basic ai
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7
Scenes/AI.tscn
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7
Scenes/AI.tscn
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@@ -0,0 +1,7 @@
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[gd_scene load_steps=3 format=3 uid="uid://bueqdw22nl501"]
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[ext_resource type="PackedScene" uid="uid://c7t8himcaqljg" path="res://Blends/Person/person2.gltf" id="1_y8wit"]
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[ext_resource type="Script" uid="uid://b3rkpiosqgfdi" path="res://Scripts/ai.gd" id="2_wxquw"]
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[node name="person2" instance=ExtResource("1_y8wit")]
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script = ExtResource("2_wxquw")
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@@ -1,10 +1,10 @@
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[gd_scene load_steps=6 format=3 uid="uid://b4ot3p50x08po"]
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[ext_resource type="PackedScene" uid="uid://cuqeg7u667dw6" path="res://Blends/Room/room.gltf" id="1_jjgbg"]
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[ext_resource type="PackedScene" uid="uid://c7t8himcaqljg" path="res://Blends/Person/person2.gltf" id="2_bo1nx"]
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[ext_resource type="PackedScene" uid="uid://j06vthscroca" path="res://Scenes/bullet.tscn" id="3_8gbba"]
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[ext_resource type="PackedScene" uid="uid://bge7npb7b1y6x" path="res://Scenes/revolver.tscn" id="4_jjvhh"]
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[ext_resource type="Script" uid="uid://dcmqt4341kxem" path="res://Scripts/bullet_stack.gd" id="4_kry3j"]
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[ext_resource type="PackedScene" uid="uid://bueqdw22nl501" path="res://Scenes/AI.tscn" id="5_kry3j"]
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[node name="Node3D" type="Node3D"]
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@@ -21,9 +21,6 @@ transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 6.1
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spot_range = 4.8595
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spot_angle = 42.0126
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[node name="person2" parent="." instance=ExtResource("2_bo1nx")]
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transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, 0.0599972, 3.68584, -2.25251)
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[node name="revolver" parent="." instance=ExtResource("4_jjvhh")]
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transform = Transform3D(-0.1, -8.74228e-09, 0, 8.74228e-09, -0.1, 0, 0, 0, 0.1, 0.354285, 4.2476, 0.425178)
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is_player_revolver = true
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@@ -50,4 +47,10 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.126874, -0.00966144, 0.1641
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[node name="bullet6" parent="BulletStack" instance=ExtResource("3_8gbba")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.300729, -0.0193229, 0.207828)
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[node name="person3" parent="." instance=ExtResource("5_kry3j")]
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transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, 0.0599972, 3.68584, -2.25251)
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[node name="enemy_revolver" parent="." instance=ExtResource("4_jjvhh")]
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transform = Transform3D(0.1, 0, 0, 0, -0.1, -8.74228e-09, 0, 8.74228e-09, -0.1, 0.354285, 4.2476, -0.496572)
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[editable path="revolver"]
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23
Scripts/ai.gd
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23
Scripts/ai.gd
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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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