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extends Node
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# Player AI
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var ignore_input = false
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var body_exit_signal = false # interact_input()
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var interact_target = null
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var velocity_sum = Vector2(0.0,0.0)
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# Setters + Getters
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func set_ignore_input(new_bool):
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ignore_input = new_bool
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func get_ignore_input():
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return ignore_input
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func get_user():
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return get_parent()
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### LOGIC ###
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# Get Player Input
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func get_input():
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if not ignore_input:
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get_movement_input()
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get_interact_input()
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### INTERACTING ###
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# Listen for Hotkey for Interacting
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func get_interact_input():
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## Interact Hotkey
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if Input.is_action_just_pressed('interact'):
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## Get overlapping bodies from range bubble
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var bodies = get_user().get_overlapping_bodies()
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#var areas = get_user().get_overlapping_areas()
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## Exclusions
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for body in bodies:
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if !body.has_method("get_user"):
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bodies.erase(body)
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if body.has_method("get_user") and body.get_user().is_player():
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bodies.erase(body)
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#for area in areas:
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# if area.has_method("get_user"):
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# areas.erase(area)
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## Collect Interactable Targets in Range
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var interact_targets = []
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for b in bodies:
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if b.get_user().is_in_group("can_interact"):
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interact_targets.append(b.get_user())
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#for a in areas:
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# if a.get_user().is_in_group("can_interact"):
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# interact_targets.append(a.get_user())
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## Find Nearest Interactable Target
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if interact_targets:
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interact_targets.sort_custom(FoeSorter.new(get_user().get_gpos()), "sort")
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#get_user().set_target(interact_targets[0])
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interact_targets[0].interact()
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# Foe Finder System
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class FoeSorter:
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var point = null
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func _init(new_point):
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self.point = new_point
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func sort(a, b):
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return self.point.distance_to(a.get_gpos()) < self.point.distance_to(b.get_gpos())
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### MOVEMENT ###
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# Get Movement Key Input
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func get_movement_input():
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if Input.is_action_pressed('ui_right'):
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movement_key_pressed(1)
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if Input.is_action_pressed('ui_left'):
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movement_key_pressed(2)
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if Input.is_action_pressed('ui_up'):
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movement_key_pressed(3)
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if Input.is_action_pressed('ui_down'):
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movement_key_pressed(4)
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if Input.is_action_just_released("ui_right"):
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movement_key_released(1)
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if Input.is_action_just_released("ui_left"):
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movement_key_released(2)
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if Input.is_action_just_released("ui_up"):
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movement_key_released(3)
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if Input.is_action_just_released("ui_down"):
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movement_key_released(4)
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# WASD Movement
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func movement_key_pressed(direction):
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get_user().set_internal_velocity(Vector2(0.0,0.0))
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if direction == 1: # right
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velocity_sum.x = 0
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velocity_sum.x += 1
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get_user().animate("WalkRight")
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elif direction == 2: # left
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velocity_sum.x = 0
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velocity_sum.x -= 1
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get_user().animate("WalkLeft")
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elif direction == 3: # up
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velocity_sum.y = 0
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velocity_sum.y -= 1
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get_user().animate("WalkUp")
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elif direction == 4: # down
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velocity_sum.y = 0
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velocity_sum.y += 1
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get_user().animate("WalkDown")
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# Velocity cannot be faster with more vectors
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get_user().set_internal_velocity(velocity_sum)
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func movement_key_released(direction):
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if direction == 1 or direction == 2: # left/right
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velocity_sum.x = 0
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elif direction == 3 or direction == 4: # up/down
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velocity_sum.y = 0
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get_user().animate("Idle")
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get_user().set_internal_velocity(velocity_sum)
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### PHYSICS PROCESS
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# Physics Process
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func _physics_process(_delta):
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## Keyboard Movement
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get_input()
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