basic ai
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23
Scripts/ai.gd
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23
Scripts/ai.gd
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@@ -0,0 +1,23 @@
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extends Node3D
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var revolver: Node3D
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func _ready() -> void:
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revolver = GameManager.get_enemy_revolver()
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GameManager.state_changed.connect(on_state_changed)
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func on_state_changed():
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if GameManager.current_state == GameManager.GameState.PLAYER2_GUN_LOAD:
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make_turn()
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func make_turn():
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if revolver == null:
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revolver = GameManager.get_enemy_revolver()
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var bullets = GameManager.bullets
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var avaible_bullets = Array()
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for bullet in bullets:
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if bullet.is_loaded == false:
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avaible_bullets.append(bullet)
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var randNumb = randi_range(0, avaible_bullets.size() -1)
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revolver.load_bullet(avaible_bullets[randNumb])
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1
Scripts/ai.gd.uid
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1
Scripts/ai.gd.uid
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@@ -0,0 +1 @@
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uid://b3rkpiosqgfdi
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@@ -4,11 +4,13 @@ signal destination_reached
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var is_live: bool = false
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var is_loaded: bool = false
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var is_target_reached: bool = true
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var target_position: Vector3
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func _ready() -> void:
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GameManager.add_bullet(self)
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target_position = Vector3.ZERO
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destination_reached.connect(on_target_reached)
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@@ -2,9 +2,11 @@ extends Node
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signal bullet_selected(object)
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signal state_changed
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enum GameState { PLAYER1_GUN_LOAD, PLAYER2_GUN_LOAD, GUN_ANIMATION}
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var current_state = GameState.PLAYER1_GUN_LOAD
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var prev_state: int
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var bullets: Array
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var player1_revolver: Node3D
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@@ -12,7 +14,6 @@ var player2_revolver: Node3D
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var bullet_stack: Node3D
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func _ready() -> void:
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bullets.resize(21)
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bullet_selected.connect(on_bullet_selected)
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func _input(event: InputEvent) -> void:
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@@ -28,16 +29,26 @@ func set_enemy_revolver(newRevolver):
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func set_bullet_stack(newStack):
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bullet_stack = newStack
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func add_bullet():
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pass
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func add_bullet(bullet):
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bullets.append(bullet)
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func on_bullet_selected(bullet_object: Node3D):
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if current_state == GameState.PLAYER1_GUN_LOAD:
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current_state = GameState.GUN_ANIMATION
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player1_revolver.load_bullet(bullet_object)
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if bullet_object.is_loaded != true:
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set_state(GameState.GUN_ANIMATION)
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player1_revolver.load_bullet(bullet_object)
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func set_state(newState):
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prev_state = current_state
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current_state = newState
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state_changed.emit()
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func end_turn():
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if current_state == GameState.PLAYER1_GUN_LOAD:
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current_state = GameState.PLAYER2_GUN_LOAD
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func end_player_turn():
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set_state(GameState.PLAYER2_GUN_LOAD)
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func end_enemy_turn():
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set_state(GameState.PLAYER1_GUN_LOAD)
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func get_enemy_revolver() -> Node3D:
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return player2_revolver
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@@ -29,6 +29,7 @@ func _process(delta: float) -> void:
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#cylinder.rotation_degrees = Vector3(30 + current_round*60,90,90)
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func load_bullet(bullet_object: Node3D):
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loaded_bullets[current_round] = bullet_object
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bullet_object.is_loaded = true
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bullet_object.destination_reached.connect(on_bullet_reached)
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bullet_object.moveTo(to_global(bullet_target_pos))
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bullet_object.rotate_x(deg_to_rad(-90))
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@@ -39,7 +40,10 @@ func load_bullet(bullet_object: Node3D):
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func on_load_anim_end():
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is_cylinder_out = false
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GameManager.end_turn()
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if is_player_revolver:
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GameManager.end_player_turn()
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else:
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GameManager.end_enemy_turn()
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timer.timeout.disconnect(on_load_anim_end)
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func on_bullet_reached():
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