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3 Commits

Author SHA1 Message Date
DragonSpirit 174e9dfb08 got kicked by stone with cooldown 2026-04-22 23:29:29 +03:00
DragonSpirit 95bd7bb3be choose single unit for attack 2026-04-22 23:23:17 +03:00
DragonSpirit 5ff0b1108e WIP: got kicked by enemy 2026-04-22 23:18:35 +03:00
6 changed files with 118 additions and 35 deletions
+5
View File
@@ -63,6 +63,11 @@ func _fly(delta: float) -> void:
_take_damage(speed_now * WALL_SELF_DMG)
handled = true
break
elif col3d.is_in_group("player"):
col3d.call("take_damage", int(speed_now * damage_modifier))
fly_vel *= 0.3
handled = true
break
elif col3d.is_in_group("enemies") or col3d.is_in_group("kickable"):
if col3d == self:
continue
+60 -17
View File
@@ -29,6 +29,11 @@ var stun_time: float = 0.5
var base_scale: float = 1.0
var wave_num: int = 1
var damage_modifier: float = 0.75
var enemy_kick_timer: float = 0.0
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
@@ -98,6 +103,8 @@ func _chase(delta: float) -> void:
if not is_instance_valid(target):
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()
@@ -105,32 +112,68 @@ func _chase(delta: float) -> void:
contact_timer = CONTACT_CD
if target.has_method("take_damage"):
target.take_damage(damage_to_player)
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)
velocity.y = 0.0
move_and_slide()
const AVOID_RADIUS := 1.6
const AVOID_STRENGTH := 2.2
func _try_enemy_kick() -> void:
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
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
# 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
# 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()
+5
View File
@@ -68,6 +68,11 @@ func _fly(delta: float) -> void:
_take_damage(speed_now * WALL_SELF_DMG)
handled = true
break
elif col3d.is_in_group("player"):
col3d.call("take_damage", int(speed_now * damage_modifier))
fly_vel *= 0.3
handled = true
break
elif col3d.is_in_group("enemies") or col3d.is_in_group("kickable"):
if col3d == self:
continue
+38 -18
View File
@@ -136,9 +136,9 @@ func _do_kick() -> void:
forward.y = 0.0
forward = forward.normalized() if forward.length() > 0.01 else Vector3(0.0, 0.0, -1.0)
var half_cos: float = cos(deg_to_rad(kick_angle * 0.5))
var targets := get_tree().get_nodes_in_group("enemies") + get_tree().get_nodes_in_group("kickable")
var kicked_any := false
for e in targets:
var candidates: Array[Node3D] = []
var candidate_dists: Array[float] = []
for e in get_tree().get_nodes_in_group("enemies") + get_tree().get_nodes_in_group("kickable"):
if not is_instance_valid(e):
continue
var en := e as Node3D
@@ -150,21 +150,34 @@ func _do_kick() -> void:
if dist < 0.1 or dist > kick_range:
continue
if (diff / dist).dot(forward) >= half_cos:
var obj_tier: int = en.get("tier") if en.get("tier") != null else 0
var diff_tier := tier - obj_tier
var force: float
if diff_tier < 0:
force = 15.0
elif diff_tier == 0:
force = 50.0
elif diff_tier == 1:
force = 70.0
else:
force = 80.0
en.call("receive_kick", diff / dist, force)
kicked_any = true
if kicked_any:
_squish_effect()
candidates.append(en)
candidate_dists.append(dist)
if candidates.is_empty():
return
var nearest_idx := 0
for i in range(1, candidates.size()):
if candidate_dists[i] < candidate_dists[nearest_idx]:
nearest_idx = i
var best := candidates[nearest_idx]
var best_diff := best.global_position - global_position
best_diff.y = 0.0
var best_dir := best_diff.normalized()
var obj_tier: int = best.get("tier") if best.get("tier") != null else 0
var diff_tier := tier - obj_tier
var force: float
if diff_tier < 0:
force = 15.0
elif diff_tier == 0:
force = 50.0
elif diff_tier == 1:
force = 70.0
else:
force = 80.0
best.call("receive_kick", best_dir, force)
_squish_effect()
func _try_interact() -> void:
var best: Node3D = null
@@ -189,6 +202,13 @@ func _squish_effect() -> void:
tw.tween_property(mesh_node, "scale", Vector3(1.3, 0.55, 1.3), 0.07)
tw.tween_property(mesh_node, "scale", Vector3(1.0, 1.0, 1.0), 0.18)
func receive_kick(direction: Vector3, force: float) -> void:
if not is_alive or invincible_timer > 0.0:
return
velocity.x = direction.x * force
velocity.z = direction.z * force
invincible_timer = IFRAMES_DURATION * 0.5
func take_damage(amount: int) -> void:
if not is_alive or invincible_timer > 0.0:
return
+5
View File
@@ -66,6 +66,11 @@ func _fly(delta: float) -> void:
_take_damage(speed_now * WALL_SELF_DMG)
handled = true
break
elif col3d.is_in_group("player"):
col3d.call("take_damage", int(speed_now * damage_modifier))
fly_vel *= 0.3
handled = true
break
elif col3d.is_in_group("enemies") or col3d.is_in_group("kickable"):
if col3d == self:
continue
+5
View File
@@ -63,6 +63,11 @@ func _fly(delta: float) -> void:
_take_damage(speed_now * WALL_SELF_DMG)
handled = true
break
elif col3d.is_in_group("player"):
col3d.call("take_damage", int(speed_now * damage_modifier))
fly_vel *= 0.3
handled = true
break
elif col3d.is_in_group("enemies") or col3d.is_in_group("kickable"):
if col3d == self:
continue