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extends CharacterBody2D
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class_name Bunny
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@export var animation_player : AnimationPlayer
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@export var min_distance_to_player := 10.0
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@export var max_distance_to_player := 500.0
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@export var agent : NavigationAgent2D
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@export var speed := 3.0
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var health : int
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var damage : int
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var attack_speed : float
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var time_since_last_attack : float
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var team : int
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var target : Node2D
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var on_death_callbacks : Array
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var move_velocity : Vector2
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var next_location : Vector2
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var randomized_next_location : Vector2
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var dir : Vector2
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var time_since_got_player := 100.0
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var time_since_got_move_location := 100.0
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var last_player_velocity := 0.0
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var last_target_position : Vector2
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var max_pos_check_time := 0.5
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var max_pos_check_time_inactive_scalar := 10.0
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var max_get_move_location_time := 0.125
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var random_goal_spread_factor := 2.5
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var random_move_location_spread_factor := 8.0
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var random_angle_change := deg_to_rad(4.0)
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func _ready():
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pass
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func _physics_process(delta : float):
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if target == null: return
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randomize()
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if abs(target.velocity.length() - last_player_velocity) > 100.0:
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time_since_got_player = max_pos_check_time
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if time_since_got_player >= max_pos_check_time and target.velocity.length() > 0.1:
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time_since_got_player = randf() * max_pos_check_time * 0.5
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update_target_pos()
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if time_since_got_player >= max_pos_check_time * max_pos_check_time_inactive_scalar and target.velocity.length() < 0.1:
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time_since_got_player = -(randf() * max_pos_check_time * 0.5)
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update_target_pos()
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if self.global_position.distance_to(target.global_position) < max_distance_to_player and time_since_got_move_location > max_get_move_location_time:
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time_since_got_move_location = 0
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if agent.is_target_reachable():
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next_location = agent.get_next_path_position()
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randomized_next_location = next_location + Vector2(randf() - 0.5, randf() - 0.5 ) * 2 * random_move_location_spread_factor
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dir = self.global_position.direction_to(randomized_next_location).normalized().rotated((randf() - 0.5) * 2 * random_angle_change)
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if self.global_position.distance_to(target.global_position) >= min_distance_to_player:
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move_velocity = dir * delta * 60 * speed
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update_animation()
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if self.global_position.distance_to(next_location) < move_velocity.length():
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self.global_position = next_location
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time_since_got_player = 10.0
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time_since_got_move_location = 10.0
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else:
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move_and_collide(move_velocity)
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else:
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animation_player.stop()
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update_attack(delta)
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time_since_got_player += delta
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time_since_got_move_location += delta
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time_since_last_attack += delta
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last_player_velocity = target.velocity.length()
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last_target_position = agent.target_position
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pass
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func update_attack(delta : float):
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if time_since_last_attack >= attack_speed:
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time_since_last_attack = 0
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target.damage(damage)
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pass
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func update_target_pos():
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agent.target_position = Vector2(target.global_position) + Vector2(randf() - 0.5 , randf() - 0.5) * 2 * random_goal_spread_factor
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pass
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func take_damage(damage_amount : int):
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health -= damage_amount
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if(health <= 0): on_death()
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pass
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func get_heal(health_amount : int):
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self.health += health_amount
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pass
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func on_death():
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for callback in on_death_callbacks:
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callback.call(self)
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pass
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func sub_on_death(callback : Callable):
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on_death_callbacks.push_front(callback)
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pass
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func update_animation():
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match self.move_velocity:
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Vector2.ZERO: animation_player.play("Idle")
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_:
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var left_dot = Vector2.LEFT.dot(self.move_velocity)
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var right_dot = Vector2.RIGHT.dot(self.move_velocity)
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var up_dot = Vector2.UP.dot(self.move_velocity)
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var down_dot = Vector2.DOWN.dot(self.move_velocity)
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var max_dot = maxf(left_dot, maxf(right_dot, maxf(up_dot, down_dot)))
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match max_dot:
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left_dot: animation_player.play("MoveLeft")
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right_dot: animation_player.play("MoveRight")
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up_dot: animation_player.play("MoveUp")
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down_dot: animation_player.play("MoveDown")
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pass
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