||||
_ole_player.pitch_scale = randf_range(0.88, 1.12)
|
||||
_ole_player.play()
|
||||
else:
|
||||
# Stand and eat it — no juke
|
||||
_state = State.FLEE
|
||||
_dodge_cd = DP.f("mat_dodge_cooldown")
|
||||
|
||||
|
||||
# Pase phase: sharp lateral step as the bull commits to its line
|
||||
# Pase phase: sharp lateral step, then immediately exploit with an attack
|
||||
func _tick_sidestep(delta: float) -> void:
|
||||
_step_timer -= delta
|
||||
if _step_timer <= 0.0:
|
||||
_state = State.FLEE
|
||||
_dodge_cd = DP.f("mat_dodge_cooldown")
|
||||
_start_attack()
|
||||
return
|
||||
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(_ANIM_ROLL)
|
||||
move_and_slide()
|
||||
|
||||
|
||||
func _start_attack() -> void:
|
||||
_state = State.ATTACK
|
||||
_attack_timer = DP.f("mat_attack_duration")
|
||||
_dodge_cd = DP.f("mat_dodge_cooldown")
|
||||
|
||||
|
||||
func _tick_attack(delta: float) -> void:
|
||||
_attack_timer -= delta
|
||||
var to_bull := (_bull.global_position - global_position)
|
||||
to_bull.y = 0.0
|
||||
var dist := to_bull.length()
|
||||
|
||||
if dist > 0.1:
|
||||
_mesh.rotation.y = lerp_angle(
|
||||
_mesh.rotation.y, atan2(to_bull.x, to_bull.z), delta * 10.0)
|
||||
|
||||
if dist > DP.f("mat_attack_min_dist"):
|
||||
var dir := _steer_clear(to_bull.normalized(), delta)
|
||||
var spd := DP.f("mat_attack_speed")
|
||||
velocity.x = move_toward(velocity.x, dir.x * spd, spd * 8.0 * delta)
|
||||
velocity.z = move_toward(velocity.z, dir.z * spd, spd * 8.0 * delta)
|
||||
else:
|
||||
velocity.x = move_toward(velocity.x, 0.0, 14.0 * delta)
|
||||
velocity.z = move_toward(velocity.z, 0.0, 14.0 * delta)
|
||||
|
||||
_play_anim(_ANIM_ATTACK)
|
||||
move_and_slide()
|
||||
|
||||
|
||||
func _enter_roll(hit_dir: Vector3) -> void:
|
||||
_state = State.ROLL
|
||||
_roll_timer = DP.f("mat_roll_duration")
|
||||
hit_dir.y = 0.0
|
||||
var side := 1.0 if randf() > 0.5 else -1.0
|
||||
_roll_dir = hit_dir.normalized().rotated(Vector3.UP, PI * 0.5 * side)
|
||||
|
||||
|
||||
func _tick_roll(delta: float) -> void:
|
||||
_roll_timer -= delta
|
||||
if _roll_timer <= 0.0:
|
||||
_state = State.FLEE
|
||||
_dodge_cd = DP.f("mat_dodge_cooldown")
|
||||
return
|
||||
var spd := DP.f("mat_step_speed")
|
||||
velocity.x = _roll_dir.x * spd
|
||||
velocity.z = _roll_dir.z * spd
|
||||
_mesh.rotation.y = lerp_angle(_mesh.rotation.y, atan2(velocity.x, velocity.z), delta * 20.0)
|
||||
_play_anim(_ANIM_ROLL)
|
||||
move_and_slide()
|
||||
@@ -225,7 +323,7 @@ func _tick_ragdoll(_delta: float) -> void:
|
||||
|
||||
|
||||
func _on_body_entered(body: Node3D) -> void:
|
||||
if _state == State.RAGDOLL:
|
||||
if _state == State.RAGDOLL or _state == State.ROLL:
|
||||
return
|
||||
if not body.is_in_group(&"player"):
|
||||
return
|
||||
@@ -235,20 +333,23 @@ func _on_body_entered(body: Node3D) -> void:
|
||||
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())
|
||||
|
||||
if randf() < DP.f("mat_roll_chance"):
|
||||
_enter_roll(hit_dir)
|
||||
else:
|
||||
_enter_ragdoll(hit_dir, player.velocity.length())
|
||||
|
||||
|
||||
func _enter_ragdoll(hit_dir: Vector3, bull_speed: float) -> void:
|
||||
_state = State.RAGDOLL
|
||||
killed.emit()
|
||||
var _t := get_tree().create_timer(4.0)
|
||||
_t.timeout.connect(func() -> void:
|
||||
var cleanup_timer := get_tree().create_timer(4.0)
|
||||
cleanup_timer.timeout.connect(func() -> void:
|
||||
if is_instance_valid(self):
|
||||
queue_free()
|
||||
)
|
||||
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)
|
||||
@@ -260,22 +361,14 @@ func _enter_ragdoll(hit_dir: Vector3, bull_speed: float) -> void:
|
||||
if cam:
|
||||
cam.call(&"trigger_hit", clampf(bull_speed / 15.0, 0.4, 1.0))
