584 lines
19 KiB
GDScript
584 lines
19 KiB
GDScript
extends CharacterBody3D
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# WANDER → bull outside flee range, roaming freely
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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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# 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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var _state: State = State.WANDER
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var _skeleton: Skeleton3D = null
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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 _step_dir: Vector3 = Vector3.ZERO
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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 _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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@onready var _hit_area: Area3D = $HitArea
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@onready var _body_col: CollisionShape3D = $CollisionShape3D
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const _ANIM_RUN: StringName = &"Run"
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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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_skeleton = _find_skeleton(_mesh)
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_anim_player = _find_anim_player(_mesh)
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if _skeleton:
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_sim = _setup_physical_bones()
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if _anim_player:
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for anim in [_ANIM_RUN, _ANIM_IDLE, _ANIM_ATTACK, _ANIM_ROLL]:
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_ensure_loop(anim)
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if not _anim_player.has_animation(_ANIM_RUN):
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push_warning("Matador: expected animations not found. Available: %s" %
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str(_anim_player.get_animation_list()))
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_anim_player.play(_ANIM_IDLE)
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_hit_area.body_entered.connect(_on_body_entered)
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_pick_wander_target()
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_setup_blood_burst()
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if ResourceLoader.exists("res://sounds/ole.ogg"):
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_ole_player = AudioStreamPlayer.new()
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_ole_player.stream = load("res://sounds/ole.ogg")
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_ole_player.volume_db = 0.0
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add_child(_ole_player)
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if ResourceLoader.exists("res://sounds/matador_death.ogg"):
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_death_player = AudioStreamPlayer.new()
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_death_player.stream = load("res://sounds/matador_death.ogg")
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_death_player.volume_db = 2.0
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add_child(_death_player)
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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.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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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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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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func _is_charge_incoming() -> bool:
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var bull_flat := Vector3(_bull.velocity.x, 0.0, _bull.velocity.z)
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if bull_flat.length() < DP.f("mat_charge_speed"):
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return false
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var to_me := (global_position - _bull.global_position)
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to_me.y = 0.0
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if to_me.length() > DP.f("mat_brace_range"):
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return false
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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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velocity.x = move_toward(velocity.x, 0.0, 10.0 * delta)
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velocity.z = move_toward(velocity.z, 0.0, 10.0 * delta)
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_play_anim(_ANIM_IDLE)
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move_and_slide()
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return
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var dx: float = _wander_target.x - global_position.x
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var dz: float = _wander_target.z - global_position.z
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if Vector2(dx, dz).length() < 0.8:
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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 := _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 = 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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move_and_slide()
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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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var dir := _steer_clear(away.normalized(), delta)
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var spd := DP.f("mat_flee_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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_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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# 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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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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else:
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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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_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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_brace_timer = DP.f("mat_brace_duration")
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func _tick_brace(delta: float) -> void:
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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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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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_mesh.rotation.y = lerp_angle(
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_mesh.rotation.y, atan2(to_bull.x, to_bull.z), delta * 14.0)
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_play_anim(_ANIM_ATTACK)
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move_and_slide()
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_brace_timer -= delta
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var dist := global_position.distance_to(_bull.global_position)
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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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_step_timer = DP.f("mat_step_duration")
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if _ole_player:
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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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_state = State.FLEE
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_dodge_cd = DP.f("mat_dodge_cooldown")
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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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_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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_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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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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func apply_ability_hit(hit_dir: Vector3, strength: float) -> void:
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if _state == State.RAGDOLL or _state == State.ROLL:
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return
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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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_enter_ragdoll(hit_dir, strength)
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func _on_body_entered(body: Node3D) -> void:
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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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var player := body as CharacterBody3D
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if player.velocity.length() < DP.f("mat_hit_threshold"):
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return
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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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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 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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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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if _death_player:
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_death_player.pitch_scale = randf_range(0.9, 1.1)
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_death_player.play()
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if _bull != null:
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var cam := _bull.get_node_or_null("Camera3D")
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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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velocity = Vector3.ZERO
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collision_layer = 0
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if _anim_player:
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_anim_player.pause()
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if not _sim:
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return
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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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_sim.active = true
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_sim.physical_bones_start_simulation()
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var strength := DP.f("mat_ragdoll_impulse") * clampf(bull_speed / 15.0, 0.4, 1.3)
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var right := throw_dir.cross(Vector3.UP).normalized()
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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 impulse := Vector3.ZERO
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match pb.bone_name:
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"COG", "matador":
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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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"head":
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impulse = (throw_dir + Vector3.UP * 0.5).normalized() * strength * 0.7
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"leg_L":
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impulse = (throw_dir * 0.4 + right * 0.6 + Vector3.UP * 0.4).normalized() * strength * 0.6
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"leg_R":
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impulse = (throw_dir * 0.4 - right * 0.6 + Vector3.UP * 0.4).normalized() * strength * 0.6
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"arm_L":
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impulse = (throw_dir * 0.3 + right * 0.8 + Vector3.UP * 0.5).normalized() * strength * 0.5
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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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continue
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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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||
|
||
|
||
# ── Blood burst ───────────────────────────────────────────────────────────────
|
||
|
||
func _setup_blood_burst() -> void:
|
||
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))
|
||
|
||
_blood_burst = CPUParticles3D.new()
|
||
_blood_burst.mesh = sphere
|
||
_blood_burst.color_ramp = ramp
|
||
_blood_burst.scale_amount_curve = scale_curve
|
||
_blood_burst.one_shot = true
|
||
_blood_burst.explosiveness = 0.9
|
||
_blood_burst.amount = 25
|
||
_blood_burst.lifetime = 1.1
|
||
_blood_burst.randomness = 0.4
|
||
_blood_burst.local_coords = false
|
||
_blood_burst.spread = 80.0
|
||
_blood_burst.gravity = Vector3(0.0, -7.0, 0.0)
|
||
_blood_burst.initial_velocity_min = 4.0
|
||
_blood_burst.initial_velocity_max = 11.0
|
||
_blood_burst.scale_amount_min = 0.5
|
||
_blood_burst.scale_amount_max = 1.6
|
||
_blood_burst.emitting = false
|
||
add_child(_blood_burst)
|
||
|
||
|
||
func _spawn_blood_burst(hit_dir: Vector3) -> void:
|
||
_blood_burst.global_position = global_position + Vector3(0.0, 0.9, 0.0)
|
||
_blood_burst.direction = (hit_dir * 0.6 + Vector3.UP * 0.4).normalized()
|
||
_blood_burst.restart()
|
||
|
||
|
||
# ── 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 _anim_player == null:
|
||
return
|
||
if _anim_player.current_animation == anim_name:
|
||
return
|
||
_anim_player.play(anim_name)
|
||
|
||
|
||
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)
|
||
_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.mass = 0.4
|
||
pb.linear_damp = 0.1
|
||
pb.angular_damp = 0.2
|
||
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
|