Files
Bullosseum/matador.gd
T

317 lines
9.7 KiB
GDScript

extends CharacterBody3D
enum State { WANDER, FLEE, DODGE, RAGDOLL }
var _state: State = State.WANDER
var _skeleton: Skeleton3D = null
var _sim: PhysicalBoneSimulator3D = null
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 _dodge_cd: float = 0.0
@onready var _mesh: Node3D = $matador_v02
@onready var _hit_area: Area3D = $HitArea
@onready var _body_col: CollisionShape3D = $CollisionShape3D
const _WALK_ANIM: StringName = &"Armature|walk"
const _IDLE_ANIM: StringName = &"Armature|idle"
func _ready() -> void:
add_to_group(&"matador")
_skeleton = _find_skeleton(_mesh)
_anim_player = _find_anim_player(_mesh)
if _skeleton:
_sim = _setup_physical_bones()
if _anim_player:
_ensure_loop(_WALK_ANIM)
if _anim_player.has_animation(_IDLE_ANIM):
_anim_player.play(_IDLE_ANIM)
else:
push_warning("Matador: idle animation not found. Available: %s" %
str(_anim_player.get_animation_list()))
_hit_area.body_entered.connect(_on_body_entered)
_pick_wander_target()
func _physics_process(delta: float) -> void:
if _bull == null:
var players := get_tree().get_nodes_in_group(&"player")
if not players.is_empty():
_bull = players[0] as CharacterBody3D
if not is_on_floor():
velocity += get_gravity() * delta
_dodge_cd = maxf(0.0, _dodge_cd - delta)
if _state != State.RAGDOLL and _bull != null:
_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)
func _update_ai_state() -> void:
var dist := global_position.distance_to(_bull.global_position)
match _state:
State.WANDER:
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()
elif dist > DP.f("mat_flee_range") * 1.3:
_state = State.WANDER
_pick_wander_target()
State.DODGE:
pass
func _tick_wander(delta: float) -> void:
if _idle_timer > 0.0:
_idle_timer -= delta
velocity.x = move_toward(velocity.x, 0.0, 10.0 * delta)
velocity.z = move_toward(velocity.z, 0.0, 10.0 * delta)
_play_anim(_IDLE_ANIM)
move_and_slide()
return
var dx: float = _wander_target.x - global_position.x
var dz: float = _wander_target.z - global_position.z
if Vector2(dx, dz).length() < 0.8:
_idle_timer = randf_range(DP.f("mat_idle_min"), DP.f("mat_idle_max"))
_pick_wander_target()
else:
var dir := Vector3(dx, 0.0, dz).normalized()
var spd := DP.f("mat_walk_speed")
velocity.x = dir.x * spd
velocity.z = dir.z * spd
_mesh.rotation.y = lerp_angle(
_mesh.rotation.y, atan2(velocity.x, velocity.z), delta * 8.0)
_play_anim(_WALK_ANIM)
move_and_slide()
func _tick_flee(delta: float) -> void:
var away := (global_position - _bull.global_position)
away.y = 0.0
if away.length() < 0.01:
away = Vector3(randf() - 0.5, 0.0, randf() - 0.5)
away = away.normalized()
var spd := DP.f("mat_flee_speed")
velocity.x = away.x * spd
velocity.z = away.z * spd
_mesh.rotation.y = lerp_angle(_mesh.rotation.y, atan2(velocity.x, velocity.z), delta * 8.0)
_play_anim(_WALK_ANIM)
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()
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
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")
func _tick_dodge(delta: float) -> void:
_dodge_timer -= delta
if _dodge_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)
_play_anim(_WALK_ANIM)
move_and_slide()
func _tick_ragdoll(_delta: float) -> void:
velocity.x = 0.0
velocity.z = 0.0
move_and_slide()
func _on_body_entered(body: Node3D) -> void:
if _state == State.RAGDOLL:
return
if not body.is_in_group(&"player"):
return
var player := body as CharacterBody3D
if player.velocity.length() < DP.f("mat_hit_threshold"):
return
var hit_dir := (global_position - player.global_position).normalized()
_enter_ragdoll(hit_dir, player.velocity.length())
func _enter_ragdoll(hit_dir: Vector3, bull_speed: float) -> void:
_state = State.RAGDOLL
hit_dir.y = 0.0
hit_dir = hit_dir.normalized()
# 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
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
var pb := child as PhysicalBone3D
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")
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))
(child as PhysicalBone3D).apply_central_impulse(
(hit_dir + scatter).normalized() * strength)
# ── Animation helpers ─────────────────────────────────────────────────────────
func _ensure_loop(anim_name: StringName) -> void:
if _anim_player.has_animation(anim_name):
var anim := _anim_player.get_animation(anim_name)
anim.loop_mode = Animation.LOOP_LINEAR
func _play_anim(anim_name: StringName) -> void:
if not _anim_player:
return
if not _anim_player.has_animation(anim_name):
return
if _anim_player.current_animation != anim_name:
_anim_player.play(anim_name)
func _reset_bone_poses() -> void:
for i: int in _skeleton.get_bone_count():
_skeleton.set_bone_pose_rotation(i, Quaternion.IDENTITY)
func _pick_wander_target() -> void:
var radius := DP.f("mat_wander_radius")
var angle := randf() * TAU
var dist := randf_range(2.0, radius)
_wander_target = Vector3(cos(angle) * dist, 0.0, sin(angle) * dist)
# ── Ragdoll setup ─────────────────────────────────────────────────────────────
func _setup_physical_bones() -> PhysicalBoneSimulator3D:
for child: Node in _skeleton.get_children():
if child is PhysicalBoneSimulator3D:
(child as PhysicalBoneSimulator3D).active = false
return child as PhysicalBoneSimulator3D
var sim := PhysicalBoneSimulator3D.new()
sim.active = false
_skeleton.add_child(sim)
const BONES: Array = [
["matador", 0.18],
["COG", 0.12],
["chest", 0.13, 0.30],
["head", 0.14],
["collarbone_L", 0.06, 0.18],
["collarbone_R", 0.06, 0.18],
["arm_L", 0.07, 0.22],
["arm_R", 0.07, 0.22],
["forearm_L", 0.06, 0.22],
["forearm_R", 0.06, 0.22],
["hand_L", 0.05, 0.12],
["hand_R", 0.05, 0.12],
["leg_L", 0.10, 0.32],
["leg_R", 0.10, 0.32],
["shin_L", 0.08, 0.28],
["shin_R", 0.08, 0.28],
["foot_L", 0.07, 0.18],
["foot_R", 0.07, 0.18],
]
for entry: Array in BONES:
var bname: String = entry[0]
if _skeleton.find_bone(bname) == -1:
continue
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.collision_layer = 1
pb.collision_mask = 1
var cs := CollisionShape3D.new()
var use_capsule: bool = entry.size() >= 3
if use_capsule:
var cap := CapsuleShape3D.new()
cap.radius = entry[1]
cap.height = entry[2]
cs.shape = cap
else:
var sph := SphereShape3D.new()
sph.radius = entry[1]
cs.shape = sph
pb.add_child(cs)
sim.add_child(pb)
return sim
# ── Utility ───────────────────────────────────────────────────────────────────
func _find_skeleton(node: Node) -> Skeleton3D:
if node is Skeleton3D:
return node as Skeleton3D
for child: Node in node.get_children():
var r := _find_skeleton(child)
if r:
return r
return null
func _find_anim_player(node: Node) -> AnimationPlayer:
if node is AnimationPlayer:
return node as AnimationPlayer
for child: Node in node.get_children():
var r := _find_anim_player(child)
if r:
return r
return null