avoid stones when chasing
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@@ -94,12 +94,31 @@ func _chase(delta: float) -> void:
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target.take_damage(damage_to_player)
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target.take_damage(damage_to_player)
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if dist > 0.05:
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if dist > 0.05:
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var dir := diff.normalized()
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var dir := diff.normalized()
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dir = _avoid_rocks(dir)
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velocity.x = dir.x * move_speed
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velocity.x = dir.x * move_speed
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velocity.z = dir.z * move_speed
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velocity.z = dir.z * move_speed
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rotation.y = lerp_angle(rotation.y, atan2(dir.x, dir.z), 8.0 * delta)
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rotation.y = lerp_angle(rotation.y, atan2(dir.x, dir.z), 8.0 * delta)
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velocity.y = 0.0
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velocity.y = 0.0
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move_and_slide()
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move_and_slide()
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const AVOID_RADIUS := 1.6
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const AVOID_STRENGTH := 2.2
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func _avoid_rocks(desired: Vector3) -> Vector3:
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var push := Vector3.ZERO
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for rock in get_tree().get_nodes_in_group("rocks"):
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if not is_instance_valid(rock):
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continue
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var away := global_position - (rock as Node3D).global_position
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away.y = 0.0
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var d := away.length()
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if d < AVOID_RADIUS and d > 0.01:
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push += away.normalized() * (1.0 - d / AVOID_RADIUS)
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if push.length() < 0.01:
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return desired
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var steered := desired + push * AVOID_STRENGTH
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return steered.normalized() if steered.length() > 0.01 else desired
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func _fly(delta: float) -> void:
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func _fly(delta: float) -> void:
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var speed_now := Vector2(fly_vel.x, fly_vel.z).length()
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var speed_now := Vector2(fly_vel.x, fly_vel.z).length()
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velocity = fly_vel
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velocity = fly_vel
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