diff --git a/addons/beehave/LICENSE b/addons/beehave/LICENSE
new file mode 100644
index 0000000..caabbff
--- /dev/null
+++ b/addons/beehave/LICENSE
@@ -0,0 +1,21 @@
+MIT License
+
+Copyright (c) 2023 bitbrain
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
diff --git a/addons/beehave/blackboard.gd b/addons/beehave/blackboard.gd
new file mode 100644
index 0000000..3948212
--- /dev/null
+++ b/addons/beehave/blackboard.gd
@@ -0,0 +1,51 @@
+@icon("icons/blackboard.svg")
+class_name Blackboard extends Node
+
+const DEFAULT = "default"
+
+## The blackboard is an object that can be used to store and access data between
+## multiple nodes of the behavior tree.
+@export var blackboard: Dictionary = {}:
+ set(b):
+ blackboard = b
+ _data[DEFAULT] = blackboard
+
+var _data: Dictionary = {}
+
+
+func _ready():
+ _data[DEFAULT] = blackboard
+
+
+func keys() -> Array[String]:
+ var keys: Array[String]
+ keys.assign(_data.keys().duplicate())
+ return keys
+
+
+func set_value(key: Variant, value: Variant, blackboard_name: String = DEFAULT) -> void:
+ if not _data.has(blackboard_name):
+ _data[blackboard_name] = {}
+
+ _data[blackboard_name][key] = value
+
+
+func get_value(
+ key: Variant, default_value: Variant = null, blackboard_name: String = DEFAULT
+) -> Variant:
+ if has_value(key, blackboard_name):
+ return _data[blackboard_name].get(key, default_value)
+ return default_value
+
+
+func has_value(key: Variant, blackboard_name: String = DEFAULT) -> bool:
+ return (
+ _data.has(blackboard_name)
+ and _data[blackboard_name].has(key)
+ and _data[blackboard_name][key] != null
+ )
+
+
+func erase_value(key: Variant, blackboard_name: String = DEFAULT) -> void:
+ if _data.has(blackboard_name):
+ _data[blackboard_name][key] = null
diff --git a/addons/beehave/debug/debugger.gd b/addons/beehave/debug/debugger.gd
new file mode 100644
index 0000000..73bdc50
--- /dev/null
+++ b/addons/beehave/debug/debugger.gd
@@ -0,0 +1,96 @@
+@tool
+extends EditorDebuggerPlugin
+
+const DebuggerTab := preload("debugger_tab.gd")
+const BeehaveUtils := preload("res://addons/beehave/utils/utils.gd")
+
+var debugger_tab := DebuggerTab.new()
+var floating_window: Window
+var session: EditorDebuggerSession
+
+
+func _has_capture(prefix: String) -> bool:
+ return prefix == "beehave"
+
+
+func _capture(message: String, data: Array, session_id: int) -> bool:
+ # in case the behavior tree has invalid setup this might be null
+ if debugger_tab == null:
+ return false
+
+ if message == "beehave:register_tree":
+ debugger_tab.register_tree(data[0])
+ return true
+ if message == "beehave:unregister_tree":
+ debugger_tab.unregister_tree(data[0])
+ return true
+ if message == "beehave:process_tick":
+ debugger_tab.graph.process_tick(data[0], data[1])
+ return true
+ if message == "beehave:process_begin":
+ debugger_tab.graph.process_begin(data[0])
+ return true
+ if message == "beehave:process_end":
+ debugger_tab.graph.process_end(data[0])
+ return true
+ return false
+
+
+func _setup_session(session_id: int) -> void:
+ session = get_session(session_id)
+ session.started.connect(debugger_tab.start)
+ session.stopped.connect(debugger_tab.stop)
+
+ debugger_tab.name = "🐝 Beehave"
+ debugger_tab.make_floating.connect(_on_make_floating)
+ debugger_tab.session = session
+ session.add_session_tab(debugger_tab)
+
+
+func _on_make_floating() -> void:
+ var plugin := BeehaveUtils.get_plugin()
+ if not plugin:
+ return
+ if floating_window:
+ _on_window_close_requested()
+ return
+
+ var border_size := Vector2(4, 4) * BeehaveUtils.get_editor_scale()
+ var editor_interface: EditorInterface = plugin.get_editor_interface()
+ var editor_main_screen = editor_interface.get_editor_main_screen()
+ debugger_tab.get_parent().remove_child(debugger_tab)
+
+ floating_window = Window.new()
+
+ var panel := Panel.new()
+ panel.add_theme_stylebox_override(
+ "panel",
+ editor_interface.get_base_control().get_theme_stylebox("PanelForeground", "EditorStyles")
+ )
+ panel.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
+ floating_window.add_child(panel)
+
+ var margin := MarginContainer.new()
+ margin.add_child(debugger_tab)
+ margin.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
+ margin.add_theme_constant_override("margin_right", border_size.x)
+ margin.add_theme_constant_override("margin_left", border_size.x)
+ margin.add_theme_constant_override("margin_top", border_size.y)
+ margin.add_theme_constant_override("margin_bottom", border_size.y)
+ panel.add_child(margin)
+
+ floating_window.title = "🐝 Beehave"
+ floating_window.wrap_controls = true
+ floating_window.min_size = Vector2i(600, 350)
+ floating_window.size = debugger_tab.size
+ floating_window.position = editor_main_screen.global_position
+ floating_window.transient = true
+ floating_window.close_requested.connect(_on_window_close_requested)
+ editor_interface.get_base_control().add_child(floating_window)
+
+
+func _on_window_close_requested() -> void:
+ debugger_tab.get_parent().remove_child(debugger_tab)
+ session.add_session_tab(debugger_tab)
+ floating_window.queue_free()
+ floating_window = null
diff --git a/addons/beehave/debug/debugger_messages.gd b/addons/beehave/debug/debugger_messages.gd
new file mode 100644
index 0000000..6e0a055
--- /dev/null
+++ b/addons/beehave/debug/debugger_messages.gd
@@ -0,0 +1,30 @@
+class_name BeehaveDebuggerMessages
+
+
+static func can_send_message() -> bool:
+ return not Engine.is_editor_hint() and OS.has_feature("editor")
+
+
+static func register_tree(beehave_tree: Dictionary) -> void:
+ if can_send_message():
+ EngineDebugger.send_message("beehave:register_tree", [beehave_tree])
+
+
+static func unregister_tree(instance_id: int) -> void:
+ if can_send_message():
+ EngineDebugger.send_message("beehave:unregister_tree", [instance_id])
+
+
+static func process_tick(instance_id: int, status: int) -> void:
+ if can_send_message():
+ EngineDebugger.send_message("beehave:process_tick", [instance_id, status])
+
+
+static func process_begin(instance_id: int) -> void:
+ if can_send_message():
+ EngineDebugger.send_message("beehave:process_begin", [instance_id])
+
+
+static func process_end(instance_id: int) -> void:
+ if can_send_message():
+ EngineDebugger.send_message("beehave:process_end", [instance_id])
diff --git a/addons/beehave/debug/debugger_tab.gd b/addons/beehave/debug/debugger_tab.gd
new file mode 100644
index 0000000..758d8b6
--- /dev/null
+++ b/addons/beehave/debug/debugger_tab.gd
@@ -0,0 +1,125 @@
+@tool
+class_name BeehaveDebuggerTab extends PanelContainer
+
+const BeehaveUtils := preload("res://addons/beehave/utils/utils.gd")
+
+signal make_floating
+
+const OldBeehaveGraphEdit := preload("old_graph_edit.gd")
+const NewBeehaveGraphEdit := preload("new_graph_edit.gd")
+
+const TREE_ICON := preload("../icons/tree.svg")
+
+var graph
+var container: HSplitContainer
+var item_list: ItemList
+var message: Label
+
+var active_trees: Dictionary
+var active_tree_id: int = -1
+var session: EditorDebuggerSession
+
+
+func _ready() -> void:
+ container = HSplitContainer.new()
+ add_child(container)
+
+ item_list = ItemList.new()
+ item_list.custom_minimum_size = Vector2(200, 0)
+ item_list.item_selected.connect(_on_item_selected)
+ container.add_child(item_list)
+ if Engine.get_version_info().minor >= 2:
+ graph = NewBeehaveGraphEdit.new(BeehaveUtils.get_frames())
+ else:
+ graph = OldBeehaveGraphEdit.new(BeehaveUtils.get_frames())
+
+ container.add_child(graph)
+
+ message = Label.new()
+ message.text = "Run Project for debugging"
+ message.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
+ message.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
+ message.set_anchors_preset(Control.PRESET_CENTER)
+ add_child(message)
+
+ var button := Button.new()
+ button.flat = true
+ button.name = "MakeFloatingButton"
+ button.icon = get_theme_icon(&"ExternalLink", &"EditorIcons")
+ button.pressed.connect(func(): make_floating.emit())
+ button.tooltip_text = "Make floating"
+ button.focus_mode = Control.FOCUS_NONE
+ graph.get_menu_container().add_child(button)
+
+ var toggle_button := Button.new()
+ toggle_button.flat = true
+ toggle_button.name = "TogglePanelButton"
+ toggle_button.icon = get_theme_icon(&"Back", &"EditorIcons")
+ toggle_button.pressed.connect(_on_toggle_button_pressed.bind(toggle_button))
+ toggle_button.tooltip_text = "Toggle Panel"
+ toggle_button.focus_mode = Control.FOCUS_NONE
+ graph.get_menu_container().add_child(toggle_button)
+ graph.get_menu_container().move_child(toggle_button, 0)
+
+ stop()
+ visibility_changed.connect(_on_visibility_changed)
+
+
+func start() -> void:
+ container.visible = true
+ message.visible = false
+
+
+func stop() -> void:
+ container.visible = false
+ message.visible = true
+
+ active_trees.clear()
+ item_list.clear()
+ graph.beehave_tree = {}
+
+
+func register_tree(data: Dictionary) -> void:
+ if not active_trees.has(data.id):
+ var idx := item_list.add_item(data.name, TREE_ICON)
+ item_list.set_item_tooltip(idx, data.path)
+ item_list.set_item_metadata(idx, data.id)
+
+ active_trees[data.id] = data
+
+ if active_tree_id == data.id.to_int():
+ graph.beehave_tree = data
+
+
+func unregister_tree(instance_id: int) -> void:
+ var id := str(instance_id)
+ for i in item_list.item_count:
+ if item_list.get_item_metadata(i) == id:
+ item_list.remove_item(i)
+ break
+
+ active_trees.erase(id)
+
+ if graph.beehave_tree.get("id", "") == id:
+ graph.beehave_tree = {}
+
+
+func _on_toggle_button_pressed(toggle_button: Button) -> void:
+ item_list.visible = !item_list.visible
+ toggle_button.icon = get_theme_icon(
+ &"Back" if item_list.visible else &"Forward", &"EditorIcons"
+ )
+
+
+func _on_item_selected(idx: int) -> void:
+ var id: StringName = item_list.get_item_metadata(idx)
+ graph.beehave_tree = active_trees.get(id, {})
+
+ active_tree_id = id.to_int()
+ if session != null:
+ session.send_message("beehave:activate_tree", [active_tree_id])
+
+
+func _on_visibility_changed() -> void:
+ if session != null:
+ session.send_message("beehave:visibility_changed", [visible and is_visible_in_tree()])
diff --git a/addons/beehave/debug/global_debugger.gd b/addons/beehave/debug/global_debugger.gd
new file mode 100644
index 0000000..7350b3e
--- /dev/null
+++ b/addons/beehave/debug/global_debugger.gd
@@ -0,0 +1,38 @@
+extends Node
+
+var _registered_trees: Dictionary
+var _active_tree
+
+
+func _enter_tree() -> void:
+ EngineDebugger.register_message_capture("beehave", _on_debug_message)
+
+
+func _on_debug_message(message: String, data: Array) -> bool:
+ if message == "activate_tree":
+ _set_active_tree(data[0])
+ return true
+ if message == "visibility_changed":
+ if _active_tree && is_instance_valid(_active_tree):
+ _active_tree._can_send_message = data[0]
+ return true
+ return false
+
+
+func _set_active_tree(tree_id: int) -> void:
+ var tree = _registered_trees.get(tree_id, null)
+ if not tree:
+ return
+
+ if _active_tree && is_instance_valid(_active_tree):
+ _active_tree._can_send_message = false
+ _active_tree = tree
+ _active_tree._can_send_message = true
+
+
+func register_tree(tree) -> void:
+ _registered_trees[tree.get_instance_id()] = tree
+
+
+func unregister_tree(tree) -> void:
+ _registered_trees.erase(tree.get_instance_id())
diff --git a/addons/beehave/debug/icons/horizontal_layout.svg b/addons/beehave/debug/icons/horizontal_layout.svg
new file mode 100644
index 0000000..2c04b15
--- /dev/null
+++ b/addons/beehave/debug/icons/horizontal_layout.svg
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:6f88cbeac51f2289d28498b77fa8c12662bc847c2cf927b2ea74c7f0005a548d
+size 562
diff --git a/addons/beehave/debug/icons/horizontal_layout.svg.import b/addons/beehave/debug/icons/horizontal_layout.svg.import
