This commit is contained in:
Nikolai Fesenko
2025-08-29 00:05:43 +02:00
parent 4e810f8fc0
commit 9c2d5d34e5
7 changed files with 64 additions and 13 deletions

23
Scripts/ai.gd Normal file
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@@ -0,0 +1,23 @@
extends Node3D
var revolver: Node3D
func _ready() -> void:
revolver = GameManager.get_enemy_revolver()
GameManager.state_changed.connect(on_state_changed)
func on_state_changed():
if GameManager.current_state == GameManager.GameState.PLAYER2_GUN_LOAD:
make_turn()
func make_turn():
if revolver == null:
revolver = GameManager.get_enemy_revolver()
var bullets = GameManager.bullets
var avaible_bullets = Array()
for bullet in bullets:
if bullet.is_loaded == false:
avaible_bullets.append(bullet)
var randNumb = randi_range(0, avaible_bullets.size() -1)
revolver.load_bullet(avaible_bullets[randNumb])

1
Scripts/ai.gd.uid Normal file
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@@ -0,0 +1 @@
uid://b3rkpiosqgfdi

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@@ -4,11 +4,13 @@ signal destination_reached
var is_live: bool = false
var is_loaded: bool = false
var is_target_reached: bool = true
var target_position: Vector3
func _ready() -> void:
GameManager.add_bullet(self)
target_position = Vector3.ZERO
destination_reached.connect(on_target_reached)

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@@ -2,9 +2,11 @@ extends Node
signal bullet_selected(object)
signal state_changed
enum GameState { PLAYER1_GUN_LOAD, PLAYER2_GUN_LOAD, GUN_ANIMATION}
var current_state = GameState.PLAYER1_GUN_LOAD
var prev_state: int
var bullets: Array
var player1_revolver: Node3D
@@ -12,7 +14,6 @@ var player2_revolver: Node3D
var bullet_stack: Node3D
func _ready() -> void:
bullets.resize(21)
bullet_selected.connect(on_bullet_selected)
func _input(event: InputEvent) -> void:
@@ -28,16 +29,26 @@ func set_enemy_revolver(newRevolver):
func set_bullet_stack(newStack):
bullet_stack = newStack
func add_bullet():
pass
func add_bullet(bullet):
bullets.append(bullet)
func on_bullet_selected(bullet_object: Node3D):
if current_state == GameState.PLAYER1_GUN_LOAD:
current_state = GameState.GUN_ANIMATION
player1_revolver.load_bullet(bullet_object)
if bullet_object.is_loaded != true:
set_state(GameState.GUN_ANIMATION)
player1_revolver.load_bullet(bullet_object)
func set_state(newState):
prev_state = current_state
current_state = newState
state_changed.emit()
func end_turn():
if current_state == GameState.PLAYER1_GUN_LOAD:
current_state = GameState.PLAYER2_GUN_LOAD
func end_player_turn():
set_state(GameState.PLAYER2_GUN_LOAD)
func end_enemy_turn():
set_state(GameState.PLAYER1_GUN_LOAD)
func get_enemy_revolver() -> Node3D:
return player2_revolver

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@@ -29,6 +29,7 @@ func _process(delta: float) -> void:
#cylinder.rotation_degrees = Vector3(30 + current_round*60,90,90)
func load_bullet(bullet_object: Node3D):
loaded_bullets[current_round] = bullet_object
bullet_object.is_loaded = true
bullet_object.destination_reached.connect(on_bullet_reached)
bullet_object.moveTo(to_global(bullet_target_pos))
bullet_object.rotate_x(deg_to_rad(-90))
@@ -39,7 +40,10 @@ func load_bullet(bullet_object: Node3D):
func on_load_anim_end():
is_cylinder_out = false
GameManager.end_turn()
if is_player_revolver:
GameManager.end_player_turn()
else:
GameManager.end_enemy_turn()
timer.timeout.disconnect(on_load_anim_end)
func on_bullet_reached():