Initial setup for NPCs and their pathfinding.
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6 changed files with 204 additions and 7 deletions
44
scripts/entities/npc.gd
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44
scripts/entities/npc.gd
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@ -0,0 +1,44 @@
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extends CharacterBody3D
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var movement_speed: float = 3.0
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var target: CharacterBody3D
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var movement_target_position: Vector3
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var skip: bool = false
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@onready var navigation_agent: NavigationAgent3D = $NavigationAgent3D
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func _ready() -> void:
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first_frame.call_deferred()
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func first_frame() -> void:
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actor_setup(999999999)
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# determines the closest player and navigate.
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func actor_setup(lowest_distance: float) -> void:
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if !skip:
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for child: Node in get_tree().root.get_node("/root/Testmap").get_children():
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if child is Node3D:
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if child.has_method("playerstub") and position.distance_to((child as Node3D).position) < lowest_distance:
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target = child
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skip = true
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var dist: float = target.position.distance_to(movement_target_position)
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if movement_target_position != target.position and (dist > 5 or position.distance_to(target.position) <= 5 or position.distance_to(movement_target_position) <= 5):
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movement_target_position = target.position
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navigation_agent.set_target_position(movement_target_position)
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func _physics_process(_delta: float) -> void:
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actor_setup(position.distance_to(target.position))
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if navigation_agent.is_navigation_finished():
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return
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var current_agent_position: Vector3 = global_position
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var next_path_position: Vector3 = navigation_agent.get_next_path_position()
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velocity = current_agent_position.direction_to(next_path_position) * movement_speed
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if move_and_slide():
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pass
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@ -10,8 +10,7 @@ const JUMP_VELOCITY: float = 4.5
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var activated: bool = false
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var freecam: bool = false
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@onready
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var camera: Camera3D = $Camera3D
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@onready var camera: Camera3D = $Camera3D
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var camera_rotation: Vector2 = Vector2(0,0)
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func _ready() -> void:
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@ -55,6 +54,9 @@ func _physics_process(delta: float) -> void:
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if move_and_slide():
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pass
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var fps_counter: Label = $Label
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fps_counter.text = str(Engine.get_frames_per_second())
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Networking.player_sync_call(position, rotation)
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func _input(event: InputEvent) -> void:
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@ -70,3 +72,7 @@ func _input(event: InputEvent) -> void:
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elif camera.rotation.x <= -1.6:
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camera.rotation.x = -1.6
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rotate(Vector3.DOWN, camera_rotation.x)
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# this way we can check for the player.
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func playerstub() -> void:
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pass
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