Update
This commit is contained in:
@@ -1,13 +1,14 @@
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extends Node
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extends AIScriptModule
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var raycast_queue = []
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var blood = preload("res://scenes/decals/blood.tscn")
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var blood_decal = preload("res://scenes/decals/blood1-decal.gltf")
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var rnd
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func _ready():
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var root = get_parent()
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func init():
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var root = get_character()
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var queue = [root]
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var hurtboxes = []
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assert(root.has_meta("skeleton"))
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while queue.size() > 0:
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var item = queue.pop_front()
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if item is Area && item.name.ends_with("_hurt"):
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@@ -20,7 +21,15 @@ func _ready():
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rnd = RandomNumberGenerator.new()
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rnd.randomize()
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func area_hit(area, e):
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var root = get_character()
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if area.is_in_group("weapon_hit"):
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var mo = area.get_meta("owner")
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if mo == root:
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# var cam = get_character().get_viewport().get_camera()
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# var pl = cam.get_meta("player")
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# print(mo.name, " ", root.name, " ", e.name)
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# print(mo, " ", root, " ", " ", pl)
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return
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print("HIT")
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var bi = blood.instance()
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var d = area.global_transform.origin.linear_interpolate(e.global_transform.origin, 0.5)
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@@ -40,14 +49,15 @@ func area_hit(area, e):
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offt.y = 0
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org += xoff + offt
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raycast_queue.push_back(org)
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yield(get_tree().create_timer(8), "timeout")
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yield(root.get_tree().create_timer(8), "timeout")
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# TODO: add delay
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bi.queue_free()
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func _physics_process(delta):
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var root = get_parent()
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func update_physics(delta):
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var root = get_character()
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var space_state: PhysicsDirectSpaceState = root.get_world().direct_space_state
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var offsets = [Vector3(0, -2, 0)]
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var cam = get_viewport().get_camera()
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var cam = root.get_viewport().get_camera()
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if !cam.has_meta("player"):
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return
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var player = cam.get_meta("player")
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@@ -1,4 +1,4 @@
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extends Node
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extends AIScriptModule
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# Declare member variables here. Examples:
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@@ -10,12 +10,24 @@ extends Node
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var animtree: AnimationTree
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var root_motion_track
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func _ready():
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process_priority = 0
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func init():
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# process_priority = 0
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pass
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func _physics_process(delta):
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var root = get_parent()
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func can_walk_there(dest: Vector3) -> bool:
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var root = get_character()
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var space: PhysicsDirectSpaceState = root.get_world().get_direct_space_state()
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var result = space.intersect_ray(root.global_transform.origin, dest, [root])
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if result.has("collider"):
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return false
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else:
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return true
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func update_physics(delta):
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var root = get_character()
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var orientation: Transform
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assert(root.has_meta("skeleton"))
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if root.has_meta("orientation"):
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orientation = root.get_meta("orientation")
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if !animtree:
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@@ -139,6 +151,7 @@ func _physics_process(delta):
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"walkto":
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if !root.has_meta("cmdq_walk"):
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root.set_meta("cmdq_walk", true)
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var can_walk = true
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var fwd_probe = characters.forward_probe(root, 0.5, 0.05, 1.9, 0.2)
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var climb = false
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if fwd_probe < 0.1:
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@@ -149,18 +162,29 @@ func _physics_process(delta):
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elif fwd_probe < 1.2:
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# print("trying climb!!!")