new file mode 100644
index 0000000..539e518
--- /dev/null
+++ b/addons/beehave/debug/icons/horizontal_layout.svg.import
@@ -0,0 +1,38 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://bah77esichnyx"
+path="res://.godot/imported/horizontal_layout.svg-d2a7af351e44f9bf61d0c938b6f47fac.ctex"
+metadata={
+"has_editor_variant": true,
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/beehave/debug/icons/horizontal_layout.svg"
+dest_files=["res://.godot/imported/horizontal_layout.svg-d2a7af351e44f9bf61d0c938b6f47fac.ctex"]
+
+[params]
+
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+process/hdr_clamp_exposure=false
+process/size_limit=0
+detect_3d/compress_to=1
+svg/scale=1.0
+editor/scale_with_editor_scale=true
+editor/convert_colors_with_editor_theme=true
diff --git a/addons/beehave/debug/icons/port_bottom.svg b/addons/beehave/debug/icons/port_bottom.svg
new file mode 100644
index 0000000..29f1271
--- /dev/null
+++ b/addons/beehave/debug/icons/port_bottom.svg
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:34734324864cb37ddf5b8017a96f64b58cc8c71555996b166e46ff7cf12e6495
+size 222
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new file mode 100644
index 0000000..8845c5b
--- /dev/null
+++ b/addons/beehave/debug/icons/port_bottom.svg.import
@@ -0,0 +1,38 @@
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+
+importer="texture"
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+uid="uid://da3b236rjbqns"
+path="res://.godot/imported/port_bottom.svg-e5c5c61b642a79ab9c2b66ff56603d34.ctex"
+metadata={
+"has_editor_variant": true,
+"vram_texture": false
+}
+
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+
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+process/size_limit=0
+detect_3d/compress_to=1
+svg/scale=1.0
+editor/scale_with_editor_scale=true
+editor/convert_colors_with_editor_theme=true
diff --git a/addons/beehave/debug/icons/port_left.svg b/addons/beehave/debug/icons/port_left.svg
new file mode 100644
index 0000000..4993b85
--- /dev/null
+++ b/addons/beehave/debug/icons/port_left.svg
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:8b82e80bc45ce27aa04e66290a3e38c623bbdefe2f96342ae75810f8ac925494
+size 221
diff --git a/addons/beehave/debug/icons/port_left.svg.import b/addons/beehave/debug/icons/port_left.svg.import
new file mode 100644
index 0000000..7ea9827
--- /dev/null
+++ b/addons/beehave/debug/icons/port_left.svg.import
@@ -0,0 +1,38 @@
+[remap]
+
+importer="texture"
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+uid="uid://bnufc8p6spdtn"
+path="res://.godot/imported/port_left.svg-69cd927c4db555f1edbb8d1f553ea2fd.ctex"
+metadata={
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+"vram_texture": false
+}
+
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+editor/scale_with_editor_scale=true
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diff --git a/addons/beehave/debug/icons/port_right.svg b/addons/beehave/debug/icons/port_right.svg
new file mode 100644
index 0000000..cbe92ff
--- /dev/null
+++ b/addons/beehave/debug/icons/port_right.svg
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:948baad319b14421e8ec1022db331b3a98004f6ead3ee4eb88b0fdf4a132606e
+size 231
diff --git a/addons/beehave/debug/icons/port_right.svg.import b/addons/beehave/debug/icons/port_right.svg.import
new file mode 100644
index 0000000..20931cd
--- /dev/null
+++ b/addons/beehave/debug/icons/port_right.svg.import
@@ -0,0 +1,38 @@
+[remap]
+
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+uid="uid://bbmd6vk23ympm"
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+metadata={
+"has_editor_variant": true,
+"vram_texture": false
+}
+
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+svg/scale=1.0
+editor/scale_with_editor_scale=true
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diff --git a/addons/beehave/debug/icons/port_top.svg b/addons/beehave/debug/icons/port_top.svg
new file mode 100644
index 0000000..424ba8d
--- /dev/null
+++ b/addons/beehave/debug/icons/port_top.svg
@@ -0,0 +1,3 @@
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new file mode 100644
index 0000000..dec7820
--- /dev/null
+++ b/addons/beehave/debug/icons/port_top.svg.import
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+
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+uid="uid://bw8wmxdfom8eh"
+path="res://.godot/imported/port_top.svg-d1b336cdc6a0dd570305782a1e56f61d.ctex"
+metadata={
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+"vram_texture": false
+}
+
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+editor/scale_with_editor_scale=true
+editor/convert_colors_with_editor_theme=true
diff --git a/addons/beehave/debug/icons/vertical_layout.svg b/addons/beehave/debug/icons/vertical_layout.svg
new file mode 100644
index 0000000..befc1aa
--- /dev/null
+++ b/addons/beehave/debug/icons/vertical_layout.svg
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:bbd1b27dcb2f1800c6357a8510df70664caa8c85e11dcdd158333336cca435c6
+size 528
diff --git a/addons/beehave/debug/icons/vertical_layout.svg.import b/addons/beehave/debug/icons/vertical_layout.svg.import
new file mode 100644
index 0000000..8ddcfca
--- /dev/null
+++ b/addons/beehave/debug/icons/vertical_layout.svg.import
@@ -0,0 +1,38 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://bpyxu6i1dx5qh"
+path="res://.godot/imported/vertical_layout.svg-1a08fee4b09812a05bcf3defb8afcc4c.ctex"
+metadata={
+"has_editor_variant": true,
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/beehave/debug/icons/vertical_layout.svg"
+dest_files=["res://.godot/imported/vertical_layout.svg-1a08fee4b09812a05bcf3defb8afcc4c.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/normal_map_invert_y=false
+process/hdr_as_srgb=false
+process/hdr_clamp_exposure=false
+process/size_limit=0
+detect_3d/compress_to=1
+svg/scale=1.0
+editor/scale_with_editor_scale=true
+editor/convert_colors_with_editor_theme=true
diff --git a/addons/beehave/debug/new_frames.gd b/addons/beehave/debug/new_frames.gd
new file mode 100644
index 0000000..4b739fd
--- /dev/null
+++ b/addons/beehave/debug/new_frames.gd
@@ -0,0 +1,69 @@
+@tool
+extends RefCounted
+
+
+const BeehaveUtils := preload("res://addons/beehave/utils/utils.gd")
+
+
+const SUCCESS_COLOR := Color("#07783a")
+const NORMAL_COLOR := Color("#15181e")
+const FAILURE_COLOR := Color("#82010b")
+const RUNNING_COLOR := Color("#c29c06")
+
+var panel_normal: StyleBoxFlat
+var panel_success: StyleBoxFlat
+var panel_failure: StyleBoxFlat
+var panel_running: StyleBoxFlat
+
+var titlebar_normal: StyleBoxFlat
+var titlebar_success: StyleBoxFlat
+var titlebar_failure: StyleBoxFlat
+var titlebar_running: StyleBoxFlat
+
+
+func _init() -> void:
+ var plugin := BeehaveUtils.get_plugin()
+ if not plugin:
+ return
+
+
+ titlebar_normal = (
+ plugin
+ .get_editor_interface()
+ .get_base_control()
+ .get_theme_stylebox(&"titlebar", &"GraphNode")\
+ .duplicate()
+ )
+ titlebar_success = titlebar_normal.duplicate()
+ titlebar_failure = titlebar_normal.duplicate()
+ titlebar_running = titlebar_normal.duplicate()
+
+ titlebar_success.bg_color = SUCCESS_COLOR
+ titlebar_failure.bg_color = FAILURE_COLOR
+ titlebar_running.bg_color = RUNNING_COLOR
+
+ titlebar_success.border_color = SUCCESS_COLOR
+ titlebar_failure.border_color = FAILURE_COLOR
+ titlebar_running.border_color = RUNNING_COLOR
+
+
+ panel_normal = (
+ plugin
+ .get_editor_interface()
+ .get_base_control()
+ .get_theme_stylebox(&"panel", &"GraphNode")
+ .duplicate()
+ )
+ panel_success = (
+ plugin
+ .get_editor_interface()
+ .get_base_control()
+ .get_theme_stylebox(&"panel_selected", &"GraphNode")
+ .duplicate()
+ )
+ panel_failure = panel_success.duplicate()
+ panel_running = panel_success.duplicate()
+
+ panel_success.border_color = SUCCESS_COLOR
+ panel_failure.border_color = FAILURE_COLOR
+ panel_running.border_color = RUNNING_COLOR
diff --git a/addons/beehave/debug/new_graph_edit.gd b/addons/beehave/debug/new_graph_edit.gd
new file mode 100644
index 0000000..71161ab
--- /dev/null
+++ b/addons/beehave/debug/new_graph_edit.gd
@@ -0,0 +1,296 @@
+@tool
+extends GraphEdit
+
+const BeehaveGraphNode := preload("new_graph_node.gd")
+
+const HORIZONTAL_LAYOUT_ICON := preload("icons/horizontal_layout.svg")
+const VERTICAL_LAYOUT_ICON := preload("icons/vertical_layout.svg")
+
+const PROGRESS_SHIFT: int = 50
+const INACTIVE_COLOR: Color = Color("#898989")
+const ACTIVE_COLOR: Color = Color("#c29c06")
+const SUCCESS_COLOR: Color = Color("#07783a")
+
+
+var updating_graph: bool = false
+var arraging_nodes: bool = false
+var beehave_tree: Dictionary:
+ set(value):
+ if beehave_tree == value:
+ return
+ beehave_tree = value
+ active_nodes.clear()
+ _update_graph()
+
+var horizontal_layout: bool = false:
+ set(value):
+ if updating_graph or arraging_nodes:
+ return
+ if horizontal_layout == value:
+ return
+ horizontal_layout = value
+ _update_layout_button()
+ _update_graph()
+
+
+var frames:RefCounted
+var active_nodes: Array[String]
+var progress: int = 0
+var layout_button: Button
+
+
+func _init(frames:RefCounted) -> void:
+ self.frames = frames
+
+
+func _ready() -> void:
+ custom_minimum_size = Vector2(100, 300)
+ set("show_arrange_button", true)
+ minimap_enabled = false
+ layout_button = Button.new()
+ layout_button.flat = true
+ layout_button.focus_mode = Control.FOCUS_NONE
+ layout_button.pressed.connect(func(): horizontal_layout = not horizontal_layout)
+ get_menu_container().add_child(layout_button)
+ _update_layout_button()
+
+
+func _update_graph() -> void:
+ if updating_graph:
+ return
+
+ updating_graph = true
+
+ clear_connections()
+
+ for child in _get_child_nodes():
+ remove_child(child)
+ child.queue_free()
+
+ if not beehave_tree.is_empty():
+ _add_nodes(beehave_tree)
+ _connect_nodes(beehave_tree)
+ _arrange_nodes.call_deferred(beehave_tree)
+
+ updating_graph = false
+
+
+func _add_nodes(node: Dictionary) -> void:
+ if node.is_empty():
+ return
+ var gnode := BeehaveGraphNode.new(frames, horizontal_layout)
+ add_child(gnode)
+ gnode.title_text = node.name
+ gnode.name = node.id
+ gnode.icon = _get_icon(node.type.back())
+
+ if node.type.has(&"BeehaveTree"):
+ gnode.set_slots(false, true)
+ elif node.type.has(&"Leaf"):
+ gnode.set_slots(true, false)
+ elif node.type.has(&"Composite") or node.type.has(&"Decorator"):
+ gnode.set_slots(true, true)
+
+ for child in node.get("children", []):
+ _add_nodes(child)
+
+
+func _connect_nodes(node: Dictionary) -> void:
+ for child in node.get("children", []):
+ connect_node(node.id, 0, child.id, 0)
+ _connect_nodes(child)
+
+
+func _arrange_nodes(node: Dictionary) -> void:
+ if arraging_nodes:
+ return
+
+ arraging_nodes = true
+
+ var tree_node := _create_tree_nodes(node)
+ tree_node.update_positions(horizontal_layout)
+ _place_nodes(tree_node)
+
+ arraging_nodes = false
+
+
+func _create_tree_nodes(node: Dictionary, root: TreeNode = null) -> TreeNode:
+ var tree_node := TreeNode.new(get_node(node.id), root)
+ for child in node.get("children", []):
+ var child_node := _create_tree_nodes(child, tree_node)
+ tree_node.children.push_back(child_node)
+ return tree_node
+
+
+func _place_nodes(node: TreeNode) -> void:
+ node.item.position_offset = Vector2(node.x, node.y)
+ for child in node.children:
+ _place_nodes(child)
+
+
+func _get_icon(type: StringName) -> Texture2D:
+ var classes := ProjectSettings.get_global_class_list()
+ for c in classes:
+ if c["class"] == type:
+ var icon_path := c.get("icon", String())
+ if not icon_path.is_empty():
+ return load(icon_path)
+ return null
+
+
+func get_menu_container() -> Control:
+ return call("get_menu_hbox")
+
+
+func get_status(status: int) -> String:
+ if status == 0:
+ return "SUCCESS"
+ elif status == 1:
+ return "FAILURE"
+ return "RUNNING"
+
+
+func process_begin(instance_id: int) -> void:
+ if not _is_same_tree(instance_id):
+ return
+
+ for child in _get_child_nodes():
+ child.set_meta("status", -1)
+
+
+func process_tick(instance_id: int, status: int) -> void:
+ var node := get_node_or_null(str(instance_id))
+ if node:
+ node.text = "Status: %s" % get_status(status)
+ node.set_status(status)
+ node.set_meta("status", status)
+ if status == 0 or status == 2:
+ if not active_nodes.has(node.name):
+ active_nodes.push_back(node.name)
+
+
+func process_end(instance_id: int) -> void:
+ if not _is_same_tree(instance_id):
+ return
+
+ for child in _get_child_nodes():
+ var status := child.get_meta("status", -1)
+ match status:
+ 0:
+ active_nodes.erase(child.name)
+ child.set_color(SUCCESS_COLOR)
+ 1:
+ active_nodes.erase(child.name)
+ child.set_color(INACTIVE_COLOR)
+ 2:
+ child.set_color(ACTIVE_COLOR)
+ _:
+ child.text = " "
+ child.set_status(status)
+ child.set_color(INACTIVE_COLOR)
+
+
+func _is_same_tree(instance_id: int) -> bool:
+ return str(instance_id) == beehave_tree.get("id", "")
+
+
+func _get_child_nodes() -> Array[Node]:
+ return get_children().filter(func(child): return child is BeehaveGraphNode)
+
+
+func _get_connection_line(from_position: Vector2, to_position: Vector2) -> PackedVector2Array:
+ for child in _get_child_nodes():
+ for port in child.get_input_port_count():
+ if not (child.position_offset + child.get_input_port_position(port)).is_equal_approx(to_position):
+ continue
+ to_position = child.position_offset + child.get_custom_input_port_position(horizontal_layout)
+ for port in child.get_output_port_count():
+ if not (child.position_offset + child.get_output_port_position(port)).is_equal_approx(from_position):
+ continue
+ from_position = child.position_offset + child.get_custom_output_port_position(horizontal_layout)
+ return _get_elbow_connection_line(from_position, to_position)
+
+
+func _get_elbow_connection_line(from_position: Vector2, to_position: Vector2) -> PackedVector2Array:
+ var points: PackedVector2Array
+
+ points.push_back(from_position)
+
+ var mid_position := ((to_position + from_position) / 2).round()
+ if horizontal_layout:
+ points.push_back(Vector2(mid_position.x, from_position.y))
+ points.push_back(Vector2(mid_position.x, to_position.y))
+ else:
+ points.push_back(Vector2(from_position.x, mid_position.y))
+ points.push_back(Vector2(to_position.x, mid_position.y))
+
+ points.push_back(to_position)
+
+ return points
+
+
+func _process(delta: float) -> void:
+ if not active_nodes.is_empty():
+ progress += 10 if delta >= 0.05 else 1
+ if progress >= 1000:
+ progress = 0
+ queue_redraw()
+
+
+func _draw() -> void:
+ if active_nodes.is_empty():
+ return
+
+ var circle_size: float = max(3, 6 * zoom)
+ var progress_shift: float = PROGRESS_SHIFT * zoom
+
+ var connections := get_connection_list()
+ for c in connections:
+ var from_node: StringName
+ var to_node: StringName
+
+ from_node = c.from_node
+ to_node = c.to_node
+
+ if not from_node in active_nodes or not c.to_node in active_nodes:
+ continue
+
+ var from := get_node(String(from_node))
+ var to := get_node(String(to_node))
+
+ if from.get_meta("status", -1) < 0 or to.get_meta("status", -1) < 0:
+ return
+
+ var output_port_position: Vector2
+ var input_port_position: Vector2
+
+ var scale_factor: float = from.get_rect().size.x / from.size.x
+
+ var line := _get_elbow_connection_line(
+ from.position + from.get_custom_output_port_position(horizontal_layout) * scale_factor,
+ to.position + to.get_custom_input_port_position(horizontal_layout) * scale_factor
+ )
+
+ var curve = Curve2D.new()
+ for l in line:
+ curve.add_point(l)
+
+ var max_steps := int(curve.get_baked_length())
+ var current_shift := progress % max_steps
+ var p := curve.sample_baked(current_shift)
+ draw_circle(p, circle_size, ACTIVE_COLOR)
+
+ var shift := current_shift - progress_shift
+ while shift >= 0:
+ draw_circle(curve.sample_baked(shift), circle_size, ACTIVE_COLOR)
+ shift -= progress_shift
+
+ shift = current_shift + progress_shift
+ while shift <= curve.get_baked_length():
+ draw_circle(curve.sample_baked(shift), circle_size, ACTIVE_COLOR)
+ shift += progress_shift
+
+
+func _update_layout_button() -> void:
+ layout_button.icon = VERTICAL_LAYOUT_ICON if horizontal_layout else HORIZONTAL_LAYOUT_ICON
+ layout_button.tooltip_text = "Switch to Vertical layout" if horizontal_layout else "Switch to Horizontal layout"
diff --git a/addons/beehave/debug/new_graph_node.gd b/addons/beehave/debug/new_graph_node.gd
new file mode 100644
index 0000000..70f06dc
--- /dev/null
+++ b/addons/beehave/debug/new_graph_node.gd
@@ -0,0 +1,155 @@
+@tool
+extends GraphNode
+
+
+const BeehaveUtils := preload("res://addons/beehave/utils/utils.gd")
+
+const PORT_TOP_ICON := preload("icons/port_top.svg")
+const PORT_BOTTOM_ICON := preload("icons/port_bottom.svg")
+const PORT_LEFT_ICON := preload("icons/port_left.svg")
+const PORT_RIGHT_ICON := preload("icons/port_right.svg")
+
+
+@export var title_text: String:
+ set(value):
+ title_text = value
+ if title_label:
+ title_label.text = value
+
+@export var text: String:
+ set(value):
+ text = value
+ if label:
+ label.text = " " if text.is_empty() else text
+
+@export var icon: Texture2D:
+ set(value):
+ icon = value
+ if icon_rect:
+ icon_rect.texture = value
+
+var layout_size: float:
+ get:
+ return size.y if horizontal else size.x
+
+
+var icon_rect: TextureRect
+var title_label: Label
+var label: Label
+var titlebar_hbox: HBoxContainer
+
+var frames: RefCounted
+var horizontal: bool = false
+
+
+func _init(frames:RefCounted, horizontal: bool = false) -> void:
+ self.frames = frames
+ self.horizontal = horizontal
+
+
+func _ready() -> void:
+ custom_minimum_size = Vector2(50, 50) * BeehaveUtils.get_editor_scale()
+ draggable = false
+
+ add_theme_color_override("close_color", Color.TRANSPARENT)
+ add_theme_icon_override("close", ImageTexture.new())
+
+ # For top port
+ var top_port: Control = Control.new()
+ add_child(top_port)
+
+ icon_rect = TextureRect.new()
+ icon_rect.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
+
+ titlebar_hbox = get_titlebar_hbox()
+ titlebar_hbox.get_child(0).queue_free()
+ titlebar_hbox.alignment = BoxContainer.ALIGNMENT_BEGIN
+ titlebar_hbox.add_child(icon_rect)
+
+ title_label = Label.new()
+ title_label.add_theme_color_override("font_color", Color.WHITE)
+ var title_font: Font = get_theme_font("title_font").duplicate()
+ if title_font is FontVariation:
+ title_font.variation_embolden = 1
+ elif title_font is FontFile:
+ title_font.font_weight = 700
+ title_label.add_theme_font_override("font", title_font)
+ title_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
+ title_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ title_label.text = title_text
+ titlebar_hbox.add_child(title_label)
+
+ label = Label.new()
+ label.text = " " if text.is_empty() else text
+ add_child(label)
+
+ # For bottom port
+ add_child(Control.new())
+
+ minimum_size_changed.connect(_on_size_changed)
+ _on_size_changed.call_deferred()
+
+
+func _draw_port(slot_index: int, port_position: Vector2i, left: bool, color: Color) -> void:
+ if horizontal:
+ if is_slot_enabled_left(1):
+ draw_texture(PORT_LEFT_ICON, Vector2(0, size.y / 2) + Vector2(-4, -5), color)
+ if is_slot_enabled_right(1):
+ draw_texture(PORT_RIGHT_ICON, Vector2(size.x, size.y / 2) + Vector2(-5, -4.5), color)
+ else:
+ if slot_index == 0 and is_slot_enabled_left(0):
+ draw_texture(PORT_TOP_ICON, Vector2(size.x / 2, 0) + Vector2(-4.5, -7), color)
+ elif slot_index == 1:
+ draw_texture(PORT_BOTTOM_ICON, Vector2(size.x / 2, size.y) + Vector2(-4.5, -5), color)
+
+
+func get_custom_input_port_position(horizontal: bool) -> Vector2:
+ if horizontal:
+ return Vector2(0, size.y / 2)
+ else:
+ return Vector2(size.x/2, 0)
+
+
+func get_custom_output_port_position(horizontal: bool) -> Vector2:
+ if horizontal:
+ return Vector2(size.x, size.y / 2)
+ else:
+ return Vector2(size.x / 2, size.y)
+
+
+func set_status(status: int) -> void:
+ match status:
+ 0: _set_stylebox_overrides(frames.panel_success, frames.titlebar_success)
+ 1: _set_stylebox_overrides(frames.panel_failure, frames.titlebar_failure)
+ 2: _set_stylebox_overrides(frames.panel_running, frames.titlebar_running)
+ _: _set_stylebox_overrides(frames.panel_normal, frames.titlebar_normal)
+
+
+func set_slots(left_enabled: bool, right_enabled: bool) -> void:
+ if horizontal:
+ set_slot(1, left_enabled, -1, Color.WHITE, right_enabled, -1, Color.WHITE, PORT_LEFT_ICON, PORT_RIGHT_ICON)
+ else:
+ set_slot(0, left_enabled, -1, Color.WHITE, false, -1, Color.TRANSPARENT, PORT_TOP_ICON, null)
+ set_slot(2, false, -1, Color.TRANSPARENT, right_enabled, -1, Color.WHITE, null, PORT_BOTTOM_ICON)
+
+
+func set_color(color: Color) -> void:
+ set_input_color(color)
+ set_output_color(color)
+
+
+func set_input_color(color: Color) -> void:
+ set_slot_color_left(1 if horizontal else 0, color)
+
+
+func set_output_color(color: Color) -> void:
+ set_slot_color_right(1 if horizontal else 2, color)
+
+
+func _set_stylebox_overrides(panel_stylebox: StyleBox, titlebar_stylebox: StyleBox) -> void:
+ add_theme_stylebox_override("panel", panel_stylebox)
+ add_theme_stylebox_override("titlebar", titlebar_stylebox)
+
+
+func _on_size_changed():
+ add_theme_constant_override("port_offset", 12 * BeehaveUtils.get_editor_scale() if horizontal else round(size.x))
diff --git a/addons/beehave/debug/old_frames.gd b/addons/beehave/debug/old_frames.gd
new file mode 100644
index 0000000..a9f6aa8
--- /dev/null
+++ b/addons/beehave/debug/old_frames.gd
@@ -0,0 +1,47 @@
+@tool
+extends RefCounted
+
+const BeehaveUtils := preload("res://addons/beehave/utils/utils.gd")
+
+const SUCCESS_COLOR := Color("#009944c8")
+const NORMAL_COLOR := Color("#15181e")
+const FAILURE_COLOR := Color("#cf000f80")
+const RUNNING_COLOR := Color("#ffcc00c8")
+
+var empty: StyleBoxEmpty
+var normal: StyleBoxFlat
+var success: StyleBoxFlat
+var failure: StyleBoxFlat
+var running: StyleBoxFlat
+
+
+func _init() -> void:
+ var plugin := BeehaveUtils.get_plugin()
+ if not plugin:
+ return
+
+ var editor_scale := BeehaveUtils.get_editor_scale()
+
+ empty = StyleBoxEmpty.new()
+
+ normal = (
+ plugin
+ . get_editor_interface()
+ . get_base_control()
+ . get_theme_stylebox(&"frame", &"GraphNode")
+ . duplicate()
+ )
+
+ success = (
+ plugin
+ . get_editor_interface()
+ . get_base_control()
+ . get_theme_stylebox(&"selected_frame", &"GraphNode")
+ . duplicate()
+ )
+ failure = success.duplicate()
+ running = success.duplicate()
+
+ success.border_color = SUCCESS_COLOR
+ failure.border_color = FAILURE_COLOR
+ running.border_color = RUNNING_COLOR
diff --git a/addons/beehave/debug/old_graph_edit.gd b/addons/beehave/debug/old_graph_edit.gd
new file mode 100644
index 0000000..bae64c8
--- /dev/null
+++ b/addons/beehave/debug/old_graph_edit.gd
@@ -0,0 +1,286 @@
+@tool
+extends GraphEdit
+
+const BeehaveGraphNode := preload("old_graph_node.gd")
+
+const HORIZONTAL_LAYOUT_ICON := preload("icons/horizontal_layout.svg")
+const VERTICAL_LAYOUT_ICON := preload("icons/vertical_layout.svg")
+
+const PROGRESS_SHIFT: int = 50
+const INACTIVE_COLOR: Color = Color("#898989aa")
+const ACTIVE_COLOR: Color = Color("#ffcc00c8")
+const SUCCESS_COLOR: Color = Color("#009944c8")
+
+var updating_graph: bool = false
+var arraging_nodes: bool = false
+var beehave_tree: Dictionary:
+ set(value):
+ if beehave_tree == value:
+ return
+ beehave_tree = value
+ active_nodes.clear()
+ _update_graph()
+
+var horizontal_layout: bool = false:
+ set(value):
+ if updating_graph or arraging_nodes:
+ return
+ if horizontal_layout == value:
+ return
+ horizontal_layout = value
