extends NPC export(NodePath) var _visibility_path: NodePath export(int) var _player_follow_pill_level = 3 var _visibility: Area var _playerRef func _ready(): Logger.set_logger_level(Logger.LOG_LEVEL_FINE) _visibility = get_node(_visibility_path) as Area if _visibility: _visibility.connect("body_entered", self, "_on_body_entered_visibility") _visibility.connect("body_exited", self, "_on_body_exited_visibility") # TODO: does this implementation have to be that way? for player in get_tree().get_nodes_in_group("Player"): _playerRef = player func _process(_delta): # stop following player if pill level is high enough and player is not in an illegal area if current_target and Pills.get_round_level() > _player_follow_pill_level and _playerRef.Is_in_Illegal_Area() == false: Logger.info("player pill level ok and no illegal actions detected!") current_target = null func _on_body_entered_visibility(body: PhysicsBody): #Logger.trace("Meldewesen seeing %s" % [body]) if body.is_in_group("Player"): Logger.info("Seeing player!") # check if player is in illegal area if _playerRef.Is_in_Illegal_Area(): Logger.info("player is in illegal area - following!") current_target = body.transform.origin # If the player didn't take enough pills lately, they're suspicious -> Run towards them! if Pills.get_round_level() <= _player_follow_pill_level: Logger.info("The player's pill level is too low - following!") current_target = body.transform.origin func _on_body_exited_visibility(body: PhysicsBody): if body.is_in_group("Player"): Logger.info("Stopped seeing player!") current_target = null