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climb = true
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characters.set_walk_speed(root, 0.5, 0)
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else:
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can_walk = false
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if can_walk:
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characters.set_walk_speed(root, 0.4, 0)
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else:
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characters.set_walk_speed(root, 0.0, 0)
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# animtree["parameters/state/locomotion/loc/blend_position"].x = 0.5
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# animtree["parameters/state/locomotion/loc/blend_position"].y = 0
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var gt: Transform = root.global_transform
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var mp: Transform = root.global_transform
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var target: = Vector3()
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if cmd[1] is Spatial:
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target = cmd[1].global_transform.origin
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else:
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target = cmd[1]
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target.y = root.global_transform.origin.y
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if gt.origin != target:
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gt = gt.looking_at(target, Vector3.UP)
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var current_dir = root.global_transform.xform(Vector3(0, 0, -1))
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var locnav_probe = characters.locnav_probe(root, 3.0, (target - mp.origin).normalized(), 0.15)
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# var where_to = target.linear_interpolate(gt.origin + locnav_probe, 0.3)
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# var where_to = mp.origin + current_dir * 0.8 + locnav_probe * 0.0 + (target - mp.origin).normalized() * 0.2
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var where_to = mp.origin + (target - mp.origin).normalized()
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if gt.origin != where_to:
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gt = gt.looking_at(where_to, Vector3.UP)
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gt.origin = Vector3()
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# print("target: ", target)
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var timeout = cmd[3]
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@@ -175,20 +199,18 @@ func _physics_process(delta):
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cmd_new = ["climb", "1"]
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cmds.push_front(cmd_new)
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elif timeout >= 0.0 && d > cmd[2]:
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var cmd_new = ["walkto", cmd[1], cmd[2], timeout]
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cmds.push_front(cmd_new)
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if can_walk:
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var cmd_new = ["walkto", cmd[1], cmd[2], timeout]
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cmds.push_front(cmd_new)
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elif d > cmd[2]:
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var dir = target - root.global_transform.origin
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dir = dir.normalized() * (d - cmd[2])
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root.global_transform.origin += dir
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characters.set_walk_speed(root, 0.0, 0.0)
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# animtree["parameters/state/locomotion/loc/blend_position"].x = 0.0
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root.remove_meta("cmdq_walk")
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else:
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characters.set_walk_speed(root, 0.0, 0.0)
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# animtree["parameters/state/locomotion/loc/blend_position"].x = 0.0
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root.remove_meta("cmdq_walk")
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# print(d, " ", timeout, " ", gt)
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"set_other":
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var cmdq_other = []
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if cmd[1].has_meta("cmdqueue"):
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138
scripts/modules/npc_bandit.gd
Normal file
138
scripts/modules/npc_bandit.gd
Normal file
@@ -0,0 +1,138 @@
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extends AIScriptModule
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called when the node enters the scene tree for the first time.
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var root
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var skel
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var hair_skel
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var name
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var garments_female_lingerie = ["female-panties1", "female-bra1"]
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var garments_head_female = []
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var garments_male_lingerie = ["male-panties1"]
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var garments_head_male = []