+ _update_layout_button()
+ _update_graph()
+
+var frames: RefCounted
+var active_nodes: Array[String]
+var progress: int = 0
+var layout_button: Button
+
+
+func _init(frames: RefCounted) -> void:
+ self.frames = frames
+
+
+func _ready() -> void:
+ custom_minimum_size = Vector2(100, 300)
+ set("arrange_nodes_button_hidden", true)
+ minimap_enabled = false
+ layout_button = Button.new()
+ layout_button.flat = true
+ layout_button.focus_mode = Control.FOCUS_NONE
+ layout_button.pressed.connect(func(): horizontal_layout = not horizontal_layout)
+ get_menu_container().add_child(layout_button)
+ _update_layout_button()
+
+
+func _update_graph() -> void:
+ if updating_graph:
+ return
+
+ updating_graph = true
+
+ clear_connections()
+
+ for child in _get_child_nodes():
+ remove_child(child)
+ child.queue_free()
+
+ if not beehave_tree.is_empty():
+ _add_nodes(beehave_tree)
+ _connect_nodes(beehave_tree)
+ _arrange_nodes.call_deferred(beehave_tree)
+
+ updating_graph = false
+
+
+func _add_nodes(node: Dictionary) -> void:
+ if node.is_empty():
+ return
+ var gnode := BeehaveGraphNode.new(frames, horizontal_layout)
+ add_child(gnode)
+ gnode.title_text = node.name
+ gnode.name = node.id
+ gnode.icon = _get_icon(node.type.back())
+
+ if node.type.has(&"BeehaveTree"):
+ gnode.set_slots(false, true)
+ elif node.type.has(&"Leaf"):
+ gnode.set_slots(true, false)
+ elif node.type.has(&"Composite") or node.type.has(&"Decorator"):
+ gnode.set_slots(true, true)
+
+ for child in node.get("children", []):
+ _add_nodes(child)
+
+
+func _connect_nodes(node: Dictionary) -> void:
+ for child in node.get("children", []):
+ connect_node(node.id, 0, child.id, 0)
+ _connect_nodes(child)
+
+
+func _arrange_nodes(node: Dictionary) -> void:
+ if arraging_nodes:
+ return
+
+ arraging_nodes = true
+
+ var tree_node := _create_tree_nodes(node)
+ tree_node.update_positions(horizontal_layout)
+ _place_nodes(tree_node)
+
+ arraging_nodes = false
+
+
+func _create_tree_nodes(node: Dictionary, root: TreeNode = null) -> TreeNode:
+ var tree_node := TreeNode.new(get_node(node.id), root)
+ for child in node.get("children", []):
+ var child_node := _create_tree_nodes(child, tree_node)
+ tree_node.children.push_back(child_node)
+ return tree_node
+
+
+func _place_nodes(node: TreeNode) -> void:
+ node.item.position_offset = Vector2(node.x, node.y)
+ for child in node.children:
+ _place_nodes(child)
+
+
+func _get_icon(type: StringName) -> Texture2D:
+ var classes := ProjectSettings.get_global_class_list()
+ for c in classes:
+ if c["class"] == type:
+ var icon_path := c.get("icon", String())
+ if not icon_path.is_empty():
+ return load(icon_path)
+ return null
+
+
+func get_menu_container() -> Control:
+ return call("get_zoom_hbox")
+
+
+func get_status(status: int) -> String:
+ if status == 0:
+ return "SUCCESS"
+ elif status == 1:
+ return "FAILURE"
+ return "RUNNING"
+
+
+func process_begin(instance_id: int) -> void:
+ if not _is_same_tree(instance_id):
+ return
+
+ for child in _get_child_nodes():
+ child.set_meta("status", -1)
+
+
+func process_tick(instance_id: int, status: int) -> void:
+ var node := get_node_or_null(str(instance_id))
+ if node:
+ node.text = "Status: %s" % get_status(status)
+ node.set_status(status)
+ node.set_meta("status", status)
+ if status == 0 or status == 2:
+ if not active_nodes.has(node.name):
+ active_nodes.push_back(node.name)
+
+
+func process_end(instance_id: int) -> void:
+ if not _is_same_tree(instance_id):
+ return
+
+ for child in _get_child_nodes():
+ var status := child.get_meta("status", -1)
+ match status:
+ 0:
+ active_nodes.erase(child.name)
+ child.set_color(SUCCESS_COLOR)
+ 1:
+ active_nodes.erase(child.name)
+ child.set_color(INACTIVE_COLOR)
+ 2:
+ child.set_color(ACTIVE_COLOR)
+ _:
+ child.text = " "
+ child.set_status(status)
+ child.set_color(INACTIVE_COLOR)
+
+
+func _is_same_tree(instance_id: int) -> bool:
+ return str(instance_id) == beehave_tree.get("id", "")
+
+
+func _get_child_nodes() -> Array[Node]:
+ return get_children().filter(func(child): return child is BeehaveGraphNode)
+
+
+func _get_connection_line(from_position: Vector2, to_position: Vector2) -> PackedVector2Array:
+ var points: PackedVector2Array
+
+ from_position = from_position.round()
+ to_position = to_position.round()
+
+ points.push_back(from_position)
+
+ var mid_position := ((to_position + from_position) / 2).round()
+ if horizontal_layout:
+ points.push_back(Vector2(mid_position.x, from_position.y))
+ points.push_back(Vector2(mid_position.x, to_position.y))
+ else:
+ points.push_back(Vector2(from_position.x, mid_position.y))
+ points.push_back(Vector2(to_position.x, mid_position.y))
+
+ points.push_back(to_position)
+
+ return points
+
+
+func _process(delta: float) -> void:
+ if not active_nodes.is_empty():
+ progress += 10 if delta >= 0.05 else 1
+ if progress >= 1000:
+ progress = 0
+ queue_redraw()
+
+
+func _draw() -> void:
+ if active_nodes.is_empty():
+ return
+
+ var circle_size: float = max(3, 6 * zoom)
+ var progress_shift: float = PROGRESS_SHIFT * zoom
+
+ var connections := get_connection_list()
+ for c in connections:
+ var from_node: StringName
+ var to_node: StringName
+
+ from_node = c.from
+ to_node = c.to
+
+ if not from_node in active_nodes or not c.to_node in active_nodes:
+ continue
+
+ var from := get_node(String(from_node))
+ var to := get_node(String(to_node))
+
+ if from.get_meta("status", -1) < 0 or to.get_meta("status", -1) < 0:
+ return
+
+ var output_port_position: Vector2
+ var input_port_position: Vector2
+
+ output_port_position = (
+ from.position + from.call("get_connection_output_position", c.from_port)
+ )
+ input_port_position = to.position + to.call("get_connection_input_position", c.to_port)
+
+ var line := _get_connection_line(output_port_position, input_port_position)
+
+ var curve = Curve2D.new()
+ for l in line:
+ curve.add_point(l)
+
+ var max_steps := int(curve.get_baked_length())
+ var current_shift := progress % max_steps
+ var p := curve.sample_baked(current_shift)
+ draw_circle(p, circle_size, ACTIVE_COLOR)
+
+ var shift := current_shift - progress_shift
+ while shift >= 0:
+ draw_circle(curve.sample_baked(shift), circle_size, ACTIVE_COLOR)
+ shift -= progress_shift
+
+ shift = current_shift + progress_shift
+ while shift <= curve.get_baked_length():
+ draw_circle(curve.sample_baked(shift), circle_size, ACTIVE_COLOR)
+ shift += progress_shift
+
+
+func _update_layout_button() -> void:
+ layout_button.icon = VERTICAL_LAYOUT_ICON if horizontal_layout else HORIZONTAL_LAYOUT_ICON
+ layout_button.tooltip_text = (
+ "Switch to Vertical layout" if horizontal_layout else "Switch to Horizontal layout"
+ )
diff --git a/addons/beehave/debug/old_graph_node.gd b/addons/beehave/debug/old_graph_node.gd
new file mode 100644
index 0000000..a0a978b
--- /dev/null
+++ b/addons/beehave/debug/old_graph_node.gd
@@ -0,0 +1,166 @@
+@tool
+extends GraphNode
+
+const BeehaveUtils := preload("res://addons/beehave/utils/utils.gd")
+
+const DEFAULT_COLOR := Color("#dad4cb")
+
+const PORT_TOP_ICON := preload("icons/port_top.svg")
+const PORT_BOTTOM_ICON := preload("icons/port_bottom.svg")
+const PORT_LEFT_ICON := preload("icons/port_left.svg")
+const PORT_RIGHT_ICON := preload("icons/port_right.svg")
+
+@export var title_text: String:
+ set(value):
+ title_text = value
+ if title_label:
+ title_label.text = value
+
+@export var text: String:
+ set(value):
+ text = value
+ if label:
+ label.text = " " if text.is_empty() else text
+
+@export var icon: Texture2D:
+ set(value):
+ icon = value
+ if icon_rect:
+ icon_rect.texture = value
+
+var layout_size: float:
+ get:
+ return size.y if horizontal else size.x
+
+var panel: PanelContainer
+var icon_rect: TextureRect
+var title_label: Label
+var container: VBoxContainer
+var label: Label
+
+var frames: RefCounted
+var horizontal: bool = false
+
+
+func _init(frames: RefCounted, horizontal: bool = false) -> void:
+ self.frames = frames
+ self.horizontal = horizontal
+
+
+func _ready() -> void:
+ custom_minimum_size = Vector2(50, 50) * BeehaveUtils.get_editor_scale()
+ draggable = false
+
+ add_theme_stylebox_override("frame", frames.empty if frames != null else null)
+ add_theme_stylebox_override("selected_frame", frames.empty if frames != null else null)
+ add_theme_color_override("close_color", Color.TRANSPARENT)
+ add_theme_icon_override("close", ImageTexture.new())
+
+ # For top port
+ add_child(Control.new())
+
+ panel = PanelContainer.new()
+ panel.mouse_filter = Control.MOUSE_FILTER_PASS
+ panel.add_theme_stylebox_override("panel", frames.normal if frames != null else null)
+ add_child(panel)
+
+ var vbox_container := VBoxContainer.new()
+ panel.add_child(vbox_container)
+
+ var title_size := 24 * BeehaveUtils.get_editor_scale()
+ var margin_container := MarginContainer.new()
+ margin_container.add_theme_constant_override(
+ "margin_top", -title_size - 2 * BeehaveUtils.get_editor_scale()
+ )
+ margin_container.mouse_filter = Control.MOUSE_FILTER_PASS
+ vbox_container.add_child(margin_container)
+
+ var title_container := HBoxContainer.new()
+ title_container.add_child(Control.new())
+ title_container.mouse_filter = Control.MOUSE_FILTER_PASS
+ title_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ margin_container.add_child(title_container)
+
+ icon_rect = TextureRect.new()
+ icon_rect.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
+ title_container.add_child(icon_rect)
+
+ title_label = Label.new()
+ title_label.add_theme_color_override("font_color", DEFAULT_COLOR)
+ title_label.add_theme_font_override("font", get_theme_font("title_font"))
+ title_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
+ title_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ title_label.text = title_text
+ title_container.add_child(title_label)
+
+ title_container.add_child(Control.new())
+
+ container = VBoxContainer.new()
+ container.size_flags_vertical = Control.SIZE_EXPAND_FILL
+ container.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ panel.add_child(container)
+
+ label = Label.new()
+ label.text = " " if text.is_empty() else text
+ container.add_child(label)
+
+ # For bottom port
+ add_child(Control.new())
+
+ minimum_size_changed.connect(_on_size_changed)
+ _on_size_changed.call_deferred()
+
+
+func set_status(status: int) -> void:
+ panel.add_theme_stylebox_override("panel", _get_stylebox(status))
+
+
+func _get_stylebox(status: int) -> StyleBox:
+ match status:
+ 0:
+ return frames.success
+ 1:
+ return frames.failure
+ 2:
+ return frames.running
+ _:
+ return frames.normal
+
+
+func set_slots(left_enabled: bool, right_enabled: bool) -> void:
+ if horizontal:
+ set_slot(
+ 1,
+ left_enabled,
+ 0,
+ Color.WHITE,
+ right_enabled,
+ 0,
+ Color.WHITE,
+ PORT_LEFT_ICON,
+ PORT_RIGHT_ICON
+ )
+ else:
+ set_slot(0, left_enabled, 0, Color.WHITE, false, -2, Color.TRANSPARENT, PORT_TOP_ICON, null)
+ set_slot(
+ 2, false, -1, Color.TRANSPARENT, right_enabled, 0, Color.WHITE, null, PORT_BOTTOM_ICON
+ )
+
+
+func set_color(color: Color) -> void:
+ set_input_color(color)
+ set_output_color(color)
+
+
+func set_input_color(color: Color) -> void:
+ set_slot_color_left(1 if horizontal else 0, color)
+
+
+func set_output_color(color: Color) -> void:
+ set_slot_color_right(1 if horizontal else 2, color)
+
+
+func _on_size_changed():
+ add_theme_constant_override(
+ "port_offset", 12 * BeehaveUtils.get_editor_scale() if horizontal else round(size.x / 2.0)
+ )
diff --git a/addons/beehave/debug/tree_node.gd b/addons/beehave/debug/tree_node.gd
new file mode 100644
index 0000000..1377970
--- /dev/null
+++ b/addons/beehave/debug/tree_node.gd
@@ -0,0 +1,275 @@
+class_name TreeNode
+extends RefCounted
+
