removing broken ABC and refactoring enemy movement
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62
scenes/movement/CFlyingMovement.cs
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62
scenes/movement/CFlyingMovement.cs
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using Godot;
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using Movementtests.interfaces;
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namespace Movementtests.scenes.movement;
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public partial class CFlyingMovement : Node3D, IMoveable
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{
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[Export] public RMovement RMovement;
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[Export(PropertyHint.Layers3DPhysics)]
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public uint TerrainCollision { get; set; } = 1;
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private bool _movingToDesiredHeight = true;
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private Vector3 _randomDirection;
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public override void _Ready()
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{
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_randomDirection = new Vector3(GD.RandRange(-1, 1), 1, GD.RandRange(-1, 1)).Normalized();
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}
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public new Vector3 ComputeVelocity(MovementInputs inputs)
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{
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var velocity = inputs.Velocity;
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var spaceState = GetWorld3D().DirectSpaceState;
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var target = inputs.TargetLocation;
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var direction = (target - GlobalPosition).Normalized();
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// Check if we have a direct line of sight to the player
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if (!_movingToDesiredHeight)
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{
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velocity = direction * RMovement.Speed;
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var query = PhysicsRayQueryParameters3D.Create(GlobalPosition, target, TerrainCollision);
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var result = spaceState.IntersectRay(query);
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if (result.Count > 0)
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{
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_movingToDesiredHeight = true;
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_randomDirection = new Vector3(GD.RandRange(-1, 1), 1, GD.RandRange(-1, 1)).Normalized();
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}
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}
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else
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{
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velocity = _randomDirection * RMovement.Speed;
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var groundQuery = PhysicsRayQueryParameters3D.Create(GlobalPosition, GlobalPosition+Vector3.Down*RMovement.TargetHeight, TerrainCollision);
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var groundResult = spaceState.IntersectRay(groundQuery);
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if (groundResult.Count == 0)
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{
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velocity.Y = 0;
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var query = PhysicsRayQueryParameters3D.Create(GlobalPosition, target, TerrainCollision);
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var result = spaceState.IntersectRay(query);
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if (result.Count == 0)
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{
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_movingToDesiredHeight = false;
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}
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}
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}
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return velocity;
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}
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}
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