hotel-madness/scripts/entities/npc.gd

57 lines
1.6 KiB
GDScript

extends CharacterBody3D
var movement_speed: float = 3.0
var angry_meter: int = 5
var target: CharacterBody3D
@onready var timer: Timer = $Timer
var skip: bool = false
@onready var navigation_agent: NavigationAgent3D = $NavigationAgent3D
func _ready() -> void:
if Networking.isManager:
if timer.timeout.connect(_timer_done) != OK:
Log.error("FAILED to connect the timeout signal to _timer_done!", "Internal Error: Failed to connect signal.")
first_frame.call_deferred()
func _timer_done() -> void:
if angry_meter > 0:
Log.debug("angrier %d" % angry_meter)
angry_meter -= 1
else:
timer.stop()
first_frame()
func first_frame() -> void:
await get_tree().physics_frame
timer.start()
actor_setup(999999999)
# determines the closest player and navigate.
func actor_setup(lowest_distance: float) -> void:
for child: Node in get_tree().root.get_node("/root/"+Game.mapname+"/").get_children():
if child is Node3D:
if child.has_method("playerstub") and position.distance_to((child as Node3D).position) < lowest_distance:
target = child
navigation_agent.set_target_position(target.position)
func _physics_process(_delta: float) -> void:
if Networking.isManager and angry_meter == 0:
actor_setup(position.distance_to(target.position))
if navigation_agent.is_navigation_finished():
return
var current_agent_position: Vector3 = global_position
var next_path_position: Vector3 = navigation_agent.get_next_path_position()
velocity = current_agent_position.direction_to(next_path_position) * movement_speed
if move_and_slide():
pass
Networking.npc_sync_call(position, rotation, name)