2019-11-20 14:05:35 +01:00
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extends Entity
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2019-11-21 13:10:00 +01:00
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# Copyright Péter Magyar relintai@gmail.com
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# MIT License, functionality from this class needs to be protable to the entity spell system
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2019-11-20 14:05:35 +01:00
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2019-12-01 23:21:48 +01:00
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# Copyright (c) 2019 Péter Magyar
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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2019-11-20 14:05:35 +01:00
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#export (String) var map_path : String
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export(float) var max_visible_distance : float = 120 setget set_max_visible_distance
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var max_visible_distance_squared : float = max_visible_distance * max_visible_distance
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const ray_length = 1000
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const ACCEL : float = 100.0
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const DEACCEL : float = 100.0
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const GRAVITY : float = -24.8
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const JUMP_SPEED : float = 3.8
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const MAX_SLOPE_ANGLE : float = 40.0
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#var process_gravity : bool = true
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var _on : bool = true
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var y_rot : float = 0.0
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var vel : Vector3 = Vector3()
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var dir : Vector3 = Vector3()
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var target_movement_direction : Vector2 = Vector2()
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var animation_tree : AnimationTree
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var anim_node_state_machine : AnimationNodeStateMachinePlayback = null
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var animation_run : bool = false
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var moving : bool = false
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var sleep : bool = false
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var dead : bool = false
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var death_timer : float = 0
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func _ready() -> void:
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animation_tree = get_character_skeleton().get_animation_tree()
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if animation_tree != null:
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anim_node_state_machine = animation_tree["parameters/playback"]
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animation_tree["parameters/run-loop/blend_position"] = Vector2(0, -1)
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ai_state = EntityEnums.AI_STATE_PATROL
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set_process(true)
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set_physics_process(true)
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func _process(delta : float) -> void:
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if dead:
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death_timer += delta
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if death_timer > 60:
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queue_free()
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return
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var camera : Camera = get_tree().get_root().get_camera() as Camera
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if camera == null:
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return
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var cam_pos : Vector3 = camera.global_transform.xform(Vector3())
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var dstv : Vector3 = cam_pos - translation
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dstv.y = 0
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var dst : float = dstv.length_squared()
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if dst > max_visible_distance_squared:
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if visible:
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hide()
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return
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else:
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if not visible:
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show()
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#TODO check later if this gives a performance boost
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# var cam_facing : Vector3 = -camera.global_transform.basis.z
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# var d : float = cam_facing.dot(dstv)
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#
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# if d > 0:
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# if visible:
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# hide()
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# return
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# else:
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# if not visible:
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# show()
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func _physics_process(delta : float) -> void:
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if not _on:
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return
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if sentity_data == null:
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return
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if dead:
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return
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2019-11-27 11:22:04 +01:00
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# if ai_state == EntityEnums.AI_STATE_OFF:
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# return
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# elif ai_state == EntityEnums.AI_STATE_PATROL:
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# sentity_data.sai_rest(self)
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# elif ai_state == EntityEnums.AI_STATE_REST:
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# sentity_data.sai_rest(self)
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# elif ai_state == EntityEnums.AI_STATE_REGENERATE:
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# sentity_data.sai_regenerate(self)
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# elif ai_state == EntityEnums.AI_STATE_ATTACK:
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# sentity_data.sai_attack(self)
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# elif ai_state == EntityEnums.AI_STATE_FOLLOW_PATH:
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# sentity_data.sai_follow(self)
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2019-11-20 14:05:35 +01:00
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process_movement(delta)
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func process_movement(delta : float) -> void:
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if starget != null:
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look_at(starget.translation, Vector3(0, 1, 0))
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var state : int = getc_state()
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if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
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moving = false
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return
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if target_movement_direction.length_squared() > 0.1:
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if anim_node_state_machine != null and not animation_run:
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anim_node_state_machine.travel("run-loop")
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animation_run = true
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target_movement_direction = target_movement_direction.normalized()
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moving = true
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else:
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if anim_node_state_machine != null and animation_run:
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anim_node_state_machine.travel("idle-loop")
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animation_run = false
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moving = false
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if target_movement_direction.x > 0.1 or target_movement_direction.y > 0.1 or target_movement_direction.x < -0.1 or target_movement_direction.y < -0.1:
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y_rot = Vector2(0, 1).angle_to(target_movement_direction)
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var forward : Vector3 = Vector3(0, 0, 1).rotated(Vector3(0, 1, 0), deg2rad(y_rot))
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var right : Vector3 = forward.cross(Vector3(0, 1, 0)) * -target_movement_direction.x
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forward *= target_movement_direction.y #only potentially make it zero after getting the right vector
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dir = forward
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dir += right
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if dir.length_squared() > 0.1:
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dir = dir.normalized()
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moving = true
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else:
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dir = Vector3()
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moving = false
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if not moving and sleep:
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return
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if moving and sleep:
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sleep = false
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vel.y += delta * GRAVITY
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var hvel : Vector3 = vel
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hvel.y = 0
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var target : Vector3 = dir
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target *= get_speed().ccurrent
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var accel
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if dir.dot(hvel) > 0:
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accel = ACCEL
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else:
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accel = DEACCEL
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hvel = hvel.linear_interpolate(target, accel * delta) as Vector3
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vel.x = hvel.x
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vel.z = hvel.z
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var facing : Vector3 = vel
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facing.y = 0
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vel = move_and_slide(vel, Vector3(0,1,0), false, 4, deg2rad(MAX_SLOPE_ANGLE))
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# if facing.length_squared() > 0.1:
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# look_at(translation + facing, Vector3(0, 1, 0))
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# else:
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# if starget != null:
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# look_at(starget.translation, Vector3(0, 1, 0))
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sset_position(translation, rotation)
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if vel.length_squared() < 0.12:
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sleep = true
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# if get_tree().network_peer:
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# if get_tree().is_network_server():
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# set_position(translation, rotation)
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# else:
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# rpc("set_position", translation, rotation)
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# print(vel.length_squared())
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if translation.y < -50.0:
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print("killed mob with fall damage")
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var sdi : SpellDamageInfo = SpellDamageInfo.new()
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sdi.damage_source_type = SpellDamageInfo.DAMAGE_SOURCE_UNKNOWN
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sdi.damage = 999999999
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stake_damage(sdi)
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func rotate_delta(x_delta : float) -> void:
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y_rot += x_delta
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if y_rot > 360:
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y_rot = 0
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if y_rot < 0:
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y_rot = 360
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rotation_degrees = Vector3(0.0, y_rot, 0.0)
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func sstart_attack(entity : Entity) -> void:
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ai_state = EntityEnums.AI_STATE_ATTACK
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starget = entity
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func _onc_mouse_enter() -> void:
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if centity_interaction_type == EntityEnums.ENITIY_INTERACTION_TYPE_LOOT:
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Input.set_default_cursor_shape(Input.CURSOR_CROSS)
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else:
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Input.set_default_cursor_shape(Input.CURSOR_MOVE)
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func _onc_mouse_exit() -> void:
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Input.set_default_cursor_shape(Input.CURSOR_ARROW)
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func _son_death():
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if dead:
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return
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if starget == null:
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queue_free()
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return
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#warning-ignore:unused_variable
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for i in range(sget_aura_count()):
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sremove_aura(sget_aura(0))
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dead = true
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var ldiff : float = slevel - starget.slevel + 10.0
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if ldiff < 0:
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ldiff = 0
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if ldiff > 15:
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ldiff = 15
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ldiff /= 10.0
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starget.adds_xp(int(5.0 * slevel * ldiff))
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starget = null
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sentity_interaction_type = EntityEnums.ENITIY_INTERACTION_TYPE_LOOT
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ai_state = EntityEnums.AI_STATE_OFF
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anim_node_state_machine.travel("dead")
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# set_process(false)
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set_physics_process(false)
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remote func set_position(position : Vector3, rotation : Vector3) -> void:
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if get_tree().is_network_server():
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rpc("set_position", position, rotation)
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func _son_damage_dealt(data):
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if ai_state != EntityEnums.AI_STATE_ATTACK and data.dealer != self:
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sstart_attack(data.dealer)
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func _con_damage_dealt(info : SpellDamageInfo) -> void:
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# if info.dealer ==
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WorldNumbers.damage(translation, 1.6, info.damage, info.crit)
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func _con_heal_dealt(info : SpellHealInfo) -> void:
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WorldNumbers.heal(translation, 1.6, info.heal, info.crit)
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func _moved() -> void:
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if sis_casting():
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sfail_cast()
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func set_max_visible_distance(var value : float) -> void:
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max_visible_distance_squared = value * value
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max_visible_distance = value
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func _setup():
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sentity_name = sentity_data.text_name
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func _son_xp_gained(value : int) -> void:
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if not Entities.get_xp_data().can_level_up(gets_level()):
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return
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var xpr : int = Entities.get_xp_data().get_xp(gets_level());
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if xpr <= sxp:
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slevelup(1)
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sxp = 0
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func _son_level_up(value: int) -> void:
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if sentity_data == null:
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return
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var ecd : EntityClassData = sentity_data.entity_class_data
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if ecd == null:
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return
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sfree_spell_points += ecd.spell_points_per_level * value
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sfree_talent_points += value
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for i in range(Stat.MAIN_STAT_ID_COUNT):
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# print(i)
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var st : int = sentity_data.entity_class_data.get_stat_data().get_level_stat_data().get_stat_diff(i, slevel - value, slevel)
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var statid : int = i + Stat.MAIN_STAT_ID_START
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var stat : Stat = get_stat_int(statid)
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var sm : StatModifier = stat.get_modifier(0)
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sm.base_mod += st
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var arr : Array = Array()
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for i in range(ecd.get_num_spells()):
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arr.append(ecd.get_spell(i))
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randomize()
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arr.shuffle()
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for v in range(value):
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for i in range(arr.size()):
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var spell : Spell = arr[i]
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if not hass_spell(spell):
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var spnum :int = gets_spell_count()
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crequest_spell_learn(spell.id)
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if spnum != gets_spell_count():
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break
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if sfree_spell_points == 0:
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break
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if sfree_spell_points == 0:
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break
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func sset_position(position : Vector3, rotation : Vector3) -> void:
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if multiplayer.network_peer and multiplayer.is_network_server():
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# cset_position(position, rotation)
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vrpc("cset_position", translation, rotation)
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remote func cset_position(position : Vector3, rotation : Vector3) -> void:
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translation = position
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rotation = rotation
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