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var garments_female_main = ["female-shirt_skirt1"]
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var garments_male_main = ["male-pants1", "male-shoes1"]
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var basedir = "res://scenes/clothes/"
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var material_female = preload("res://scenes/clothes/nun-clothes.material")
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var material_male = preload("res://scenes/clothes/clothes-male.material")
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var state = 0
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var health = 100.0
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var stamina = 100.0
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func init():
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name = "bandit_ai"
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root = get_character()
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assert(root.has_meta("skeleton"))
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root.add_to_group("students")
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root.add_to_group("student")
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var character_data = root.get_meta("character_data")
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if character_data.sex == "female":
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var g = garments_female_lingerie
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var h = []
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g += garments_female_main
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h += garments_head_female
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characters.call_deferred("setup_garments", root, g, h, material_female)
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else:
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var g = garments_male_lingerie
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var h = []
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g += garments_male_main
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h += garments_head_male
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characters.call_deferred("setup_garments", root, g, h, material_male)
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state = 0
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var cooldown = 0.0
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func update_physics(delta):
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var cam = root.get_viewport().get_camera()
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if !cam:
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return
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if !cam.has_meta("player"):
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return
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var space: PhysicsDirectSpaceState = root.get_world().get_direct_space_state()
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var o = root.global_transform.origin
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var p = cam.get_meta("player").global_transform
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var pdst = o.distance_squared_to(p.origin)
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var adest = o + (p.origin - o).normalized() * 3.0
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var fdest = o + (o - p.origin).normalized() * 3.0
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var cmdq = []
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if root.has_meta("cmdqueue"):
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cmdq = root.get_meta("cmdqueue")
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match state:
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0:
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if stamina < 100.0:
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stamina += delta
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if stamina > 50.0 && pdst < 100.0 && pdst > 8.0:
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var skel = root.get_meta("skeleton")
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var wslot = skel.get_node("wrist_r/weapon_right")
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wslot.set_meta("owner", root)
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inventory.equip(wslot, "s_dagger")
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# walk to enemy
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state = 10
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elif stamina > 50.0 && pdst <= 8.0:
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# melee attack enemy
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state = 20
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elif stamina <= 50.0 && stamina > 10.0 && pdst < 50.0:
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# flee away
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state = 30
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elif stamina <= 10.0 && pdst <= 16.0:
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# still flee away
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state = 30
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elif stamina <= 10.0 && pdst > 16.0:
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# rest
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state = 40
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10:
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# walk to enemy (player)
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stamina -= 4 * delta
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var dest = adest
