generated from krampus/template-godot4
Grunkbeast state machine
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27ec21745b
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f5e05a7e08
@ -550,5 +550,11 @@ source_gunk_material = ExtResource("14_olej6")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="NavigationRegion3D/Corridor1/Hallway4/MessHallSign/GunkBody"]
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shape = SubResource("ConcavePolygonShape3D_spe8j")
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[node name="LurkPoint" type="Marker3D" parent="NavigationRegion3D/Corridor1" groups=["LurkPoint"]]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 4.5)
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[node name="LurkPoint2" type="Marker3D" parent="NavigationRegion3D/Corridor1" groups=["LurkPoint"]]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -27, 1.5, -19.5)
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[connection signal="activated" from="NavigationRegion3D/Corridor1/Hallway1/SwitchA2" to="NavigationRegion3D/Corridor1/Hallway1/SwitchA2" method="disable"]
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[connection signal="activated" from="NavigationRegion3D/Corridor1/Hallway4/SwitchB1" to="NavigationRegion3D/Corridor1/Hallway4/SwitchB1" method="disable"]
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@ -81,6 +81,7 @@ config/input/hold_to_sneak=true
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MetalMaterial="This surface is made of metal."
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PlasticMaterial="This surface is made of plastic."
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MeetSpookSource="meet-spook event sources"
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LurkPoint="Point which a lurking beast may wander to."
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[importer_defaults]
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@ -1,30 +1,179 @@
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class_name GrunkBeast extends CharacterBody3D
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## Grunk beast controller
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@export var base_speed := 1.0
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#region Constants
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signal state_changed(new_state: State)
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enum State {
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UNKNOWN,
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LURKING,
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STALKING,
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PURSUIT,
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}
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const LURK_POINT_GROUP := "LurkPoint"
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const STALKING_SOUND_LIMIT := 14.0
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const IDLE_EPSILON := 0.001
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#endregion
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#region Exported Properties
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@export var lurk_spontaneity := 0.02
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@export var base_speed := 60.0
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@export var pursuit_speed := 180.0
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@export var initial_state := State.LURKING
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#endregion
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#region Member Variables
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var gravity: Vector3 = (
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ProjectSettings.get_setting("physics/3d/default_gravity")
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* ProjectSettings.get_setting("physics/3d/default_gravity_vector")
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)
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var state: State:
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set(value):
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if state != value:
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_on_state_change(value)
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state = value
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var pathfinding := true
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@onready var nav_agent: NavigationAgent3D = %NavAgent
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@onready var stalking_timeout: Timer = %StalkingTimeout
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@onready var idle_timer: Timer = %IdleTimer
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#endregion
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#region Character Controller
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func get_speed() -> float:
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match state:
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State.PURSUIT:
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return pursuit_speed
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return base_speed
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func _physics_process(delta: float) -> void:
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var path_pos := nav_agent.get_next_path_position()
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var motion := Vector3.ZERO
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if pathfinding:
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var path_pos := nav_agent.get_next_path_position()
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var relative_pos := path_pos - global_position
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var motion := relative_pos.normalized() * base_speed * delta
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motion = relative_pos.normalized() * get_speed() * delta
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velocity.x = motion.x
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velocity.z = motion.z
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if not is_on_floor():
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velocity += gravity * delta
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if velocity.length_squared() > IDLE_EPSILON:
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idle_timer.start()
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move_and_slide()
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func track_player() -> void:
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#endregion
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#region State Machine
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func _ready() -> void:
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state = initial_state
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func _current_path_shorter_than(limit: float) -> bool:
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var limit_sq := limit * limit
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var length_sq := 0.0
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var last_pos := global_position
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for waypoint: Vector3 in nav_agent.get_current_navigation_path().slice(
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nav_agent.get_current_navigation_path_index()
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):
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# Using distance squared to save a sqrt instruction
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length_sq += last_pos.distance_squared_to(waypoint)
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if length_sq > limit_sq:
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return false
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last_pos = waypoint
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return true
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func _set_new_lurk_point() -> void:
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@warning_ignore("unsafe_cast")
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var next_lurk_point := get_tree().get_nodes_in_group(LURK_POINT_GROUP).pick_random() as Node3D
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if next_lurk_point:
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nav_agent.target_position = next_lurk_point.global_position
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else:
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push_warning(self, " tried to lurk, but couldn't find a lurk point!")
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## Lurking routine
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func lurk() -> void:
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if nav_agent.is_target_reached() or randf() < lurk_spontaneity:
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_set_new_lurk_point()
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## Stalking routine
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func stalk() -> void:
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pass
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## Pursuit routine
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func pursue() -> void:
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if Player.instance:
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nav_agent.target_position = Player.instance.global_position
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func _on_state_change(new_state: State) -> void:
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match new_state:
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State.LURKING:
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_set_new_lurk_point()
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State.STALKING:
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stalking_timeout.start()
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state_changed.emit(new_state)
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func update_behavior() -> void:
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match state:
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State.UNKNOWN:
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state = State.LURKING
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update_behavior()
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State.LURKING:
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lurk()
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State.STALKING:
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stalk()
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State.PURSUIT:
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pursue()
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func on_sound_detected(source: Vector3) -> void:
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var prev_target := nav_agent.target_position
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nav_agent.target_position = source
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# Check that the source isn't too far away, e.g. a sound from another room
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if _current_path_shorter_than(STALKING_SOUND_LIMIT):
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# First detection switches to stalking, second switches to pursuit
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if state == State.STALKING:
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state = State.PURSUIT
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else:
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state = State.STALKING
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else:
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nav_agent.target_position = prev_target
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func on_player_entered_grabbing_range(_body: Node3D) -> void:
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print_debug("GET GRABBED, IDIOT!")
