bad RPG AI
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@@ -1,6 +1,11 @@
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(defvar &inline :Float SPEED 140)
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(defprop &mut :EnemyType type null)
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(defprop &mut :FSM brain null)
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(defprop &mut :Float idleTimer null)
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(defprop &mut :Float moveDirection null)
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(defprop &mut :Bool seesPlayer false)
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(defprop &mut :FlxPoint playerPosition null)
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(defmethod new [:Float x :Float y :EnemyType type]
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(super x y)
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@@ -24,6 +29,9 @@
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(set height 14)
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(set offset.x 4)
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(set offset.y 2)
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(set brain (new FSM idle))
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(set idleTimer 0)
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(set playerPosition (FlxPoint.get))
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(return))
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(defmethod &override update [:Float elapsed]
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@@ -46,7 +54,35 @@
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(animation.play "u"))
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(FlxObject.DOWN
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(animation.play "d")))
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(animation.play "d"))))
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(super.update elapsed))
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(brain.update elapsed)
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(super.update elapsed)
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(return))
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(defmethod idle [:Float elapsed]
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(cond
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(seesPlayer
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// TODO (the FSM) here should not be necessary!
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(set .activeState (the FSM brain) chase))
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((<= idleTimer 0)
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(if (FlxG.random.bool 1)
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{
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(set moveDirection -1)
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(set velocity.x (set velocity.y 0))
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}
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{
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(set moveDirection (* 45 (FlxG.random.int 0 8)))
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(velocity.set (* SPEED 0.5) 0)
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(velocity.rotate (FlxPoint.weak) moveDirection)
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})
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(set idleTimer (FlxG.random.int 1 4)))
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(true
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(-= idleTimer elapsed)))
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(return))
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(defmethod chase [:Float elapsed]
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(if !seesPlayer
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(set brain.activeState idle)
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(FlxVelocity.moveTowardsPoint this playerPosition (Std.int SPEED)))
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(return))
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