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cmdq.push_back(["walkto", dest, 1.5, 2])
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state = 11
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11:
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# wait for start walking
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if root.has_meta("cmdq_walk"):
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characters.set_walk_speed(root, 0.5, 0)
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state = 12
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12:
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# finished walking
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stamina -= 4 * delta
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if !root.has_meta("cmdq_walk"):
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state = 0
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20:
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# attack
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stamina -= 3500 * delta
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characters.animation_node_travel(root, "attack-melee1")
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cooldown = 0.8
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state = 21
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21:
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cooldown -= delta
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stamina -= 5 * delta
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if cooldown <= 0.0:
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state = 0
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30:
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# walk away from enemy (player)
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stamina -= 15 * delta
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var dest = fdest
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cmdq.push_back(["walkto", dest, 1.5, 2])
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state = 31
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31:
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# wait for start fleeing
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if root.has_meta("cmdq_walk"):
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characters.set_walk_speed(root, 0.65, 0)
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state = 32
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32:
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# finished fleeing
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stamina -= 15 * delta
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if !root.has_meta("cmdq_walk"):
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state = 0
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40:
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stamina += 15500.0 * delta
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if stamina > 90.0:
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state = 0
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stamina = clamp(stamina, 0, 100.0)
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root.set_meta("cmdqueue", cmdq)
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@@ -1,4 +1,4 @@
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extends Node
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extends AIScriptModule
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# Declare member variables here. Examples:
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# var a = 2
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@@ -6,8 +6,9 @@ extends Node
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# Called when the node enters the scene tree for the first time.
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func _ready():
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var root = get_parent()
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func init():
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var root = get_character()
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assert(root.has_meta("skeleton"))
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var cmdq = []
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if root.has_meta("cmdqueue"):
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cmdq = root.get_meta("cmdqueue")
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227
scripts/modules/npc_mystress.gd
Normal file
227
scripts/modules/npc_mystress.gd
Normal file
@@ -0,0 +1,227 @@
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extends AIScriptModule
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called when the node enters the scene tree for the first time.
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var root
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var skel
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var hair_skel
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var garments = ["female-panties1", "mystress-dress", "mystress-necklace"]
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var garments_head = []
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var basedir = "res://scenes/clothes/"
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var material = preload("res://scenes/clothes/mystress_clothes.material")
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#var tween: Tween
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#enum {
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# IDLE,
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# WALKING
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# PRAYING,
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# PRAYING_STARTLED,
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# ACTION
