Blobby/src/Actors/Enemies/Machines/TurretStateMachine.gd

90 lines
2.5 KiB
GDScript

extends StateMachine
onready var anim_player = parent.get_node("AnimationPlayer")
onready var laserpoint: Sprite = parent.get_node("Laserpoint")
# Adds the intial states
func _ready():
add_state("deactivated")
add_state("searching")
add_state("hunting")
add_state("locking")
add_state("shooting")
state = states.searching
set_state(states.searching)
anim_player.play("Turret Rotation")
# Calls the parent behaviours according to state
func _state_logic(_delta):
var state_action_ref = "handle_deactivated_state"
match self.state:
"deactivated":
state_action_ref = funcref(self, "handle_deactivated_state")
"searching":
state_action_ref = funcref(self, "handle_searching_state")
"locking":
state_action_ref = funcref(self, "handle_locking_state")
"shooting":
state_action_ref = funcref(self, "handle_shooting_state")
_:
state_action_ref = funcref(self, "handle_deactivated_state")
print("don't panik")
state_action_ref.call_func()
func handle_searching_state():
parent.searching()
# Locking is intialized once when starting
# While the locking is handled by a Time/Turret, this method just passes
func handle_locking_state():
pass
func handle_shooting_state():
parent.shooting()
# Determines which state should be active at the moment
func _get_transition(_delta):
# TODO why only this way?
parent.get_node("StateLabel").text = self.state
var new_state
if parent.is_tracking_prey() && self.state == "searching":
laserpoint.visible = false
new_state = "locking"
# TODO Helper function with null check and reference check
if !parent.is_tracking_prey() && self.state == "shooting":
laserpoint.visible = true
new_state = "searching"
if self.state == "locking" && parent.is_locked_on_target():
laserpoint.visible = false
new_state = "shooting"
if new_state != self.state:
return new_state
return null
func _enter_state(new_state, old_state):
if new_state == "shooting" && old_state == "locking":
parent.get_node("FiringRateTimer").start()
if new_state == "locking" && old_state == "searching":
parent.start_locking()
anim_player.stop()
if new_state == "searching" && old_state == "shooting":
# TODO Time for returning to 0 degrees is always the same
# Implement this using a tween
parent.get_node("FiringRateTimer").stop()
# TODO Go back to the tutorials and look for where to implement the animation queues and triggers
anim_player.play("Turret Returning")
anim_player.queue("Turret Rotation")
pass
func _exit_state(old_state, new_state):
pass