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func on_player_left_pursuit_range(_body: Node3D) -> void:
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state = State.STALKING
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func on_stalking_timeout_timeout() -> void:
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state = State.LURKING
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func on_stalking_idle_timer_timeout() -> void:
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pass # Replace with function body.
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#endregion
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@ -1,7 +1,8 @@
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[gd_scene load_steps=12 format=3 uid="uid://ehf5sg3ahvbf"]
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[gd_scene load_steps=16 format=3 uid="uid://ehf5sg3ahvbf"]
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[ext_resource type="Script" uid="uid://gwwmqwixqqr5" path="res://src/world/grunk_beast/grunk_beast.gd" id="2_qqnhb"]
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[ext_resource type="Shader" uid="uid://ckxc0ngd37rtk" path="res://src/shaders/gunk.gdshader" id="4_0gxpq"]
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[ext_resource type="Script" uid="uid://cfsiyhhrcua6o" path="res://src/world/game_sound/game_sound_listener.gd" id="5_3gbao"]
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[ext_resource type="Texture2D" uid="uid://cm1jrvx7ftx4c" path="res://assets/black.png" id="5_xuag8"]
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[ext_resource type="FastNoiseLite" uid="uid://cnlvdtx68giv6" path="res://assets/materials/gunk_noise.tres" id="6_mbqcc"]
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@ -63,9 +64,17 @@ rings = 1
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_faau1"]
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radius = 0.45
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[sub_resource type="SphereShape3D" id="SphereShape3D_wffas"]
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radius = 7.0
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[sub_resource type="SphereShape3D" id="SphereShape3D_3gbao"]
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radius = 1.4
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[sub_resource type="SphereShape3D" id="SphereShape3D_d4ex2"]
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radius = 20.0
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[node name="GrunkBeast" type="CharacterBody3D"]
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script = ExtResource("2_qqnhb")
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base_speed = 60.0
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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mesh = SubResource("CapsuleMesh_d4ex2")
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@ -82,7 +91,44 @@ shape = SubResource("CapsuleShape3D_faau1")
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[node name="NavAgent" type="NavigationAgent3D" parent="."]
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unique_name_in_owner = true
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[node name="TrackingTimer" type="Timer" parent="."]
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[node name="IdleTimer" type="Timer" parent="."]
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unique_name_in_owner = true
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wait_time = 1.2
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one_shot = true
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[node name="StalkingTimeout" type="Timer" parent="."]
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unique_name_in_owner = true
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wait_time = 25.0
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one_shot = true
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[node name="BehaviorUpdateTimer" type="Timer" parent="."]
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autostart = true
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[connection signal="timeout" from="TrackingTimer" to="." method="track_player"]
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[node name="GameSoundListener" type="StaticBody3D" parent="."]
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collision_layer = 16
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collision_mask = 0
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script = ExtResource("5_3gbao")
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metadata/_custom_type_script = "uid://cfsiyhhrcua6o"
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[node name="CollisionShape3D" type="CollisionShape3D" parent="GameSoundListener"]
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shape = SubResource("SphereShape3D_wffas")
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[node name="GrabbingRange" type="Area3D" parent="."]
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collision_layer = 0
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collision_mask = 8
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[node name="CollisionShape3D" type="CollisionShape3D" parent="GrabbingRange"]
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shape = SubResource("SphereShape3D_3gbao")
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[node name="PursuitLimit" type="Area3D" parent="."]
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collision_layer = 0
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collision_mask = 8
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[node name="CollisionShape3D" type="CollisionShape3D" parent="PursuitLimit"]
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shape = SubResource("SphereShape3D_d4ex2")
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[connection signal="timeout" from="StalkingTimeout" to="." method="on_stalking_timeout_timeout"]
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[connection signal="timeout" from="BehaviorUpdateTimer" to="." method="update_behavior"]
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[connection signal="sound_detected" from="GameSoundListener" to="." method="on_sound_detected"]
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[connection signal="body_entered" from="GrabbingRange" to="." method="on_player_entered_grabbing_range"]
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[connection signal="body_exited" from="PursuitLimit" to="." method="on_player_left_pursuit_range"]
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var stepping := false
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var _resting := false
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@onready var parent := owner as GrunkBeast
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@onready var parent := owner as ProceduralGrunkBeast
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func step() -> void:
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@ -1,6 +1,6 @@
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extends Node3D
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@onready var parent := owner as GrunkBeast
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@onready var parent := owner as ProceduralGrunkBeast
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@onready var prev_position := parent.global_position
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