+# Based on https://rachel53461.wordpress.com/2014/04/20/algorithm-for-drawing-trees/
+
+const SIBLING_DISTANCE: float = 20.0
+const LEVEL_DISTANCE: float = 40.0
+
+const BeehaveUtils := preload("res://addons/beehave/utils/utils.gd")
+
+var x: float
+var y: float
+var mod: float
+var parent: TreeNode
+var children: Array[TreeNode]
+
+var item: GraphNode
+
+
+func _init(p_item: GraphNode = null, p_parent: TreeNode = null) -> void:
+ parent = p_parent
+ item = p_item
+
+
+func is_leaf() -> bool:
+ return children.is_empty()
+
+
+func is_most_left() -> bool:
+ if not parent:
+ return true
+ return parent.children.front() == self
+
+
+func is_most_right() -> bool:
+ if not parent:
+ return true
+ return parent.children.back() == self
+
+
+func get_previous_sibling() -> TreeNode:
+ if not parent or is_most_left():
+ return null
+ return parent.children[parent.children.find(self) - 1]
+
+
+func get_next_sibling() -> TreeNode:
+ if not parent or is_most_right():
+ return null
+ return parent.children[parent.children.find(self) + 1]
+
+
+func get_most_left_sibling() -> TreeNode:
+ if not parent:
+ return null
+
+ if is_most_left():
+ return self
+
+ return parent.children.front()
+
+
+func get_most_left_child() -> TreeNode:
+ if children.is_empty():
+ return null
+ return children.front()
+
+
+func get_most_right_child() -> TreeNode:
+ if children.is_empty():
+ return null
+ return children.back()
+
+
+func update_positions(horizontally: bool = false) -> void:
+ _initialize_nodes(self, 0)
+ _calculate_initial_x(self)
+
+ _check_all_children_on_screen(self)
+ _calculate_final_positions(self, 0)
+
+ if horizontally:
+ _swap_x_y(self)
+ _calculate_x(self, 0)
+ else:
+ _calculate_y(self, 0)
+
+
+func _initialize_nodes(node: TreeNode, depth: int) -> void:
+ node.x = -1
+ node.y = depth
+ node.mod = 0
+
+ for child in node.children:
+ _initialize_nodes(child, depth + 1)
+
+
+func _calculate_initial_x(node: TreeNode) -> void:
+ for child in node.children:
+ _calculate_initial_x(child)
+ if node.is_leaf():
+ if not node.is_most_left():
+ node.x = (
+ node.get_previous_sibling().x
+ + node.get_previous_sibling().item.layout_size
+ + SIBLING_DISTANCE
+ )
+ else:
+ node.x = 0
+ else:
+ var mid: float
+ if node.children.size() == 1:
+ var offset: float = (node.children.front().item.layout_size - node.item.layout_size) / 2
+ mid = node.children.front().x + offset
+ else:
+ var left_child := node.get_most_left_child()
+ var right_child := node.get_most_right_child()
+ mid = (
+ (
+ left_child.x
+ + right_child.x
+ + right_child.item.layout_size
+ - node.item.layout_size
+ )
+ / 2
+ )
+
+ if node.is_most_left():
+ node.x = mid
+ else:
+ node.x = (
+ node.get_previous_sibling().x
+ + node.get_previous_sibling().item.layout_size
+ + SIBLING_DISTANCE
+ )
+ node.mod = node.x - mid
+
+ if not node.is_leaf() and not node.is_most_left():
+ _check_for_conflicts(node)
+
+
+func _calculate_final_positions(node: TreeNode, mod_sum: float) -> void:
+ node.x += mod_sum
+ mod_sum += node.mod
+
+ for child in node.children:
+ _calculate_final_positions(child, mod_sum)
+
+
+func _check_all_children_on_screen(node: TreeNode) -> void:
+ var node_contour: Dictionary = {}
+ _get_left_contour(node, 0, node_contour)
+
+ var shift_amount: float = 0
+ for y in node_contour.keys():
+ if node_contour[y] + shift_amount < 0:
+ shift_amount = (node_contour[y] * -1)
+
+ if shift_amount > 0:
+ node.x += shift_amount
+ node.mod += shift_amount
+
+
+func _check_for_conflicts(node: TreeNode) -> void:
+ var min_distance := SIBLING_DISTANCE
+ var shift_value: float = 0
+ var shift_sibling: TreeNode = null
+
+ var node_contour: Dictionary = {} # { int, float }
+ _get_left_contour(node, 0, node_contour)
+
+ var sibling := node.get_most_left_sibling()
+ while sibling != null and sibling != node:
+ var sibling_contour: Dictionary = {}
+ _get_right_contour(sibling, 0, sibling_contour)
+
+ for level in range(
+ node.y + 1, min(sibling_contour.keys().max(), node_contour.keys().max()) + 1
+ ):
+ var distance: float = node_contour[level] - sibling_contour[level]
+ if distance + shift_value < min_distance:
+ shift_value = min_distance - distance
+ shift_sibling = sibling
+
+ sibling = sibling.get_next_sibling()
+
+ if shift_value > 0:
+ node.x += shift_value
+ node.mod += shift_value
+ _center_nodes_between(shift_sibling, node)
+
+
+func _center_nodes_between(left_node: TreeNode, right_node: TreeNode) -> void:
+ var left_index := left_node.parent.children.find(left_node)
+ var right_index := left_node.parent.children.find(right_node)
+
+ var num_nodes_between: int = (right_index - left_index) - 1
+ if num_nodes_between > 0:
+ # The extra distance that needs to be split into num_nodes_between + 1
+ # in order to find the new node spacing so that nodes are equally spaced
+ var distance_to_allocate: float = right_node.x - left_node.x - left_node.item.layout_size
+ # Subtract sizes on nodes in between
+ for i in range(left_index + 1, right_index):
+ distance_to_allocate -= left_node.parent.children[i].item.layout_size
+ # Divide space equally
+ var distance_between_nodes: float = distance_to_allocate / (num_nodes_between + 1)
+
+ var prev_node := left_node
+ var middle_node := left_node.get_next_sibling()
+ while middle_node != right_node:
+ var desire_x: float = prev_node.x + prev_node.item.layout_size + distance_between_nodes
+ var offset := desire_x - middle_node.x
+ middle_node.x += offset
+ middle_node.mod += offset
+ prev_node = middle_node
+ middle_node = middle_node.get_next_sibling()
+
+
+func _get_left_contour(node: TreeNode, mod_sum: float, values: Dictionary) -> void:
+ var node_left: float = node.x + mod_sum
+ var depth := int(node.y)
+ if not values.has(depth):
+ values[depth] = node_left
+ else:
+ values[depth] = min(values[depth], node_left)
+
+ mod_sum += node.mod
+ for child in node.children:
+ _get_left_contour(child, mod_sum, values)
+
+
+func _get_right_contour(node: TreeNode, mod_sum: float, values: Dictionary) -> void:
+ var node_right: float = node.x + mod_sum + node.item.layout_size
+ var depth := int(node.y)
+ if not values.has(depth):
+ values[depth] = node_right
+ else:
+ values[depth] = max(values[depth], node_right)
+
+ mod_sum += node.mod
+ for child in node.children:
+ _get_right_contour(child, mod_sum, values)
+
+
+func _swap_x_y(node: TreeNode) -> void:
+ for child in node.children:
+ _swap_x_y(child)
+
+ var temp := node.x
+ node.x = node.y
+ node.y = temp
+
+
+func _calculate_x(node: TreeNode, offset: int) -> void:
+ node.x = offset
+ var sibling := node.get_most_left_sibling()
+ var max_size: int = node.item.size.x
+ while sibling != null:
+ max_size = max(sibling.item.size.x, max_size)
+ sibling = sibling.get_next_sibling()
+
+ for child in node.children:
+ _calculate_x(child, max_size + offset + LEVEL_DISTANCE * BeehaveUtils.get_editor_scale())
+
+
+func _calculate_y(node: TreeNode, offset: int) -> void:
+ node.y = offset
+ var sibling := node.get_most_left_sibling()
+ var max_size: int = node.item.size.y
+ while sibling != null:
+ max_size = max(sibling.item.size.y, max_size)
+ sibling = sibling.get_next_sibling()
+
+ for child in node.children:
+ _calculate_y(child, max_size + offset + LEVEL_DISTANCE * BeehaveUtils.get_editor_scale())
diff --git a/addons/beehave/icons/action.svg b/addons/beehave/icons/action.svg
new file mode 100644
index 0000000..cbaf5f0
--- /dev/null
+++ b/addons/beehave/icons/action.svg
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:ba828aac24fb0b0b3628584a28ab23884bd901d918f1bd752c5994f8f2c85ef7
+size 2972
diff --git a/addons/beehave/icons/action.svg.import b/addons/beehave/icons/action.svg.import
new file mode 100644
index 0000000..cf8a612
--- /dev/null
+++ b/addons/beehave/icons/action.svg.import
@@ -0,0 +1,38 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://btrq8e0kyxthg"
+path="res://.godot/imported/action.svg-e8a91246d0ba9ba3cf84290d65648f06.ctex"
+metadata={
+"has_editor_variant": true,
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/beehave/icons/action.svg"
+dest_files=["res://.godot/imported/action.svg-e8a91246d0ba9ba3cf84290d65648f06.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/normal_map_invert_y=false
+process/hdr_as_srgb=false
+process/hdr_clamp_exposure=false
+process/size_limit=0
+detect_3d/compress_to=1
+svg/scale=1.0
+editor/scale_with_editor_scale=true
+editor/convert_colors_with_editor_theme=true
diff --git a/addons/beehave/icons/blackboard.svg b/addons/beehave/icons/blackboard.svg
new file mode 100644
index 0000000..9fb7f1e
--- /dev/null
+++ b/addons/beehave/icons/blackboard.svg
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:7da2bb26b844fd0019291a19d546ade341a7da1165241806d2ade658f093bf17
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new file mode 100644
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new file mode 100644
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diff --git a/addons/beehave/icons/simple_parallel.svg b/addons/beehave/icons/simple_parallel.svg
new file mode 100644
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diff --git a/addons/beehave/icons/tree.svg b/addons/beehave/icons/tree.svg
new file mode 100644
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--- /dev/null
+++ b/addons/beehave/icons/tree.svg
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+version https://git-lfs.github.com/spec/v1
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diff --git a/addons/beehave/icons/tree.svg.import b/addons/beehave/icons/tree.svg.import
new file mode 100644
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diff --git a/addons/beehave/icons/until_fail.svg b/addons/beehave/icons/until_fail.svg
new file mode 100644
index 0000000..a76f702
--- /dev/null
+++ b/addons/beehave/icons/until_fail.svg
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+version https://git-lfs.github.com/spec/v1
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new file mode 100644
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diff --git a/addons/beehave/metrics/beehave_global_metrics.gd b/addons/beehave/metrics/beehave_global_metrics.gd
new file mode 100644
index 0000000..ef29db2
--- /dev/null
+++ b/addons/beehave/metrics/beehave_global_metrics.gd
@@ -0,0 +1,54 @@
+extends Node
+
+var _tree_count: int = 0
+var _active_tree_count: int = 0
+var _registered_trees: Array = []
+
+
+func _enter_tree() -> void:
+ Performance.add_custom_monitor("beehave/total_trees", _get_total_trees)
+ Performance.add_custom_monitor("beehave/total_enabled_trees", _get_total_enabled_trees)
+
+
+func register_tree(tree) -> void:
+ if _registered_trees.has(tree):
+ return
+
+ _registered_trees.append(tree)
+ _tree_count += 1
+
+ if tree.enabled:
+ _active_tree_count += 1
+
+ tree.tree_enabled.connect(_on_tree_enabled)
+ tree.tree_disabled.connect(_on_tree_disabled)
+
+
+func unregister_tree(tree) -> void:
+ if not _registered_trees.has(tree):
+ return
+
+ _registered_trees.erase(tree)
+ _tree_count -= 1
+
+ if tree.enabled:
+ _active_tree_count -= 1
+
+ tree.tree_enabled.disconnect(_on_tree_enabled)
+ tree.tree_disabled.disconnect(_on_tree_disabled)
+
+
+func _get_total_trees() -> int:
+ return _tree_count
+
+
+func _get_total_enabled_trees() -> int:
+ return _active_tree_count
+
+
+func _on_tree_enabled() -> void:
+ _active_tree_count += 1
+
+
+func _on_tree_disabled() -> void:
+ _active_tree_count -= 1
diff --git a/addons/beehave/nodes/beehave_node.gd b/addons/beehave/nodes/beehave_node.gd
new file mode 100644
index 0000000..9ab8d6e
--- /dev/null
+++ b/addons/beehave/nodes/beehave_node.gd
@@ -0,0 +1,46 @@
+@tool
+class_name BeehaveNode extends Node
+
+## A node in the behavior tree. Every node must return `SUCCESS`, `FAILURE` or
+## `RUNNING` when ticked.
