Files
Cinderwild/scripts/creatures/wolf.gd

262 lines
8.9 KiB
GDScript

extends "res://scripts/creatures/creature.gd"
## A wolf: a member of the pack that lives in the den (wolf_pack.gd decides
## what the pack is doing; this decides what one wolf does about it).
##
## Wary pack hunters rather than berserkers:
## - In the den by day they rest, but they defend it. Come within 14 m and
## they get up and watch you; within 8 m (or hit one) and they attack.
## - At night the pack stalks you. They circle at a distance and take turns
## darting in to bite, one wolf at a time.
## - Fire keeps them back: near a lit campfire they circle wide and never
## close in. A held torch makes them hesitate.
## - They can't bite through walls (a line-of-sight check), so a closed hut
## is safe.
## - A wolf on its own is timid: it keeps its distance and backs off.
## - A badly hurt wolf runs, and comes back another night.
##
## The alpha (kind "alpha", wolf moon nights only) is different: it isn't
## afraid of fire, it doesn't take turns, and if it can't get at you it
## goes for your door. A wooden door gives way after a few blows (door.gd);
## an iron-banded one holds. It doesn't run when hurt.
var pack: Node
var slot := 0
var wounded := false ## ran off hurt: stays away until dawn
func is_alpha() -> bool:
return kind == "alpha"
func display_name() -> String:
return def.name
func interact_prompt(p: Node) -> String:
var nm: String = def.name
if is_dead():
return "%s carcass [E] Butcher" % nm
var s := nm
match state:
"rest": s = nm + " (resting)"
"alert", "stalk": s = nm + " (watching you)"
"lunge", "defend": s = nm + " (attacking!)"
"bash": s = nm + " (breaking a door!)"
if not Actions.melee_stats(p).armed and not ItemDB.get_item(p.held_item_id()).has("bow"):
s += " (you need a weapon)"
return s
func _pick_target() -> Node3D:
return pack.target_for(self)
func _think(dt: float) -> void:
var pp: Vector3 = player.global_position
var d := global_position.distance_to(pp)
_state_t -= dt
if state == "flee":
var away := global_position - _threat
steer(atan2(-away.x, -away.z))
if _state_t <= 0.0 and d > 30.0:
state = "home"
return
if wounded and pack.mode == "hunt":
_go_to(pack.home_slot(self))
state = "home"
return
match pack.mode:
"den":
_think_den(pp, d)
"hunt":
if is_alpha():
_think_alpha(dt, pp, d)
elif _aggro > 0.0 and d < 25.0:
_attack(pp, d, "defend")
elif pack.alive_count() <= 1:
_think_alone(pp, d)
else:
_think_hunt(pp, d)
_:
_think_den(pp, d)
## Daytime (and the howling night before hunts begin): rest at the den,
## defend it if you come too close.
func _think_den(pp: Vector3, d: float) -> void:
var den_d: float = pack.den_pos.distance_to(pp)
if (_aggro > 0.0 or den_d < pack.DEFEND_RADIUS) and d < 25.0:
_attack(pp, d, "defend")
return
if den_d < pack.ALERT_RADIUS:
state = "alert"
var to := pp - global_position
target_yaw = atan2(-to.x, -to.z)
return
var home: Vector3 = pack.home_slot(self)
if Vector2(home.x - global_position.x, home.z - global_position.z).length() > 1.2:
state = "home"
_go_to(home)
else:
state = "rest"
target_yaw = pack.den_yaw + (slot - 1.5) * 0.6
## Night, with the pack: circle, and dart in when it's your turn.
func _think_hunt(pp: Vector3, d: float) -> void:
match state:
"lunge":
# Break off first if you've reached a fire or it's taking too long.
if _state_t <= 0.0 or not pack.may_close_in(player):
state = "stalk"
pack.lunge_done(self)
else:
_attack(pp, d, "lunge")
"retreat":
var away := global_position - pp
steer(atan2(-away.x, -away.z))
if _state_t <= 0.0:
state = "stalk"
_:
state = "stalk"
_go_to(pack.circle_point(self))
if pack.request_lunge(self, player):
state = "lunge"