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#}
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#var state = PRAYING
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func init():
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root = get_character()
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assert(root.has_meta("skeleton"))
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root.add_to_group("mystress")
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# tween = Tween.new()
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# tween.playback_process_mode = Tween.TWEEN_PROCESS_PHYSICS
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# tween.process_priority = 30
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# add_child(tween)
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# call_deferred("setup_markers")
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characters.call_deferred("setup_garments", root, garments, garments_head, material)
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#func setup_markers():
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# var cmdq = []
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# if root.has_meta("cmdqueue"):
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# cmdq = root.get_meta("cmdqueue")
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# cmdq.push_back(["hide_marker", "head/marker_talk"])
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# cmdq.push_back(["hide_marker", "head/marker_hips_action"])
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# cmdq.push_back(["register_marker", self, "hips/marker_dagger_sacrifice",
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# {
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# "method": "dagger_sacrifice"
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# }
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# ])
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# cmdq.push_back(["hide_marker", "hips/marker_dagger_sacrifice"])
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# cmdq.push_back(["anim_state", "pray"])
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# root.set_meta("cmdqueue", cmdq)
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# state = PRAYING
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#var state_changed = 0.0
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func set_orientation(v: Transform):
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root.set_meta("orientation", v)
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func set_basis_dir(dir: Vector3):
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var xdir: Vector3 = dir
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xdir.y = 0
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var d0 = xdir.cross(Vector3.UP)
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var d1 = Vector3.UP
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var d2 = xdir
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var basis = Basis(d0, d1, -d2)
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var orientation = root.get_meta("orientation")
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orientation.basis = basis
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root.set_meta("orientation", orientation)
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var state = 0
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var sw_delay = 0.0
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var oldx = Vector3()
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func get_dest(pt: Vector3, exclusions: Array) -> Vector3:
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var ret = pt
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var o = root.global_transform.origin
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var offt = Vector3.UP * 0.3
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var space: PhysicsDirectSpaceState = root.get_world().get_direct_space_state()
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var r = space.intersect_ray(o + offt, pt + offt, exclusions)
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if !r.empty():
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ret = r.position - offt
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return ret
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func update_physics(delta):
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var cmdq = []
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if !skel:
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skel = root.get_meta("skeleton")
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var cam = root.get_viewport().get_camera()
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if !cam:
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return
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if !cam.has_meta("player"):
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return
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var space: PhysicsDirectSpaceState = root.get_world().get_direct_space_state()
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var o = root.global_transform.origin
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var p = cam.get_meta("player").global_transform
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var orientation = Transform(root.global_transform.basis, Vector3())
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var dir = orientation.xform(Vector3(0, 0, -1))
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var dp = dir.dot(p.origin - o)
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if oldx.length() == 0:
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oldx = p.origin
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var v = (p.origin - oldx) / delta