+
+enum { SUCCESS, FAILURE, RUNNING }
+
+
+func _get_configuration_warnings() -> PackedStringArray:
+ var warnings: PackedStringArray = []
+
+ if get_children().any(func(x): return not (x is BeehaveNode)):
+ warnings.append("All children of this node should inherit from BeehaveNode class.")
+
+ return warnings
+
+
+## Executes this node and returns a status code.
+## This method must be overwritten.
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ return SUCCESS
+
+
+## Called when this node needs to be interrupted before it can return FAILURE or SUCCESS.
+func interrupt(actor: Node, blackboard: Blackboard) -> void:
+ pass
+
+
+## Called before the first time it ticks by the parent.
+func before_run(actor: Node, blackboard: Blackboard) -> void:
+ pass
+
+
+## Called after the last time it ticks and returns
+## [code]SUCCESS[/code] or [code]FAILURE[/code].
+func after_run(actor: Node, blackboard: Blackboard) -> void:
+ pass
+
+
+func get_class_name() -> Array[StringName]:
+ return [&"BeehaveNode"]
+
+
+func can_send_message(blackboard: Blackboard) -> bool:
+ return blackboard.get_value("can_send_message", false)
diff --git a/addons/beehave/nodes/beehave_tree.gd b/addons/beehave/nodes/beehave_tree.gd
new file mode 100644
index 0000000..e27edbd
--- /dev/null
+++ b/addons/beehave/nodes/beehave_tree.gd
@@ -0,0 +1,329 @@
+@tool
+@icon("../icons/tree.svg")
+class_name BeehaveTree extends Node
+
+## Controls the flow of execution of the entire behavior tree.
+
+enum { SUCCESS, FAILURE, RUNNING }
+
+enum ProcessThread { IDLE, PHYSICS }
+
+signal tree_enabled
+signal tree_disabled
+
+## Whether this behavior tree should be enabled or not.
+@export var enabled: bool = true:
+ set(value):
+ enabled = value
+ set_physics_process(enabled and process_thread == ProcessThread.PHYSICS)
+ set_process(enabled and process_thread == ProcessThread.IDLE)
+ if value:
+ tree_enabled.emit()
+ else:
+ interrupt()
+ tree_disabled.emit()
+
+ get:
+ return enabled
+
+## How often the tree should tick, in frames. The default value of 1 means
+## tick() runs every frame.
+@export var tick_rate: int = 1
+
+## An optional node path this behavior tree should apply to.
+@export_node_path var actor_node_path: NodePath:
+ set(anp):
+ actor_node_path = anp
+ if actor_node_path != null and str(actor_node_path) != "..":
+ actor = get_node(actor_node_path)
+ else:
+ actor = get_parent()
+ if Engine.is_editor_hint():
+ update_configuration_warnings()
+
+## Whether to run this tree in a physics or idle thread.
+@export var process_thread: ProcessThread = ProcessThread.PHYSICS:
+ set(value):
+ process_thread = value
+ set_physics_process(enabled and process_thread == ProcessThread.PHYSICS)
+ set_process(enabled and process_thread == ProcessThread.IDLE)
+
+## Custom blackboard node. An internal blackboard will be used
+## if no blackboard is provided explicitly.
+@export var blackboard: Blackboard:
+ set(b):
+ blackboard = b
+ if blackboard and _internal_blackboard:
+ remove_child(_internal_blackboard)
+ _internal_blackboard.free()
+ _internal_blackboard = null
+ elif not blackboard and not _internal_blackboard:
+ _internal_blackboard = Blackboard.new()
+ add_child(_internal_blackboard, false, Node.INTERNAL_MODE_BACK)
+ get:
+ # in case blackboard is accessed before this node is,
+ # we need to ensure that the internal blackboard is used.
+ if not blackboard and not _internal_blackboard:
+ _internal_blackboard = Blackboard.new()
+ add_child(_internal_blackboard, false, Node.INTERNAL_MODE_BACK)
+ return blackboard if blackboard else _internal_blackboard
+
+## When enabled, this tree is tracked individually
+## as a custom monitor.
+@export var custom_monitor = false:
+ set(b):
+ custom_monitor = b
+ if custom_monitor and _process_time_metric_name != "":
+ Performance.add_custom_monitor(
+ _process_time_metric_name, _get_process_time_metric_value
+ )
+ _get_global_metrics().register_tree(self)
+ else:
+ if _process_time_metric_name != "":
+ # Remove tree metric from the engine
+ Performance.remove_custom_monitor(_process_time_metric_name)
+ _get_global_metrics().unregister_tree(self)
+
+ BeehaveDebuggerMessages.unregister_tree(get_instance_id())
+
+@export var actor: Node:
+ set(a):
+ actor = a
+ if actor == null:
+ actor = get_parent()
+ if Engine.is_editor_hint():
+ update_configuration_warnings()
+
+var status: int = -1
+var last_tick: int = 0
+
+var _internal_blackboard: Blackboard
+var _process_time_metric_name: String
+var _process_time_metric_value: float = 0.0
+var _can_send_message: bool = false
+
+
+func _ready() -> void:
+ var connect_scene_tree_signal = func(signal_name: String, is_added: bool):
+ if not get_tree().is_connected(signal_name, _on_scene_tree_node_added_removed.bind(is_added)):
+ get_tree().connect(signal_name, _on_scene_tree_node_added_removed.bind(is_added))
+ connect_scene_tree_signal.call("node_added", true)
+ connect_scene_tree_signal.call("node_removed", false)
+
+ if not process_thread:
+ process_thread = ProcessThread.PHYSICS
+
+ if not actor:
+ if actor_node_path:
+ actor = get_node(actor_node_path)
+ else:
+ actor = get_parent()
+
+ if not blackboard:
+ # invoke setter to auto-initialise the blackboard.
+ self.blackboard = null
+
+ # Get the name of the parent node name for metric
+ _process_time_metric_name = (
+ "beehave [microseconds]/process_time_%s-%s" % [actor.name, get_instance_id()]
+ )
+
+ set_physics_process(enabled and process_thread == ProcessThread.PHYSICS)
+ set_process(enabled and process_thread == ProcessThread.IDLE)
+
+ # Register custom metric to the engine
+ if custom_monitor and not Engine.is_editor_hint():
+ Performance.add_custom_monitor(_process_time_metric_name, _get_process_time_metric_value)
+ _get_global_metrics().register_tree(self)
+
+ if Engine.is_editor_hint():
+ update_configuration_warnings.call_deferred()
+ else:
+ _get_global_debugger().register_tree(self)
+ BeehaveDebuggerMessages.register_tree(_get_debugger_data(self))
+
+ # Randomize at what frames tick() will happen to avoid stutters
+ last_tick = randi_range(0, tick_rate - 1)
+
+
+func _on_scene_tree_node_added_removed(node: Node, is_added: bool) -> void:
+ if Engine.is_editor_hint():
+ return
+
+ if node is BeehaveNode and is_ancestor_of(node):
+ var sgnal := node.ready if is_added else node.tree_exited
+ if is_added:
+ sgnal.connect(
+ func() -> void: BeehaveDebuggerMessages.register_tree(_get_debugger_data(self)),
+ CONNECT_ONE_SHOT
+ )
+ else:
+ sgnal.connect(
+ func() -> void:
+ BeehaveDebuggerMessages.unregister_tree(get_instance_id())
+ request_ready()
+ )
+
+
+func _physics_process(_delta: float) -> void:
+ _process_internally()
+
+
+func _process(_delta: float) -> void:
+ _process_internally()
+
+
+func _process_internally() -> void:
+ if Engine.is_editor_hint():
+ return
+
+ if last_tick < tick_rate - 1:
+ last_tick += 1
+ return
+
+ last_tick = 0
+
+ # Start timing for metric
+ var start_time = Time.get_ticks_usec()
+
+ blackboard.set_value("can_send_message", _can_send_message)
+
+ if _can_send_message:
+ BeehaveDebuggerMessages.process_begin(get_instance_id())
+
+ if self.get_child_count() == 1:
+ tick()
+
+ if _can_send_message:
+ BeehaveDebuggerMessages.process_end(get_instance_id())
+
+ # Check the cost for this frame and save it for metric report
+ _process_time_metric_value = Time.get_ticks_usec() - start_time
+
+
+func tick() -> int:
+ if actor == null or get_child_count() == 0:
+ return FAILURE
+ var child := self.get_child(0)
+ if status != RUNNING:
+ child.before_run(actor, blackboard)
+
+ status = child.tick(actor, blackboard)
+ if _can_send_message:
+ BeehaveDebuggerMessages.process_tick(child.get_instance_id(), status)
+ BeehaveDebuggerMessages.process_tick(get_instance_id(), status)
+
+ # Clear running action if nothing is running
+ if status != RUNNING:
+ blackboard.set_value("running_action", null, str(actor.get_instance_id()))
+ child.after_run(actor, blackboard)
+
+ return status
+
+
+func _get_configuration_warnings() -> PackedStringArray:
+ var warnings: PackedStringArray = []
+
+ if actor == null:
+ warnings.append("Configure target node on tree")
+
+ if get_children().any(func(x): return not (x is BeehaveNode)):
+ warnings.append("All children of this node should inherit from BeehaveNode class.")
+
+ if get_child_count() != 1:
+ warnings.append("BeehaveTree should have exactly one child node.")
+
+ return warnings
+
+
+## Returns the currently running action
+func get_running_action() -> ActionLeaf:
+ return blackboard.get_value("running_action", null, str(actor.get_instance_id()))
+
+
+## Returns the last condition that was executed
+func get_last_condition() -> ConditionLeaf:
+ return blackboard.get_value("last_condition", null, str(actor.get_instance_id()))
+
+
+## Returns the status of the last executed condition
+func get_last_condition_status() -> String:
+ if blackboard.has_value("last_condition_status", str(actor.get_instance_id())):
+ var status = blackboard.get_value(
+ "last_condition_status", null, str(actor.get_instance_id())
+ )
+ if status == SUCCESS:
+ return "SUCCESS"
+ elif status == FAILURE:
+ return "FAILURE"
+ else:
+ return "RUNNING"
+ return ""
+
+
+## interrupts this tree if anything was running
+func interrupt() -> void:
+ if self.get_child_count() != 0:
+ var first_child = self.get_child(0)
+ if "interrupt" in first_child:
+ first_child.interrupt(actor, blackboard)
+
+
+## Enables this tree.
