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

7
Scenes/AI.tscn Normal file
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@@ -0,0 +1,7 @@
[gd_scene load_steps=3 format=3 uid="uid://bueqdw22nl501"]
[ext_resource type="PackedScene" uid="uid://c7t8himcaqljg" path="res://Blends/Person/person2.gltf" id="1_y8wit"]
[ext_resource type="Script" uid="uid://b3rkpiosqgfdi" path="res://Scripts/ai.gd" id="2_wxquw"]
[node name="person2" instance=ExtResource("1_y8wit")]
script = ExtResource("2_wxquw")

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@@ -1,10 +1,10 @@
[gd_scene load_steps=6 format=3 uid="uid://b4ot3p50x08po"] [gd_scene load_steps=6 format=3 uid="uid://b4ot3p50x08po"]
[ext_resource type="PackedScene" uid="uid://cuqeg7u667dw6" path="res://Blends/Room/room.gltf" id="1_jjgbg"] [ext_resource type="PackedScene" uid="uid://cuqeg7u667dw6" path="res://Blends/Room/room.gltf" id="1_jjgbg"]
[ext_resource type="PackedScene" uid="uid://c7t8himcaqljg" path="res://Blends/Person/person2.gltf" id="2_bo1nx"]
[ext_resource type="PackedScene" uid="uid://j06vthscroca" path="res://Scenes/bullet.tscn" id="3_8gbba"] [ext_resource type="PackedScene" uid="uid://j06vthscroca" path="res://Scenes/bullet.tscn" id="3_8gbba"]
[ext_resource type="PackedScene" uid="uid://bge7npb7b1y6x" path="res://Scenes/revolver.tscn" id="4_jjvhh"] [ext_resource type="PackedScene" uid="uid://bge7npb7b1y6x" path="res://Scenes/revolver.tscn" id="4_jjvhh"]
[ext_resource type="Script" uid="uid://dcmqt4341kxem" path="res://Scripts/bullet_stack.gd" id="4_kry3j"] [ext_resource type="Script" uid="uid://dcmqt4341kxem" path="res://Scripts/bullet_stack.gd" id="4_kry3j"]
[ext_resource type="PackedScene" uid="uid://bueqdw22nl501" path="res://Scenes/AI.tscn" id="5_kry3j"]
[node name="Node3D" type="Node3D"] [node name="Node3D" type="Node3D"]
@@ -21,9 +21,6 @@ transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 6.1
spot_range = 4.8595 spot_range = 4.8595
spot_angle = 42.0126 spot_angle = 42.0126
[node name="person2" parent="." instance=ExtResource("2_bo1nx")]
transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, 0.0599972, 3.68584, -2.25251)
[node name="revolver" parent="." instance=ExtResource("4_jjvhh")] [node name="revolver" parent="." instance=ExtResource("4_jjvhh")]
transform = Transform3D(-0.1, -8.74228e-09, 0, 8.74228e-09, -0.1, 0, 0, 0, 0.1, 0.354285, 4.2476, 0.425178) transform = Transform3D(-0.1, -8.74228e-09, 0, 8.74228e-09, -0.1, 0, 0, 0, 0.1, 0.354285, 4.2476, 0.425178)
is_player_revolver = true is_player_revolver = true
@@ -50,4 +47,10 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.126874, -0.00966144, 0.1641
[node name="bullet6" parent="BulletStack" instance=ExtResource("3_8gbba")] [node name="bullet6" parent="BulletStack" instance=ExtResource("3_8gbba")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.300729, -0.0193229, 0.207828) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.300729, -0.0193229, 0.207828)
[node name="person3" parent="." instance=ExtResource("5_kry3j")]
transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, 0.0599972, 3.68584, -2.25251)
[node name="enemy_revolver" parent="." instance=ExtResource("4_jjvhh")]
transform = Transform3D(0.1, 0, 0, 0, -0.1, -8.74228e-09, 0, 8.74228e-09, -0.1, 0.354285, 4.2476, -0.496572)
[editable path="revolver"] [editable path="revolver"]

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_live: bool = false
var is_loaded: bool = false
var is_target_reached: bool = true var is_target_reached: bool = true
var target_position: Vector3 var target_position: Vector3
func _ready() -> void: func _ready() -> void:
GameManager.add_bullet(self)
target_position = Vector3.ZERO target_position = Vector3.ZERO
destination_reached.connect(on_target_reached) destination_reached.connect(on_target_reached)

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@@ -2,9 +2,11 @@ extends Node
signal bullet_selected(object) signal bullet_selected(object)
signal state_changed
enum GameState { PLAYER1_GUN_LOAD, PLAYER2_GUN_LOAD, GUN_ANIMATION} enum GameState { PLAYER1_GUN_LOAD, PLAYER2_GUN_LOAD, GUN_ANIMATION}
var current_state = GameState.PLAYER1_GUN_LOAD var current_state = GameState.PLAYER1_GUN_LOAD
var prev_state: int
var bullets: Array var bullets: Array
var player1_revolver: Node3D var player1_revolver: Node3D
@@ -12,7 +14,6 @@ var player2_revolver: Node3D
var bullet_stack: Node3D var bullet_stack: Node3D
func _ready() -> void: func _ready() -> void:
bullets.resize(21)
bullet_selected.connect(on_bullet_selected) bullet_selected.connect(on_bullet_selected)
func _input(event: InputEvent) -> void: func _input(event: InputEvent) -> void:
@@ -28,16 +29,26 @@ func set_enemy_revolver(newRevolver):
func set_bullet_stack(newStack): func set_bullet_stack(newStack):
bullet_stack = newStack bullet_stack = newStack
func add_bullet(): func add_bullet(bullet):
pass bullets.append(bullet)
func on_bullet_selected(bullet_object: Node3D): func on_bullet_selected(bullet_object: Node3D):
if current_state == GameState.PLAYER1_GUN_LOAD: if current_state == GameState.PLAYER1_GUN_LOAD:
current_state = GameState.GUN_ANIMATION if bullet_object.is_loaded != true:
player1_revolver.load_bullet(bullet_object) 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) #cylinder.rotation_degrees = Vector3(30 + current_round*60,90,90)
func load_bullet(bullet_object: Node3D): func load_bullet(bullet_object: Node3D):
loaded_bullets[current_round] = bullet_object loaded_bullets[current_round] = bullet_object
bullet_object.is_loaded = true
bullet_object.destination_reached.connect(on_bullet_reached) bullet_object.destination_reached.connect(on_bullet_reached)
bullet_object.moveTo(to_global(bullet_target_pos)) bullet_object.moveTo(to_global(bullet_target_pos))
bullet_object.rotate_x(deg_to_rad(-90)) bullet_object.rotate_x(deg_to_rad(-90))
@@ -39,7 +40,10 @@ func load_bullet(bullet_object: Node3D):
func on_load_anim_end(): func on_load_anim_end():
is_cylinder_out = false 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) timer.timeout.disconnect(on_load_anim_end)
func on_bullet_reached(): func on_bullet_reached():