|
||||
|
||||
# Keep the CharacterBody3D stationary: physics bones simulate relative to the
|
||||
# skeleton root, so sliding the root makes every bone pose diverge.
|
||||
velocity = Vector3.ZERO
|
||||
|
||||
# Remove from collision layer so the bull passes through, but keep the
|
||||
# shape enabled — move_and_slide() still needs it to detect the floor.
|
||||
collision_layer = 0
|
||||
|
||||
if _anim_player:
|
||||
_anim_player.pause() # pause keeps current frame; stop() resets to T-pose
|
||||
_anim_player.pause()
|
||||
|
||||
if not _sim:
|
||||
return
|
||||
# Teleport each physics body to its current bone world transform, then
|
||||
# enable per-bone simulation. _sim.active alone does NOT set simulate_physics;
|
||||
# without it _process_modification() skips every bone and writes nothing.
|
||||
for child: Node in _sim.get_children():
|
||||
if not (child is PhysicalBone3D):
|
||||
continue
|
||||
@@ -294,7 +387,6 @@ func _enter_ragdoll(hit_dir: Vector3, bull_speed: float) -> void:
|
||||
var impulse := Vector3.ZERO
|
||||
match pb.bone_name:
|
||||
"COG", "matador":
|
||||
# Core of mass takes the full hit
|
||||
impulse = throw_dir * strength
|
||||
"chest":
|
||||
impulse = (throw_dir + Vector3.UP * 0.3).normalized() * strength * 0.9
|
||||
@@ -309,10 +401,7 @@ func _enter_ragdoll(hit_dir: Vector3, bull_speed: float) -> void:
|
||||
"arm_R":
|
||||
impulse = (throw_dir * 0.3 - right * 0.8 + Vector3.UP * 0.5).normalized() * strength * 0.5
|
||||
_:
|
||||
# Distal bones (forearms, shins, hands, feet) get no direct impulse;
|
||||
# they trail naturally from the joints above them
|
||||
continue
|
||||
# Small random noise per bone so no two look identical
|
||||
var noise := Vector3(randf_range(-0.15, 0.15), randf_range(-0.08, 0.15), randf_range(-0.15, 0.15))
|
||||
pb.apply_central_impulse(impulse + noise * strength * 0.2)
|
||||
|
||||
@@ -385,6 +474,14 @@ func _play_anim(anim_name: StringName) -> void:
|
||||
|
||||
|
||||
func _pick_wander_target() -> void:
|
||||
# 35% chance: pick a point orbiting close to the bull for a daring pass
|
||||
if _bull != null and randf() < 0.35:
|
||||
var angle := randf() * TAU
|
||||
var r := randf_range(1.5, 4.0)
|
||||
var bull_flat := _bull.global_position
|
||||
bull_flat.y = 0.0
|
||||
_wander_target = bull_flat + Vector3(cos(angle) * r, 0.0, sin(angle) * r)
|
||||
return
|
||||
var radius := DP.f("mat_wander_radius")
|
||||
var angle := randf() * TAU
|
||||
var dist := randf_range(2.0, radius)
|
||||
|
||||
Reference in New Issue
Block a user