+func enable() -> void:
+ self.enabled = true
+
+
+## Disables this tree.
+func disable() -> void:
+ self.enabled = false
+
+
+func _exit_tree() -> void:
+ if custom_monitor:
+ if _process_time_metric_name != "":
+ # Remove tree metric from the engine
+ Performance.remove_custom_monitor(_process_time_metric_name)
+ _get_global_metrics().unregister_tree(self)
+
+ BeehaveDebuggerMessages.unregister_tree(get_instance_id())
+
+
+# Called by the engine to profile this tree
+func _get_process_time_metric_value() -> int:
+ return int(_process_time_metric_value)
+
+
+func _get_debugger_data(node: Node) -> Dictionary:
+ if not (node is BeehaveTree or node is BeehaveNode):
+ return {}
+
+ var data := {
+ path = node.get_path(),
+ name = node.name,
+ type = node.get_class_name(),
+ id = str(node.get_instance_id())
+ }
+ if node.get_child_count() > 0:
+ data.children = []
+ for child in node.get_children():
+ var child_data := _get_debugger_data(child)
+ if not child_data.is_empty():
+ data.children.push_back(child_data)
+ return data
+
+
+func get_class_name() -> Array[StringName]:
+ return [&"BeehaveTree"]
+
+
+# required to avoid lifecycle issues on initial load
+# due to loading order problems with autoloads
+func _get_global_metrics() -> Node:
+ return get_tree().root.get_node("BeehaveGlobalMetrics")
+
+
+# required to avoid lifecycle issues on initial load
+# due to loading order problems with autoloads
+func _get_global_debugger() -> Node:
+ return get_tree().root.get_node("BeehaveGlobalDebugger")
diff --git a/addons/beehave/nodes/composites/composite.gd b/addons/beehave/nodes/composites/composite.gd
new file mode 100644
index 0000000..53a8e90
--- /dev/null
+++ b/addons/beehave/nodes/composites/composite.gd
@@ -0,0 +1,34 @@
+@tool
+@icon("../../icons/category_composite.svg")
+class_name Composite extends BeehaveNode
+
+## A Composite node controls the flow of execution of its children in a specific manner.
+
+var running_child: BeehaveNode = null
+
+
+func _get_configuration_warnings() -> PackedStringArray:
+ var warnings: PackedStringArray = super._get_configuration_warnings()
+
+ if get_children().filter(func(x): return x is BeehaveNode).size() < 2:
+ warnings.append(
+ "Any composite node should have at least two children. Otherwise it is not useful."
+ )
+
+ return warnings
+
+
+func interrupt(actor: Node, blackboard: Blackboard) -> void:
+ if running_child != null:
+ running_child.interrupt(actor, blackboard)
+ running_child = null
+
+
+func after_run(actor: Node, blackboard: Blackboard) -> void:
+ running_child = null
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"Composite")
+ return classes
diff --git a/addons/beehave/nodes/composites/randomized_composite.gd b/addons/beehave/nodes/composites/randomized_composite.gd
new file mode 100644
index 0000000..2afa5e9
--- /dev/null
+++ b/addons/beehave/nodes/composites/randomized_composite.gd
@@ -0,0 +1,176 @@
+@tool
+class_name RandomizedComposite extends Composite
+
+const WEIGHTS_PREFIX = "Weights/"
+
+## Sets a predicable seed
+@export var random_seed: int = 0:
+ set(rs):
+ random_seed = rs
+ if random_seed != 0:
+ seed(random_seed)
+ else:
+ randomize()
+
+## Wether to use weights for every child or not.
+@export var use_weights: bool:
+ set(value):
+ use_weights = value
+ if use_weights:
+ _update_weights(get_children())
+ _connect_children_changing_signals()
+ notify_property_list_changed()
+
+var _weights: Dictionary
+var _exiting_tree: bool
+
+
+func _ready():
+ _connect_children_changing_signals()
+
+
+func _connect_children_changing_signals():
+ if not child_entered_tree.is_connected(_on_child_entered_tree):
+ child_entered_tree.connect(_on_child_entered_tree)
+
+ if not child_exiting_tree.is_connected(_on_child_exiting_tree):
+ child_exiting_tree.connect(_on_child_exiting_tree)
+
+
+func get_shuffled_children() -> Array[Node]:
+ var children_bag: Array[Node] = get_children().duplicate()
+ if use_weights:
+ var weights: Array[int]
+ weights.assign(children_bag.map(func(child): return _weights[child.name]))
+ children_bag.assign(_weighted_shuffle(children_bag, weights))
+ else:
+ children_bag.shuffle()
+ return children_bag
+
+
+## Returns a shuffled version of a given array using the supplied array of weights.
+## Think of weights as the chance of a given item being the first in the array.
+func _weighted_shuffle(items: Array, weights: Array[int]) -> Array:
+ if len(items) != len(weights):
+ push_error(
+ (
+ "items and weights size mismatch: expected %d weights, got %d instead."
+ % [len(items), len(weights)]
+ )
+ )
+ return items
+
+ # This method is based on the weighted random sampling algorithm
+ # by Efraimidis, Spirakis; 2005. This runs in O(n log(n)).
+
+ # For each index, it will calculate random_value^(1/weight).
+ var chance_calc = func(i): return [i, randf() ** (1.0 / weights[i])]
+ var random_distribuition = range(len(items)).map(chance_calc)
+
+ # Now we just have to order by the calculated value, descending.
+ random_distribuition.sort_custom(func(a, b): return a[1] > b[1])
+
+ return random_distribuition.map(func(dist): return items[dist[0]])
+
+
+func _get_property_list():
+ var properties = []
+
+ if use_weights:
+ for key in _weights.keys():
+ properties.append(
+ {
+ "name": WEIGHTS_PREFIX + key,
+ "type": TYPE_INT,
+ "usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR,
+ "hint": PROPERTY_HINT_RANGE,
+ "hint_string": "1,100"
+ }
+ )
+
+ return properties
+
+
+func _set(property: StringName, value: Variant) -> bool:
+ if property.begins_with(WEIGHTS_PREFIX):
+ var weight_name = property.trim_prefix(WEIGHTS_PREFIX)
+ _weights[weight_name] = value
+ return true
+
+ return false
+
+
+func _get(property: StringName):
+ if property.begins_with(WEIGHTS_PREFIX):
+ var weight_name = property.trim_prefix(WEIGHTS_PREFIX)
+ return _weights[weight_name]
+
+ return null
+
+
+func _update_weights(children: Array[Node]) -> void:
+ var new_weights = {}
+ for c in children:
+ if _weights.has(c.name):
+ new_weights[c.name] = _weights[c.name]
+ else:
+ new_weights[c.name] = 1
+ _weights = new_weights
+ notify_property_list_changed()
+
+
+func _exit_tree() -> void:
+ _exiting_tree = true
+
+
+func _enter_tree() -> void:
+ _exiting_tree = false
+
+
+func _on_child_entered_tree(node: Node):
+ _update_weights(get_children())
+
+ var renamed_callable = _on_child_renamed.bind(node.name, node)
+ if not node.renamed.is_connected(renamed_callable):
+ node.renamed.connect(renamed_callable)
+
+ if not node.tree_exited.is_connected(_on_child_tree_exited):
+ node.tree_exited.connect(_on_child_tree_exited.bind(node))
+
+
+func _on_child_exiting_tree(node: Node):
+ var renamed_callable = _on_child_renamed.bind(node.name, node)
+ if node.renamed.is_connected(renamed_callable):
+ node.renamed.disconnect(renamed_callable)
+
+
+func _on_child_tree_exited(node: Node) -> void:
+ # don't erase the individual child if the whole tree is exiting together
+ if not _exiting_tree:
+ var children = get_children()
+ children.erase(node)
+ _update_weights(children)
+
+ if node.tree_exited.is_connected(_on_child_tree_exited):
+ node.tree_exited.disconnect(_on_child_tree_exited)
+
+
+func _on_child_renamed(old_name: String, renamed_child: Node):
+ if old_name == renamed_child.name:
+ return # No need to update the weights.
+
+ # Disconnect signal with old name...
+ renamed_child.renamed.disconnect(_on_child_renamed.bind(old_name, renamed_child))
+ # ...and connect with the new name.
+ renamed_child.renamed.connect(_on_child_renamed.bind(renamed_child.name, renamed_child))
+
+ var original_weight = _weights[old_name]
+ _weights.erase(old_name)
+ _weights[renamed_child.name] = original_weight
+ notify_property_list_changed()
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"RandomizedComposite")
+ return classes
diff --git a/addons/beehave/nodes/composites/selector.gd b/addons/beehave/nodes/composites/selector.gd
new file mode 100644
index 0000000..618f602
--- /dev/null
+++ b/addons/beehave/nodes/composites/selector.gd
@@ -0,0 +1,69 @@
+@tool
+@icon("../../icons/selector.svg")
+class_name SelectorComposite extends Composite
+
+## Selector nodes will attempt to execute each of its children until one of
+## them return `SUCCESS`. If all children return `FAILURE`, this node will also
+## return `FAILURE`.
+## If a child returns `RUNNING` it will tick again.
+
+var last_execution_index: int = 0
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ for c in get_children():
+ if c.get_index() < last_execution_index:
+ continue
+
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ var response = c.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response)
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ match response:
+ SUCCESS:
+ _cleanup_running_task(c, actor, blackboard)
+ c.after_run(actor, blackboard)
+ return SUCCESS
+ FAILURE:
+ _cleanup_running_task(c, actor, blackboard)
+ last_execution_index += 1
+ c.after_run(actor, blackboard)
+ RUNNING:
+ running_child = c
+ if c is ActionLeaf:
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+ return RUNNING
+
+ return FAILURE
+
+
+func after_run(actor: Node, blackboard: Blackboard) -> void:
+ last_execution_index = 0
+ super(actor, blackboard)
+
+
+func interrupt(actor: Node, blackboard: Blackboard) -> void:
+ last_execution_index = 0
+ super(actor, blackboard)
+
+
+## Changes `running_action` and `running_child` after the node finishes executing.
+func _cleanup_running_task(finished_action: Node, actor: Node, blackboard: Blackboard):
+ var blackboard_name = str(actor.get_instance_id())
+ if finished_action == running_child:
+ running_child = null
+ if finished_action == blackboard.get_value("running_action", null, blackboard_name):
+ blackboard.set_value("running_action", null, blackboard_name)
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"SelectorComposite")
+ return classes
diff --git a/addons/beehave/nodes/composites/selector_random.gd b/addons/beehave/nodes/composites/selector_random.gd
new file mode 100644
index 0000000..7a42300
--- /dev/null
+++ b/addons/beehave/nodes/composites/selector_random.gd
@@ -0,0 +1,82 @@
+@tool
+@icon("../../icons/selector_random.svg")
+class_name SelectorRandomComposite extends RandomizedComposite
+
+## This node will attempt to execute all of its children just like a
+## [code]SelectorStar[/code] would, with the exception that the children
+## will be executed in a random order.
+
+## A shuffled list of the children that will be executed in reverse order.
+var _children_bag: Array[Node] = []
+var c: Node
+
+
+func _ready() -> void:
+ super()
+ if random_seed == 0:
+ randomize()
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ if _children_bag.is_empty():
+ _reset()
+
+ # We need to traverse the array in reverse since we will be manipulating it.
+ for i in _get_reversed_indexes():
+ c = _children_bag[i]
+
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ var response = c.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response)
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ match response:
+ SUCCESS:
+ _children_bag.erase(c)
+ c.after_run(actor, blackboard)
+ return SUCCESS
+ FAILURE:
+ _children_bag.erase(c)
+ c.after_run(actor, blackboard)
+ RUNNING:
+ running_child = c
+ if c is ActionLeaf:
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+ return RUNNING
+
+ return FAILURE
+
+
+func after_run(actor: Node, blackboard: Blackboard) -> void:
+ _reset()
+ super(actor, blackboard)
+
+
+func interrupt(actor: Node, blackboard: Blackboard) -> void:
+ _reset()
+ super(actor, blackboard)
+
+
+func _get_reversed_indexes() -> Array[int]:
+ var reversed: Array[int]
+ reversed.assign(range(_children_bag.size()))
+ reversed.reverse()
+ return reversed
+
+
+func _reset() -> void:
+ var new_order = get_shuffled_children()
+ _children_bag = new_order.duplicate()
+ _children_bag.reverse() # It needs to run the children in reverse order.
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"SelectorRandomComposite")
+ return classes
diff --git a/addons/beehave/nodes/composites/selector_reactive.gd b/addons/beehave/nodes/composites/selector_reactive.gd
new file mode 100644
index 0000000..fa164d0
--- /dev/null
+++ b/addons/beehave/nodes/composites/selector_reactive.gd
@@ -0,0 +1,47 @@
+@tool
+@icon("../../icons/selector_reactive.svg")
+class_name SelectorReactiveComposite extends Composite
+
+## Selector Reactive nodes will attempt to execute each of its children until one of
+## them return `SUCCESS`. If all children return `FAILURE`, this node will also
+## return `FAILURE`.