_state_t = 4.0
# --- the alpha ----------------------------------------------------------------
const BASH_STAND := 1.5 ## stands this far out from a door to hit it
const BASH_REACH := 2.4
const DOOR_SEARCH := 12.0 ## doors within this of the target are worth trying
var _door: Node3D = null ## the door it's working on
var _bash_at := Vector3.ZERO
var _door_look := 0.0
var _entry: Node3D = null ## an open doorway it's going in through
var _entry_out := Vector3.ZERO
var _entry_in := Vector3.ZERO
var _entry_stage := 0 ## 0: to the outside of it, 1: through it
## Straight at you if nothing's in the way (fire or no fire). Otherwise the
## nearest closed door near you, and through it. Otherwise prowl round.
func _think_alpha(dt: float, pp: Vector3, d: float) -> void:
if player.survival.dead:
state = "stalk"
_go_to(pack.circle_point(self))
return
if d < 25.0 and _can_reach_player():
_door = null
_attack(pp, d, "defend")
return
_door_look -= dt
if _door != null and (not is_instance_valid(_door) or _door.is_queued_for_deletion() or not _door.blocks()):
_door = null
if _door == null and _door_look <= 0.0:
_door_look = 1.0
_door = pack.door_for(self, player, DOOR_SEARCH)
if _door != null:
# Stand on the side of the door the alpha is on (the outside).
var n: Vector3 = _door.global_basis.z
var side := 1.0 if (global_position - _door.global_position).dot(n) > 0.0 else -1.0
_bash_at = _door.global_position + n * side * BASH_STAND
if _door == null:
# No shut door left: in through an open (or broken) one, if any.
if _entry == null or not is_instance_valid(_entry) or _entry.blocks():
_entry = pack.door_for(self, player, DOOR_SEARCH, true)
if _entry != null:
var n: Vector3 = _entry.global_basis.z
var side := 1.0 if (global_position - _entry.global_position).dot(n) > 0.0 else -1.0
_entry_out = _entry.global_position + n * side * BASH_STAND
_entry_in = _entry.global_position - n * side * 1.2
_entry_stage = 0
if _entry != null:
state = "bash" # (on its way in: shown the same)
var goal: Vector3 = _entry_out if _entry_stage == 0 else _entry_in
if Vector2(goal.x - global_position.x, goal.z - global_position.z).length() < 0.5:
_entry_stage += 1
if _entry_stage > 1:
_entry = null # inside: next think it can reach you
return
_go_to(goal)
return
state = "stalk"
_go_to(pack.circle_point(self))
return
state = "bash"
var flat := Vector2(_bash_at.x - global_position.x, _bash_at.z - global_position.z).length()
if flat > 0.6:
_go_to(_bash_at)
return
_goal_d = 0.0
var to := _door.global_position - global_position
steer(atan2(-to.x, -to.z))
if _attack_cd <= 0.0 and Vector2(to.x, to.z).length() < BASH_REACH:
_attack_cd = def.attack_cd
pack.bash_door(self, _door, float(def.get("door_damage", def.damage)))
## (Near the door it's battering, the door itself isn't an obstacle.)
func _blocked(dir: Vector3) -> bool:
if state == "bash" and _door != null and global_position.distance_to(_bash_at) < 2.5:
return false
if state == "bash" and _entry != null and is_instance_valid(_entry) and global_position.distance_to(_entry.global_position) < 2.8:
return false # (lined up with the doorway: walking through it)
return super._blocked(dir)
## The last wolf of a pack keeps its distance and won't start a fight.
func _think_alone(pp: Vector3, d: float) -> void:
if d < 10.0:
_threat = pp
state = "flee"
_state_t = 3.0
return
state = "stalk"
_go_to(pp + (global_position - pp).normalized() * 18.0)
## Run at the player and bite when in range with nothing in between.
func _attack(pp: Vector3, d: float, as_state: String) -> void:
state = as_state
var to := pp - global_position
steer(atan2(-to.x, -to.z))
if d < def.attack_range and _attack_cd <= 0.0 and _can_reach_player():
_attack_cd = def.attack_cd
player.survival.damage(def.damage * world.difficulty_mult("damage"), global_position, "a " + String(def.name).to_lower())
if as_state == "lunge":
state = "retreat"
_state_t = 1.6
pack.lunge_done(self)
## No wall, door or rock between the wolf's jaws and the player.
func _can_reach_player() -> bool:
var from := global_position + Vector3(0, 0.8, 0)
var to: Vector3 = player.global_position + Vector3(0, 1.0, 0)
var q := PhysicsRayQueryParameters3D.create(from, to, 1)
q.exclude = [get_rid(), player.get_rid(), terrain.get_node("TerrainBody").get_rid()]
return get_world_3d().direct_space_state.intersect_ray(q).is_empty()
func _go_to(p: Vector3) -> void:
var to := p - global_position
to.y = 0.0
if to.length() > 0.3:
steer(atan2(-to.x, -to.z))
_goal_d = to.length()
var _goal_d := 0.0
func _desired_speed() -> float:
match state:
"rest", "alert": return 0.0
"home": return 2.2 if _goal_d < 8.0 else 6.0
"stalk": return 0.0 if _goal_d < 1.0 else (3.4 if _goal_d < 7.0 else 7.5)
"lunge", "defend": return def.run
"bash": return 0.0 if _goal_d < 0.6 else (3.0 if _goal_d < 4.0 else def.run)
"retreat": return 6.0
"flee": return def.run
return 0.0
func _react(from: Vector3) -> void:
pack.alert(from)
if is_alpha():
_aggro = 20.0 # (never runs)
return
if hp < def.hp * 0.4:
wounded = true
_threat = from
state = "flee"
_state_t = 6.0
else:
_aggro = 20.0