got kicked by stone with cooldown

This commit is contained in:
2026-04-22 23:29:29 +03:00
parent 95bd7bb3be
commit 174e9dfb08
5 changed files with 75 additions and 50 deletions
+55 -50
View File
@@ -30,8 +30,10 @@ var base_scale: float = 1.0
var wave_num: int = 1
var damage_modifier: float = 0.75
var enemy_kick_timer: float = 0.0
const ENEMY_KICK_COOLDOWN := 1.2
const ENEMY_KICK_RANGE := 2.2
var kickable_kick_timer: float = 0.0
const ENEMY_KICK_COOLDOWN := 1.2
const KICKABLE_KICK_COOLDOWN := 2.5
const ENEMY_KICK_RANGE := 2.2
var state: State = State.CHASING
var fly_vel: Vector3 = Vector3.ZERO
@@ -102,6 +104,7 @@ func _chase(delta: float) -> void:
return
contact_timer = max(0.0, contact_timer - delta)
enemy_kick_timer = max(0.0, enemy_kick_timer - delta)
kickable_kick_timer = max(0.0, kickable_kick_timer - delta)
var diff := target.global_position - global_position
diff.y = 0.0
var dist := diff.length()
@@ -109,11 +112,10 @@ func _chase(delta: float) -> void:
contact_timer = CONTACT_CD
if target.has_method("take_damage"):
target.take_damage(damage_to_player)
if tier > 0 and enemy_kick_timer <= 0.0:
if enemy_kick_timer <= 0.0:
_try_enemy_kick()
if dist > 0.05:
var dir := diff.normalized()
dir = _avoid_rocks(dir)
velocity.x = dir.x * move_speed
velocity.z = dir.z * move_speed
rotation.y = lerp_angle(rotation.y, atan2(dir.x, dir.z), 8.0 * delta)
@@ -121,54 +123,57 @@ func _chase(delta: float) -> void:
move_and_slide()
func _try_enemy_kick() -> void:
var kicked := false
for node in get_tree().get_nodes_in_group("enemies"):
var en := node as Node3D
if en == null or en == self or not is_instance_valid(en):
continue
var other_tier: int = en.get("tier") if en.get("tier") != null else 0
if other_tier >= tier:
continue
var away := en.global_position - global_position
away.y = 0.0
if away.length() > ENEMY_KICK_RANGE:
continue
var dir := away.normalized()
var player_pos := target.global_position if is_instance_valid(target) else global_position
var to_player := (player_pos - global_position)
to_player.y = 0.0
if to_player.length() > 0.01:
dir = to_player.normalized()
en.call("receive_kick", dir, 40.0 + tier * 10.0)
kicked = true
if not kicked and is_instance_valid(target):
var to_player := target.global_position - global_position
to_player.y = 0.0
if to_player.length() < ENEMY_KICK_RANGE:
var player_tier: int = target.get("tier") if target.get("tier") != null else 0
if player_tier < tier:
target.call("receive_kick", to_player.normalized(), 35.0 + tier * 8.0)
kicked = true
if kicked:
enemy_kick_timer = ENEMY_KICK_COOLDOWN
if not is_instance_valid(target):
return
var player_pos := target.global_position
var to_player := player_pos - global_position
to_player.y = 0.0
var kick_dir := to_player.normalized() if to_player.length() > 0.01 else -global_transform.basis.z
const AVOID_RADIUS := 1.6
const AVOID_STRENGTH := 2.2
# 1. Kick nearest kickable towards player
if kickable_kick_timer <= 0.0:
var nearest_kickable: Node3D = null
var nearest_dist := ENEMY_KICK_RANGE
for node in get_tree().get_nodes_in_group("kickable"):
var k := node as Node3D
if k == null or not is_instance_valid(k):
continue
var d := (k.global_position - global_position)
d.y = 0.0
if d.length() < nearest_dist:
nearest_dist = d.length()
nearest_kickable = k
if nearest_kickable != null:
nearest_kickable.call("receive_kick", kick_dir, 35.0 + tier * 8.0)
kickable_kick_timer = KICKABLE_KICK_COOLDOWN
return
func _avoid_rocks(desired: Vector3) -> Vector3:
var push := Vector3.ZERO
for rock in get_tree().get_nodes_in_group("kickable"):
if not is_instance_valid(rock):
continue
var away := global_position - (rock as Node3D).global_position
away.y = 0.0
var d := away.length()
if d < AVOID_RADIUS and d > 0.01:
push += away.normalized() * (1.0 - d / AVOID_RADIUS)
if push.length() < 0.01:
return desired
var steered := desired + push * AVOID_STRENGTH
return steered.normalized() if steered.length() > 0.01 else desired
# 2. Kick lower-tier enemy nearest to player direction
if tier > 0:
var nearest_enemy: Node3D = null
var nearest_enemy_dist := ENEMY_KICK_RANGE
for node in get_tree().get_nodes_in_group("enemies"):
var en := node as Node3D
if en == null or en == self or not is_instance_valid(en):
continue
if (en.get("tier") if en.get("tier") != null else 0) >= tier:
continue
var d := (en.global_position - global_position)
d.y = 0.0
if d.length() < nearest_enemy_dist:
nearest_enemy_dist = d.length()
nearest_enemy = en
if nearest_enemy != null:
nearest_enemy.call("receive_kick", kick_dir, 40.0 + tier * 10.0)
enemy_kick_timer = ENEMY_KICK_COOLDOWN
return
# 3. Kick player directly if lower tier and in range
if tier > 0 and to_player.length() < ENEMY_KICK_RANGE:
var player_tier: int = target.get("tier") if target.get("tier") != null else 0
if player_tier < tier:
target.call("receive_kick", kick_dir, 35.0 + tier * 8.0)
enemy_kick_timer = ENEMY_KICK_COOLDOWN
func _fly(delta: float) -> void:
var speed_now := Vector2(fly_vel.x, fly_vel.z).length()