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@@ -30,7 +30,9 @@ var base_scale: float = 1.0
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var wave_num: int = 1
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var damage_modifier: float = 0.75
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var enemy_kick_timer: float = 0.0
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var kickable_kick_timer: float = 0.0
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const ENEMY_KICK_COOLDOWN := 1.2
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const KICKABLE_KICK_COOLDOWN := 2.5
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const ENEMY_KICK_RANGE := 2.2
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var state: State = State.CHASING
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@@ -102,6 +104,7 @@ func _chase(delta: float) -> void:
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return
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contact_timer = max(0.0, contact_timer - delta)
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enemy_kick_timer = max(0.0, enemy_kick_timer - delta)
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kickable_kick_timer = max(0.0, kickable_kick_timer - delta)
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var diff := target.global_position - global_position
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diff.y = 0.0
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var dist := diff.length()
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@@ -109,11 +112,10 @@ func _chase(delta: float) -> void:
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contact_timer = CONTACT_CD
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if target.has_method("take_damage"):
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target.take_damage(damage_to_player)
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if tier > 0 and enemy_kick_timer <= 0.0:
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if enemy_kick_timer <= 0.0:
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_try_enemy_kick()
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if dist > 0.05:
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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.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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@@ -121,55 +123,58 @@ func _chase(delta: float) -> void:
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move_and_slide()
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func _try_enemy_kick() -> void:
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var kicked := false
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if not is_instance_valid(target):
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return
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var player_pos := target.global_position
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var to_player := player_pos - global_position
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to_player.y = 0.0
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var kick_dir := to_player.normalized() if to_player.length() > 0.01 else -global_transform.basis.z
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# 1. Kick nearest kickable towards player
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if kickable_kick_timer <= 0.0:
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var nearest_kickable: Node3D = null
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var nearest_dist := ENEMY_KICK_RANGE
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for node in get_tree().get_nodes_in_group("kickable"):
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var k := node as Node3D
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if k == null or not is_instance_valid(k):
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continue
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var d := (k.global_position - global_position)
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d.y = 0.0
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if d.length() < nearest_dist:
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nearest_dist = d.length()
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nearest_kickable = k
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if nearest_kickable != null:
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nearest_kickable.call("receive_kick", kick_dir, 35.0 + tier * 8.0)
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kickable_kick_timer = KICKABLE_KICK_COOLDOWN
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return
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# 2. Kick lower-tier enemy nearest to player direction
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if tier > 0:
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var nearest_enemy: Node3D = null
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var nearest_enemy_dist := ENEMY_KICK_RANGE
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for node in get_tree().get_nodes_in_group("enemies"):
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var en := node as Node3D
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if en == null or en == self or not is_instance_valid(en):
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continue
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var other_tier: int = en.get("tier") if en.get("tier") != null else 0
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if other_tier >= tier:
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if (en.get("tier") if en.get("tier") != null else 0) >= tier:
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continue
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var away := en.global_position - global_position
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away.y = 0.0
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if away.length() > ENEMY_KICK_RANGE:
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continue
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var dir := away.normalized()
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var player_pos := target.global_position if is_instance_valid(target) else global_position
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var to_player := (player_pos - global_position)
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to_player.y = 0.0
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if to_player.length() > 0.01:
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dir = to_player.normalized()
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en.call("receive_kick", dir, 40.0 + tier * 10.0)
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kicked = true
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if not kicked and is_instance_valid(target):
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var to_player := target.global_position - global_position
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to_player.y = 0.0
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if to_player.length() < ENEMY_KICK_RANGE:
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var d := (en.global_position - global_position)
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d.y = 0.0
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if d.length() < nearest_enemy_dist:
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nearest_enemy_dist = d.length()
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nearest_enemy = en
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if nearest_enemy != null:
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nearest_enemy.call("receive_kick", kick_dir, 40.0 + tier * 10.0)
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enemy_kick_timer = ENEMY_KICK_COOLDOWN
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return
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# 3. Kick player directly if lower tier and in range
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if tier > 0 and to_player.length() < ENEMY_KICK_RANGE:
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var player_tier: int = target.get("tier") if target.get("tier") != null else 0
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if player_tier < tier:
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target.call("receive_kick", to_player.normalized(), 35.0 + tier * 8.0)
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kicked = true
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if kicked:
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target.call("receive_kick", kick_dir, 35.0 + tier * 8.0)
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enemy_kick_timer = ENEMY_KICK_COOLDOWN
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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("kickable"):
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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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var speed_now := Vector2(fly_vel.x, fly_vel.z).length()
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velocity = fly_vel
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