Rework enemy behavior (still in progress but shouldn't crash)
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@@ -0,0 +1,63 @@
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using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using Godot;
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namespace Zennysoft.Game.Ma;
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[Meta(typeof(IAutoNode))]
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public partial class EngagePlayerBehavior : Node, IEngagePlayerBehavior
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{
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public override void _Notification(int what) => this.Notify(what);
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[Export] public float _minimumAttackTime { get; set; } = 2f;
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[Export] public float _maximumAttackTime { get; set; } = 5f;
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[Export] public float _acquireTargetTime { get; set; } = 1f;
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private Timer _actionTimer { get; set; } = default!;
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private Timer _acquireTargetTimer { get; set; } = default!;
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[Signal] public delegate void TakeActionEventHandler();
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[Signal] public delegate void AcquireTargetEventHandler();
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public void OnReady()
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{
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_actionTimer = new Timer();
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_acquireTargetTimer = new Timer() { WaitTime = _acquireTargetTime };
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_actionTimer.WaitTime = RandomizeTimer(_minimumAttackTime, _maximumAttackTime);
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_actionTimer.Timeout += OnAttackTimeout;
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_acquireTargetTimer.Timeout += OnAcquireTargetTimeout;
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AddChild(_actionTimer);
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AddChild(_acquireTargetTimer);
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}
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public void Engage()
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{
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_actionTimer.Start();
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_acquireTargetTimer.Start();
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}
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public void Disengage()
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{
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_actionTimer.Stop();
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_acquireTargetTimer.Stop();
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}
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private void OnAttackTimeout()
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{
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_actionTimer.WaitTime = RandomizeTimer(_minimumAttackTime, _maximumAttackTime);
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_actionTimer.Start();
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EmitSignal(SignalName.TakeAction);
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}
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private void OnAcquireTargetTimeout()
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{
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EmitSignal(SignalName.AcquireTarget);
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}
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private float RandomizeTimer(float min, float max)
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{
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var rng = new RandomNumberGenerator();
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rng.Randomize();
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return rng.RandfRange(min, max);
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}
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}
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