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v.y = 0
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var d = p.origin.distance_squared_to(root.global_transform.origin)
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if root.has_meta("cmdqueue"):
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cmdq = root.get_meta("cmdqueue")
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sw_delay -= delta
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match state:
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0:
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if d > 30.0:
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state = 30
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if d > 4.5 * 4.5 && v.length() == 0 && sw_delay < 0.0:
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state = 10
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elif d < 2.5 * 2.5 && v.length() > 0 && dp > 0:
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state = 20
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elif d < 1.0 * 1.0 && v.length() > 0:
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var here = (o - p.origin).normalized()
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if v.dot(here) > 0:
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state = 22
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10:
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if !root.has_meta("cmd_walk"):
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state = 11
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11:
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var dest = get_dest(p.origin, [root, cam.get_meta("player")])
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cmdq.push_back(["walkto", dest, 2.5, 15])
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state = 12
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12:
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if !root.has_meta("cmd_walk"):
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state = 0
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20:
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if !root.has_meta("cmd_walk"):
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state = 21
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21:
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var pt = (root.global_transform.origin - p.origin).normalized() * 5 + root.global_transform.origin
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var ddir = characters.locnav_probe(root, 2.5, (pt - o).normalized(), 0.2)
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var dpt = ddir + o
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var dest = get_dest(dpt, [root, cam.get_meta("player")])
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print("from: ", o, " to: ", dest, " ddir: ", ddir)
|
||||
cmdq.push_back(["walkto", dest, 1.5, 15])
|
||||
if dest != pt:
|
||||
sw_delay = 1.5
|
||||
else:
|
||||
sw_delay = 5.0
|
||||
state = 12
|
||||
22:
|
||||
if dp > 0 && dp < 0.9999:
|
||||
var tf = root.global_transform
|
||||
tf = tf.looking_at(p.origin, Vector3.UP)
|
||||
orientation.basis = orientation.basis.slerp(tf.basis, 0.3)
|
||||
root.set_meta("orientation", orientation)
|
||||
elif dp > 0:
|
||||
orchestration.grab(cam.get_meta("player"), root)
|
||||
state = 23
|
||||
23:
|
||||
if d > 5.0 * 5.0:
|
||||
state = 0
|
||||
30:
|
||||
if d < 20.0:
|
||||
state = 0
|
||||
root.set_meta("cmdqueue", cmdq)
|
||||
oldx = p.origin
|
||||
# print("state =", state)
|
||||
# var px = p.origin
|
||||
# px.y = root.global_transform.origin.y
|
||||
# var pdir = px - root.global_transform.origin
|
||||
# var fdir = -root.global_transform.basis[2]
|
||||
# fdir.y = 0
|
||||
# pdir.y = 0
|
||||
# pdir = pdir.normalized()
|
||||
# fdir = fdir.normalized()
|
||||
# var cmdq = []
|
||||
# if root.has_meta("cmdqueue"):
|
||||
# cmdq = root.get_meta("cmdqueue")
|
||||
# state_changed -= delta
|
||||
# state_changed = clamp(state_changed, 0.0, 10.0)
|
||||
# match state:
|
||||
# PRAYING:
|
||||
# if root.has_meta("req_state") && root.get_meta("req_state") in ["TALK", "ACTION"]:
|
||||
# state = ACTION
|
||||
# cmdq.push_back(["anim_state", "locomotion"])
|
||||
# root.set_meta("cmdqueue", cmdq)
|
||||
# elif d < 2.0 && state_changed <= 0.0:
|
||||
# if pdir.angle_to(fdir) > PI / 8.0:
|
||||
# tween.interpolate_method(self, "set_basis_dir", fdir, pdir, 0.3 + randf() * 0.6, Tween.TRANS_CUBIC)
|
||||
# tween.start()
|
||||
# state_changed = 0.5
|
||||
# else:
|
||||
# cmdq.push_back(["anim_state", "pray-startled"])
|
||||
## cmdq.push_back(["anim_state", "locomotion"])
|
||||
## cmdq.push_back(["anim_param", "state/locomotion/loc/blend_position", Vector2(0.5, 0)])
|
||||
# root.set_meta("cmdqueue", cmdq)
|
||||
# state = PRAYING_STARTLED
|
||||
# state_changed = 3.0
|
||||
# PRAYING_STARTLED:
|
||||
# if root.get_meta("req_state") in ["TALK", "ACTION"]:
|
||||
# state = ACTION
|
||||
# cmdq.push_back(["anim_state", "locomotion"])
|
||||
# root.set_meta("cmdqueue", cmdq)
|
||||
# elif d > 4.0 && state_changed <= 0.0:
|
||||
# cmdq.push_back(["anim_state", "pray"])
|
||||
# root.set_meta("cmdqueue", cmdq)
|
||||
# state = PRAYING
|
||||
# state_changed = 4.0
|
||||
# else:
|
||||
# var f = root.global_transform.origin + Vector3.UP * 0.5
|
||||
# var t = f + root.global_transform.basis[2] * 0.22
|
||||
# var result = space.intersect_ray(f, t, [root])
|
||||
# if result.has("collider"):
|
||||
# cmdq.push_back(["anim_state", "pray"])
|
||||
# root.set_meta("cmdqueue", cmdq)
|
||||
# state = PRAYING
|
||||
# state_changed = 2.0
|
||||
# ACTION:
|
||||
# if !root.has_meta("req_state"):
|
||||
# state = PRAYING
|
||||
#
|
||||
## elif d <= 4.0 || state_changed > 0.0:
|
||||
