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