smarter AI
This commit is contained in:
+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()
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# Decide whether to dodge at all and which side — fixed before the bull arrives
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_will_dodge = randf() < DP.f("mat_dodge_chance")
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var side := 1.0 if randf() > 0.5 else -1.0
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_step_dir = charge_dir.rotated(Vector3.UP, PI * 0.5 * side)
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@@ -174,10 +227,8 @@ func _start_brace() -> void:
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func _tick_brace(delta: float) -> void:
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# Decelerate to a stop
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velocity.x = move_toward(velocity.x, 0.0, 18.0 * delta)
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velocity.z = move_toward(velocity.z, 0.0, 18.0 * delta)
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# Face the bull
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var to_bull := (_bull.global_position - global_position)
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to_bull.y = 0.0
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if to_bull.length() > 0.1:
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@@ -188,7 +239,6 @@ func _tick_brace(delta: float) -> void:
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_brace_timer -= delta
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var dist := global_position.distance_to(_bull.global_position)
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# Execute the step when the bull is almost on top or the brace window expires
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if dist < DP.f("mat_commit_dist") or _brace_timer <= 0.0:
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if _will_dodge:
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_state = State.SIDESTEP
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@@ -197,22 +247,70 @@ func _tick_brace(delta: float) -> void:
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_ole_player.pitch_scale = randf_range(0.88, 1.12)
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_ole_player.play()
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else:
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# Stand and eat it — no juke
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_state = State.FLEE
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_dodge_cd = DP.f("mat_dodge_cooldown")
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# Pase phase: sharp lateral step as the bull commits to its line
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# Pase phase: sharp lateral step, then immediately exploit with an attack
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func _tick_sidestep(delta: float) -> void:
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_step_timer -= delta
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if _step_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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_start_attack()
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return
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var spd := DP.f("mat_step_speed")
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velocity.x = _step_dir.x * spd
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velocity.z = _step_dir.z * spd
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# Snap facing quickly to sell the movement
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_mesh.rotation.y = lerp_angle(_mesh.rotation.y, atan2(velocity.x, velocity.z), delta * 20.0)
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_play_anim(_ANIM_ROLL)
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move_and_slide()
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func _start_attack() -> void:
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_state = State.ATTACK
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_attack_timer = DP.f("mat_attack_duration")
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_dodge_cd = DP.f("mat_dodge_cooldown")
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func _tick_attack(delta: float) -> void:
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_attack_timer -= delta
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var to_bull := (_bull.global_position - global_position)
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to_bull.y = 0.0
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var dist := to_bull.length()
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if dist > 0.1:
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_mesh.rotation.y = lerp_angle(
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_mesh.rotation.y, atan2(to_bull.x, to_bull.z), delta * 10.0)
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if dist > DP.f("mat_attack_min_dist"):
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var dir := _steer_clear(to_bull.normalized(), delta)
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var spd := DP.f("mat_attack_speed")
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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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else:
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velocity.x = move_toward(velocity.x, 0.0, 14.0 * delta)
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velocity.z = move_toward(velocity.z, 0.0, 14.0 * delta)
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_play_anim(_ANIM_ATTACK)
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move_and_slide()
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func _enter_roll(hit_dir: Vector3) -> void:
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_state = State.ROLL
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_roll_timer = DP.f("mat_roll_duration")
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hit_dir.y = 0.0
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var side := 1.0 if randf() > 0.5 else -1.0
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_roll_dir = hit_dir.normalized().rotated(Vector3.UP, PI * 0.5 * side)
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func _tick_roll(delta: float) -> void:
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_roll_timer -= delta
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if _roll_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_step_speed")
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velocity.x = _roll_dir.x * spd
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velocity.z = _roll_dir.z * spd
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_mesh.rotation.y = lerp_angle(_mesh.rotation.y, atan2(velocity.x, velocity.z), delta * 20.0)
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_play_anim(_ANIM_ROLL)
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move_and_slide()
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@@ -225,7 +323,7 @@ func _tick_ragdoll(_delta: float) -> void:
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func _on_body_entered(body: Node3D) -> void:
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if _state == State.RAGDOLL:
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if _state == State.RAGDOLL or _state == State.ROLL:
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return
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if not body.is_in_group(&"player"):
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return
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@@ -235,20 +333,23 @@ func _on_body_entered(body: Node3D) -> void:
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var flat_vel := Vector3(player.velocity.x, 0.0, player.velocity.z)
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var hit_dir := flat_vel.normalized() if flat_vel.length() > 0.5 else \
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(global_position - player.global_position).normalized()
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_enter_ragdoll(hit_dir, player.velocity.length())
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if randf() < DP.f("mat_roll_chance"):
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_enter_roll(hit_dir)
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else:
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_enter_ragdoll(hit_dir, player.velocity.length())
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func _enter_ragdoll(hit_dir: Vector3, bull_speed: float) -> void:
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_state = State.RAGDOLL
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killed.emit()
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var _t := get_tree().create_timer(4.0)
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_t.timeout.connect(func() -> void:
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var cleanup_timer := get_tree().create_timer(4.0)
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cleanup_timer.timeout.connect(func() -> void:
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if is_instance_valid(self):
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queue_free()
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)
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hit_dir.y = 0.0
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hit_dir = hit_dir.normalized()
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# Arc upward so the body lifts before falling — feels like a real goring throw
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var throw_dir := (hit_dir + Vector3(0.0, 0.5, 0.0)).normalized()
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_spawn_blood_burst(hit_dir)
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@@ -260,22 +361,14 @@ func _enter_ragdoll(hit_dir: Vector3, bull_speed: float) -> void:
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if cam:
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cam.call(&"trigger_hit", clampf(bull_speed / 15.0, 0.4, 1.0))
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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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# 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.pause() # pause keeps current frame; stop() resets to T-pose
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_anim_player.pause()
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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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@@ -294,7 +387,6 @@ func _enter_ragdoll(hit_dir: Vector3, bull_speed: float) -> void:
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var impulse := Vector3.ZERO
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match pb.bone_name:
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"COG", "matador":
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# Core of mass takes the full hit
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impulse = throw_dir * strength
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"chest":
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impulse = (throw_dir + Vector3.UP * 0.3).normalized() * strength * 0.9
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@@ -309,10 +401,7 @@ func _enter_ragdoll(hit_dir: Vector3, bull_speed: float) -> void:
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"arm_R":
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impulse = (throw_dir * 0.3 - right * 0.8 + Vector3.UP * 0.5).normalized() * strength * 0.5
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_:
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# Distal bones (forearms, shins, hands, feet) get no direct impulse;
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# they trail naturally from the joints above them
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continue
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# Small random noise per bone so no two look identical
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var noise := Vector3(randf_range(-0.15, 0.15), randf_range(-0.08, 0.15), randf_range(-0.15, 0.15))
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pb.apply_central_impulse(impulse + noise * strength * 0.2)
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@@ -385,6 +474,14 @@ func _play_anim(anim_name: StringName) -> void:
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func _pick_wander_target() -> void:
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# 35% chance: pick a point orbiting close to the bull for a daring pass
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if _bull != null and randf() < 0.35:
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var angle := randf() * TAU
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var r := randf_range(1.5, 4.0)
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var bull_flat := _bull.global_position
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bull_flat.y = 0.0
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_wander_target = bull_flat + Vector3(cos(angle) * r, 0.0, sin(angle) * r)
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return
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var radius := DP.f("mat_wander_radius")
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var angle := randf() * TAU
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var dist := randf_range(2.0, radius)
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Reference in New Issue
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