## tween.interpolate_method(self, "set_orientation", root.get_meta("orientation"), root.get_meta("orientation").looking_at(px, Vector3(0, 1, 0)), 0.3 + randf() * 0.6, Tween.TRANS_CUBIC)
|
||||
## tween.start()
|
||||
## var sacrifice_marker = skel.get_node("hips/marker_dagger_sacrifice")
|
||||
## if sacrifice_marker.visible && !inventory.items.s_dagger:
|
||||
## sacrifice_marker.hide()
|
||||
## elif !sacrifice_marker.visible && inventory.items.s_dagger:
|
||||
## sacrifice_marker.show()
|
||||
#
|
||||
##func dagger_sacrifice(data):
|
||||
## print("dagger sacrifice")
|
||||
## var cmdq = []
|
||||
## var other = group_manager.player
|
||||
## if other.has_meta("cmdqueue"):
|
||||
## cmdq = other.get_meta("cmdqueue")
|
||||
## cmdq.push_back(["anim_param", "blade_right/blend_amount", 1.0])
|
||||
## cmdq.push_back(["equip", "wrist_r/weapon_right", "s_dagger"])
|
||||
## other.set_meta("cmdqueue", cmdq)
|
||||
## group_manager.submit_player_npc_event_arot(root, "sacrificed-a", root, "sacrificed", root)
|
||||
@@ -24,8 +24,9 @@ var material = preload("res://scenes/clothes/nun-clothes.material")
|
||||
# ACTION
|
||||
#}
|
||||
#var state = PRAYING
|
||||
func _ready():
|
||||
func _init():
|
||||
root = get_parent()
|
||||
assert(root.has_meta("skeleton"))
|
||||
root.add_to_group("nuns")
|
||||
# tween = Tween.new()
|
||||
# tween.playback_process_mode = Tween.TWEEN_PROCESS_PHYSICS
|
||||
|
||||
@@ -12,8 +12,9 @@ var skel
|
||||
var garments = ["female-panties1", "female-bra1"]
|
||||
var basedir = "res://scenes/clothes/"
|
||||
var material = preload("res://scenes/clothes/cloth.material")
|
||||
func _ready():
|
||||
func _init():
|
||||
root = get_parent()
|
||||
assert(root.has_meta("skeleton"))
|
||||
root.add_to_group("sacrifice")
|
||||
call_deferred("setup_markers")
|
||||
characters.call_deferred("setup_garments", root, garments, [], material)
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
extends Node
|
||||
extends AIScriptModule
|
||||
|
||||
|
||||
# Declare member variables here. Examples:
|
||||
@@ -10,6 +10,7 @@ extends Node
|
||||
var root
|
||||
var skel
|
||||
var hair_skel
|
||||
var name
|
||||
|
||||
var garments_female_lingerie = ["female-panties1", "female-bra1"]
|
||||
var garments_head_female = []
|
||||
@@ -20,23 +21,14 @@ var garments_male_main = ["male-pants1", "male-shirt1", "male-shoes1"]
|
||||
var basedir = "res://scenes/clothes/"
|
||||
var material_female = preload("res://scenes/clothes/nun-clothes.material")
|
||||
var material_male = preload("res://scenes/clothes/clothes-male.material")
|
||||
#var tween: Tween
|
||||
#enum {
|
||||
# IDLE,
|
||||
# WALKING,
|
||||
# SLEEPING
|
||||
#}
|
||||
#var state = SLEEPING
|
||||
func _ready():
|
||||
|
||||
func init():
|
||||
name = "student_ai"
|
||||
root = get_parent()
|
||||
root = get_character()
|
||||
assert(root.has_meta("skeleton"))
|
||||
root.add_to_group("students")
|
||||
root.add_to_group("student")
|
||||
# tween = Tween.new()
|
||||
# tween.playback_process_mode = Tween.TWEEN_PROCESS_PHYSICS
|
||||
# tween.process_priority = 30
|
||||
# add_child(tween)
|
||||
# call_deferred("setup_markers")
|
||||
|
||||
var character_data = root.get_meta("character_data")
|
||||
if character_data.sex == "female":
|
||||
var g = garments_female_lingerie
|
||||
@@ -50,96 +42,3 @@ func _ready():
|
||||
g += garments_male_main
|
||||
h += garments_head_male
|
||||
characters.call_deferred("setup_garments", root, g, h, material_male)
|
||||
|
||||
#func setup_markers():
|
||||
# var cmdq = []
|
||||
# if root.has_meta("cmdqueue"):
|
||||
# cmdq = root.get_meta("cmdqueue")
|
||||
# if root.has_meta("saved_anim_state"):
|
||||
# var st = root.get_meta("saved_anim_state")
|
||||
# cmdq.push_back(["anim_state", st])
|
||||
# root.set_meta("cmdqueue", cmdq)
|
||||
# root.remove_meta("saved_anim_state")
|
||||
# if st == "sleeping":
|
||||
# state = SLEEPING
|
||||
# else:
|
||||
# state = IDLE
|
||||
# elif scenario.period > scenario.EARLY_MORNING:
|
||||
# cmdq.push_back(["anim_state", "locomotion"])
|
||||
# root.set_meta("cmdqueue", cmdq)
|
||||
# else:
|
||||
# cmdq.push_back(["anim_state", "sleeping"])
|
||||
# root.set_meta("cmdqueue", cmdq)
|
||||
# state = SLEEPING
|
||||
#var state_changed = 0.0
|
||||
#func set_basis_dir(dir: Vector3):
|
||||
# var xdir: Vector3 = dir
|
||||
# xdir.y = 0
|
||||
# var d0 = xdir.cross(Vector3.UP)
|
||||
# var d1 = Vector3.UP
|
||||
# var d2 = xdir
|
||||
# var basis = Basis(d0, d1, -d2)
|
||||
# var orientation = root.get_meta("orientation")
|
||||
# orientation.basis = basis
|
||||
# root.set_meta("orientation", orientation)
|
||||
#func _process(delta):
|
||||
# if !skel:
|
||||
# skel = root.get_meta("skeleton")
|
||||
# var space: PhysicsDirectSpaceState = root.get_world().get_direct_space_state()
|
||||
# var p = get_viewport().get_camera().get_meta("player").global_transform
|
||||
# var d = p.origin.distance_to(root.global_transform.origin)
|
||||
# var px = p.origin
|
||||
# px.y = root.global_transform.origin.y
|
||||
# var pdir = px - root.global_transform.origin
|
||||
# var fdir = -root.global_transform.basis[2]
|
||||
# fdir.y = 0
|
||||
# pdir.y = 0
|
||||
# pdir = pdir.normalized()
|
||||
# fdir = fdir.normalized()
|
||||
# var cmdq = []
|
||||
# if root.has_meta("cmdqueue"):
|
||||
# cmdq = root.get_meta("cmdqueue")
|
||||
# state_changed -= delta
|
||||
# state_changed = clamp(state_changed, 0.0, 10.0)
|
||||
# match state:
|
||||
# SLEEPING:
|
||||
# if scenario.period > scenario.EARLY_MORNING:
|
||||
# state = WALKING
|
||||
# cmdq.push_back(["anim_state", "locomotion"])
|
||||
# else:
|
||||
# cmdq.push_back(["anim_state", "sleeping"])
|
||||
# root.set_meta("cmdqueue", cmdq)
|
||||
# WALKING:
|
||||
# pass
|
||||
# IDLE:
|
||||
# pass
|
||||
## cmdq.push_back(["anim_state", "locomotion"])
|
||||
## root.set_meta("cmdqueue", cmdq)
|
||||
#func switch_state(root, st):
|
||||
# print("seitch state: ", state, " ", st)
|
||||
# var cmdq = []
|
||||
# if state == st:
|
||||
# return
|
||||
# if root.has_meta("cmdqueue"):
|
||||
# cmdq = root.get_meta("cmdqueue")
|
||||
# match state:
|
||||
# IDLE:
|
||||
# pass
|
||||
# SLEEPING:
|
||||
# pass
|
||||
# WALKING:
|
||||
# pass
|
||||
# match st:
|
||||
# IDLE:
|
||||
# cmdq.push_back(["anim_state", "locomotion"])
|
||||
# SLEEPING:
|
||||
# cmdq.push_back(["anim_state", "sleeping"])
|
||||
# WALKING:
|
||||
# cmdq.push_back(["anim_state", "locomotion"])
|
||||
# root.set_meta("cmdqueue", cmdq)
|
||||
# state = st
|
||||
#func command(cmd):
|
||||
# print(name, " command: ", cmd)
|
||||
# match cmd[0]:
|
||||
# "wakeup":
|
||||
# switch_state(get_parent(), WALKING)
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
extends Node
|
||||
extends AIScriptModule
|
||||
|
||||
|
||||
# Declare member variables here. Examples:
|
||||
@@ -15,8 +15,10 @@ var garments = ["male-panties1", "male-shirt1"]
|
||||
var garments_head = []
|
||||
var basedir = "res://scenes/clothes/"
|
||||
var material = preload("res://scenes/clothes/clothes-male.material")
|
||||
func _ready():
|
||||
root = get_parent()
|
||||
func init():
|
||||
root = get_character()
|
||||
assert(root.has_meta("skeleton"))
|
||||
|
||||
call_deferred("setup_markers")
|
||||
call_deferred("setup_garments")
|
||||
func setup_markers():
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
extends Node
|
||||
extends AIScriptModule
|
||||
|
||||
|
||||
# Declare member variables here. Examples:
|
||||
@@ -10,18 +10,20 @@ extends Node
|
||||
var cam
|
||||
var fps_cam
|
||||
var motion = Vector2()
|
||||
func _ready():
|
||||
var root = get_parent()
|
||||
process_priority = 200
|
||||
func init():
|
||||
var root = get_character()
|
||||
assert(root.has_meta("skeleton"))
|
||||
|
||||
var attack = false
|
||||
var equipped = false
|
||||
|
||||
func update(delta):
|
||||
if Input.is_action_pressed("attack"):
|
||||
attack = true
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
#func _process(delta):
|
||||
# pass
|
||||
func _physics_process(delta):
|
||||
func update_physics(delta):
|
||||
var orientation: Transform
|
||||
var root = get_parent()
|
||||
var root = get_character()
|
||||
if !root.has_meta("cam"):
|
||||
return
|
||||
cam = root.get_meta("cam")
|
||||
@@ -47,7 +49,7 @@ func _physics_process(delta):
|
||||
# if root.has_meta("group_behavior"):
|
||||
# if motion_target.y < 0:
|
||||
# behavior.destroy_group_behavior(root.get_meta("group_behavior"))
|
||||
if !root.has_meta("vehicle") && !root.has_meta("cmdqueue") && !root.has_meta("group_behavior"):
|
||||
if !root.has_meta("vehicle") && !root.has_meta("cmdqueue") && !root.has_meta("group_behavior") && !root.has_meta("orchestrated"):
|
||||
if Input.is_action_just_pressed("activate"):
|
||||
markers.activate_marker()
|
||||
if Input.is_action_pressed("run"):
|
||||
@@ -75,37 +77,48 @@ func _physics_process(delta):
|
||||
cmdq.push_back(["climb", "1"])
|
||||
root.set_meta("cmdqueue", cmdq)
|
||||
|
||||
animtree["parameters/state/playback"].travel("locomotion")
|
||||
var strafing = 0
|
||||
var linear = 0
|
||||
if fps_cam.current:
|
||||
strafing = motion.x
|
||||
linear = motion.y
|
||||
if attack:
|
||||
if !equipped:
|
||||
var skel = root.get_meta("skeleton")
|
||||
var wslot = skel.get_node("wrist_r/weapon_right")
|
||||
wslot.set_meta("owner", root)
|
||||
inventory.equip(wslot, "s_dagger")
|
||||
equipped = true
|
||||
animtree["parameters/state/playback"].travel("attack-melee1")
|
||||
attack = false
|
||||
else:
|
||||
strafing = 0
|
||||
linear = motion.length()
|
||||
if running:
|
||||
animtree["parameters/state/locomotion/loc/blend_position"] = Vector2(linear * 3.0, strafing * 2.0)
|
||||
else:
|
||||
animtree["parameters/state/locomotion/loc/blend_position"] = Vector2(linear * 0.5, strafing)
|
||||
animtree["parameters/state/playback"].travel("locomotion")
|
||||
var strafing = 0
|
||||
var linear = 0
|
||||
if fps_cam.current:
|
||||
strafing = motion.x
|
||||
linear = motion.y
|
||||
else:
|
||||
strafing = 0
|
||||
linear = motion.length()
|
||||
if running:
|
||||
animtree["parameters/state/locomotion/loc/blend_position"] = Vector2(linear * 3.0, strafing * 2.0)
|
||||
else:
|
||||
animtree["parameters/state/locomotion/loc/blend_position"] = Vector2(linear * 0.5, strafing)
|
||||
elif root.has_meta("vehicle"):
|
||||
if Input.is_action_just_pressed("activate"):
|
||||
markers.activate_marker()
|
||||
var vehicle: VehicleBody = root.get_meta("vehicle")
|
||||
var driver = vehicle.get_meta("driver")
|
||||
if driver == root:
|
||||
if vehicle.parked:
|
||||
vehicle.parked = false
|
||||
vehicle.mode = vehicle.MODE_RIGID
|
||||
if abs(xmotion.y) < 0.001:
|
||||
vehicle.brake = 1000
|
||||
vehicle.steering = -xmotion.x * 0.7
|
||||
else:
|
||||
vehicle.brake = 0
|
||||
if vehicle.linear_velocity.length() < 16.6:
|
||||
vehicle.engine_force = 4000 * xmotion.y
|
||||
if vehicle.has_meta("driver"):
|
||||
var driver = vehicle.get_meta("driver")
|
||||
if driver == root:
|
||||
if vehicle.parked:
|
||||
vehicle.parked = false
|
||||
vehicle.mode = vehicle.MODE_RIGID
|
||||
if abs(xmotion.y) < 0.001:
|
||||
vehicle.brake = 1000
|
||||
vehicle.steering = -xmotion.x * 0.7
|
||||
else:
|
||||
vehicle.engine_force = 500 * xmotion.y
|
||||
var accel = vehicle.angular_velocity * 350.0 * delta
|
||||
vehicle.steering = -xmotion.x * 0.7
|
||||
vehicle.brake = 0
|
||||
if vehicle.linear_velocity.length() < 16.6:
|
||||
vehicle.engine_force = 4000 * xmotion.y
|
||||
else:
|
||||
vehicle.engine_force = 500 * xmotion.y
|
||||
var accel = vehicle.angular_velocity * 350.0 * delta
|
||||
vehicle.steering = -xmotion.x * 0.7
|
||||
|
||||
|
||||
Reference in New Issue
Block a user