+## If a child returns `RUNNING` it will restart.
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ for c in get_children():
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ var response = c.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response)
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ match response:
+ SUCCESS:
+ # Interrupt any child that was RUNNING before.
+ if c != running_child:
+ interrupt(actor, blackboard)
+ c.after_run(actor, blackboard)
+ return SUCCESS
+ FAILURE:
+ c.after_run(actor, blackboard)
+ RUNNING:
+ if c != running_child:
+ interrupt(actor, blackboard)
+ running_child = c
+ if c is ActionLeaf:
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+ return RUNNING
+
+ return FAILURE
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"SelectorReactiveComposite")
+ return classes
diff --git a/addons/beehave/nodes/composites/sequence.gd b/addons/beehave/nodes/composites/sequence.gd
new file mode 100644
index 0000000..d308e8d
--- /dev/null
+++ b/addons/beehave/nodes/composites/sequence.gd
@@ -0,0 +1,75 @@
+@tool
+@icon("../../icons/sequence.svg")
+class_name SequenceComposite extends Composite
+
+## Sequence nodes will attempt to execute all of its children and report
+## `SUCCESS` in case all of the children report a `SUCCESS` status code.
+## If at least one child reports a `FAILURE` status code, this node will also
+## return `FAILURE` and restart.
+## In case a child returns `RUNNING` this node will tick again.
+
+var successful_index: int = 0
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ for c in get_children():
+ if c.get_index() < successful_index:
+ continue
+
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ var response = c.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response)
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ match response:
+ SUCCESS:
+ _cleanup_running_task(c, actor, blackboard)
+ successful_index += 1
+ c.after_run(actor, blackboard)
+ FAILURE:
+ _cleanup_running_task(c, actor, blackboard)
+ # Interrupt any child that was RUNNING before.
+ interrupt(actor, blackboard)
+ c.after_run(actor, blackboard)
+ return FAILURE
+ RUNNING:
+ if c != running_child:
+ if running_child != null:
+ running_child.interrupt(actor, blackboard)
+ running_child = c
+ if c is ActionLeaf:
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+ return RUNNING
+
+ _reset()
+ return SUCCESS
+
+
+func interrupt(actor: Node, blackboard: Blackboard) -> void:
+ _reset()
+ super(actor, blackboard)
+
+
+func _reset() -> void:
+ successful_index = 0
+
+
+## Changes `running_action` and `running_child` after the node finishes executing.
+func _cleanup_running_task(finished_action: Node, actor: Node, blackboard: Blackboard):
+ var blackboard_name = str(actor.get_instance_id())
+ if finished_action == running_child:
+ running_child = null
+ if finished_action == blackboard.get_value("running_action", null, blackboard_name):
+ blackboard.set_value("running_action", null, blackboard_name)
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"SequenceComposite")
+ return classes
diff --git a/addons/beehave/nodes/composites/sequence_random.gd b/addons/beehave/nodes/composites/sequence_random.gd
new file mode 100644
index 0000000..a744f52
--- /dev/null
+++ b/addons/beehave/nodes/composites/sequence_random.gd
@@ -0,0 +1,96 @@
+@tool
+@icon("../../icons/sequence_random.svg")
+class_name SequenceRandomComposite extends RandomizedComposite
+
+## This node will attempt to execute all of its children just like a
+## [code]SequenceStar[/code] would, with the exception that the children
+## will be executed in a random order.
+
+# Emitted whenever the children are shuffled.
+signal reset(new_order: Array[Node])
+
+## Whether the sequence should start where it left off after a previous failure.
+@export var resume_on_failure: bool = false
+## Whether the sequence should start where it left off after a previous interruption.
+@export var resume_on_interrupt: bool = false
+
+## A shuffled list of the children that will be executed in reverse order.
+var _children_bag: Array[Node] = []
+var c: Node
+
+
+func _ready() -> void:
+ super()
+ if random_seed == 0:
+ randomize()
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ if _children_bag.is_empty():
+ _reset()
+
+ # We need to traverse the array in reverse since we will be manipulating it.
+ for i in _get_reversed_indexes():
+ c = _children_bag[i]
+
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ var response = c.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response)
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ match response:
+ SUCCESS:
+ _children_bag.erase(c)
+ c.after_run(actor, blackboard)
+ FAILURE:
+ _children_bag.erase(c)
+ # Interrupt any child that was RUNNING before
+ # but do not reset!
+ super.interrupt(actor, blackboard)
+ c.after_run(actor, blackboard)
+ return FAILURE
+ RUNNING:
+ running_child = c
+ if c is ActionLeaf:
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+ return RUNNING
+
+ return SUCCESS
+
+
+func after_run(actor: Node, blackboard: Blackboard) -> void:
+ if not resume_on_failure:
+ _reset()
+ super(actor, blackboard)
+
+
+func interrupt(actor: Node, blackboard: Blackboard) -> void:
+ if not resume_on_interrupt:
+ _reset()
+ super(actor, blackboard)
+
+
+func _get_reversed_indexes() -> Array[int]:
+ var reversed: Array[int]
+ reversed.assign(range(_children_bag.size()))
+ reversed.reverse()
+ return reversed
+
+
+func _reset() -> void:
+ var new_order = get_shuffled_children()
+ _children_bag = new_order.duplicate()
+ _children_bag.reverse() # It needs to run the children in reverse order.
+ reset.emit(new_order)
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"SequenceRandomComposite")
+ return classes
diff --git a/addons/beehave/nodes/composites/sequence_reactive.gd b/addons/beehave/nodes/composites/sequence_reactive.gd
new file mode 100644
index 0000000..f40d8ab
--- /dev/null
+++ b/addons/beehave/nodes/composites/sequence_reactive.gd
@@ -0,0 +1,63 @@
+@tool
+@icon("../../icons/sequence_reactive.svg")
+class_name SequenceReactiveComposite extends Composite
+
+## Reactive Sequence nodes will attempt to execute all of its children and report
+## `SUCCESS` in case all of the children report a `SUCCESS` status code.
+## If at least one child reports a `FAILURE` status code, this node will also
+## return `FAILURE` and restart.
+## In case a child returns `RUNNING` this node will restart.
+
+var successful_index: int = 0
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ for c in get_children():
+ if c.get_index() < successful_index:
+ continue
+
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ var response = c.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response)
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ match response:
+ SUCCESS:
+ successful_index += 1
+ c.after_run(actor, blackboard)
+ FAILURE:
+ # Interrupt any child that was RUNNING before.
+ interrupt(actor, blackboard)
+ c.after_run(actor, blackboard)
+ return FAILURE
+ RUNNING:
+ _reset()
+ if running_child != c:
+ interrupt(actor, blackboard)
+ running_child = c
+ if c is ActionLeaf:
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+ return RUNNING
+ _reset()
+ return SUCCESS
+
+
+func interrupt(actor: Node, blackboard: Blackboard) -> void:
+ _reset()
+ super(actor, blackboard)
+
+
+func _reset() -> void:
+ successful_index = 0
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"SequenceReactiveComposite")
+ return classes
diff --git a/addons/beehave/nodes/composites/sequence_star.gd b/addons/beehave/nodes/composites/sequence_star.gd
new file mode 100644
index 0000000..36bb19c
--- /dev/null
+++ b/addons/beehave/nodes/composites/sequence_star.gd
@@ -0,0 +1,61 @@
+@tool
+@icon("../../icons/sequence_reactive.svg")
+class_name SequenceStarComposite extends Composite
+
+## Sequence Star nodes will attempt to execute all of its children and report
+## `SUCCESS` in case all of the children report a `SUCCESS` status code.
+## If at least one child reports a `FAILURE` status code, this node will also
+## return `FAILURE` and tick again.
+## In case a child returns `RUNNING` this node will tick again.
+
+var successful_index: int = 0
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ for c in get_children():
+ if c.get_index() < successful_index:
+ continue
+
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ var response = c.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response)
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ match response:
+ SUCCESS:
+ successful_index += 1
+ c.after_run(actor, blackboard)
+ FAILURE:
+ # Interrupt any child that was RUNNING before
+ # but do not reset!
+ super.interrupt(actor, blackboard)
+ c.after_run(actor, blackboard)
+ return FAILURE
+ RUNNING:
+ running_child = c
+ if c is ActionLeaf:
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+ return RUNNING
+ _reset()
+ return SUCCESS
+
+
+func interrupt(actor: Node, blackboard: Blackboard) -> void:
+ _reset()
+ super(actor, blackboard)
+
+
+func _reset() -> void:
+ successful_index = 0
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"SequenceStarComposite")
+ return classes
diff --git a/addons/beehave/nodes/composites/simple_parallel.gd b/addons/beehave/nodes/composites/simple_parallel.gd
new file mode 100644
index 0000000..4133d60
--- /dev/null
+++ b/addons/beehave/nodes/composites/simple_parallel.gd
@@ -0,0 +1,122 @@
+@tool
+@icon("../../icons/simple_parallel.svg")
+class_name SimpleParallelComposite extends Composite
+
+## Simple Parallel nodes will attampt to execute all chidren at same time and
+## can only have exactly two children. First child as primary node, second
+## child as secondary node.
+## This node will always report primary node's state, and continue tick while
+## primary node return 'RUNNING'. The state of secondary node will be ignored
+## and executed like a subtree.
+## If primary node return 'SUCCESS' or 'FAILURE', this node will interrupt
+## secondary node and return primary node's result.
+## If this node is running under delay mode, it will wait seconday node
+## finish its action after primary node terminates.
+
+#how many times should secondary node repeat, zero means loop forever
+@export var secondary_node_repeat_count: int = 0
+
+#wether to wait secondary node finish its current action after primary node finished
+@export var delay_mode: bool = false
+
+var delayed_result := SUCCESS
+var main_task_finished: bool = false
+var secondary_node_running: bool = false
+var secondary_node_repeat_left: int = 0
+
+
+func _get_configuration_warnings() -> PackedStringArray:
+ var warnings: PackedStringArray = super._get_configuration_warnings()
+
+ if get_child_count() != 2:
+ warnings.append("SimpleParallel should have exactly two child nodes.")
+
+ if not get_child(0) is ActionLeaf:
+ warnings.append("SimpleParallel should have an action leaf node as first child node.")
+
+ return warnings
+
+
+func tick(actor, blackboard: Blackboard):
+ for c in get_children():
+ var node_index = c.get_index()
+ if node_index == 0 and not main_task_finished:
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ var response = c.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response)
+
+ delayed_result = response
+ match response:
+ SUCCESS, FAILURE:
+ _cleanup_running_task(c, actor, blackboard)
+ c.after_run(actor, blackboard)
+ main_task_finished = true
+ if not delay_mode:
+ if secondary_node_running:
+ get_child(1).interrupt(actor, blackboard)
+ _reset()
+ return delayed_result
+ RUNNING:
+ running_child = c
+ if c is ActionLeaf:
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+
+ elif node_index == 1:
+ if secondary_node_repeat_count == 0 or secondary_node_repeat_left > 0:
+ if not secondary_node_running:
+ c.before_run(actor, blackboard)
+ var subtree_response = c.tick(actor, blackboard)
+ if subtree_response != RUNNING:
+ secondary_node_running = false
+ c.after_run(actor, blackboard)
+ if delay_mode and main_task_finished:
+ _reset()
+ return delayed_result
+ elif secondary_node_repeat_left > 0:
+ secondary_node_repeat_left -= 1
+ else:
+ secondary_node_running = true
+
+ return RUNNING
+
+
+func before_run(actor: Node, blackboard: Blackboard) -> void:
+ secondary_node_repeat_left = secondary_node_repeat_count
+ super(actor, blackboard)
+
+
+func interrupt(actor: Node, blackboard: Blackboard) -> void:
+ if not main_task_finished:
+ get_child(0).interrupt(actor, blackboard)
+ if secondary_node_running:
+ get_child(1).interrupt(actor, blackboard)
+ _reset()
+ super(actor, blackboard)
+
+
+func after_run(actor: Node, blackboard: Blackboard) -> void:
+ _reset()
+ super(actor, blackboard)
+
+
+func _reset() -> void:
+ main_task_finished = false
+ secondary_node_running = false
+
+
+## Changes `running_action` and `running_child` after the node finishes executing.
+func _cleanup_running_task(finished_action: Node, actor: Node, blackboard: Blackboard):
+ var blackboard_name = str(actor.get_instance_id())
+ if finished_action == running_child:
+ running_child = null
+ if finished_action == blackboard.get_value("running_action", null, blackboard_name):
+ blackboard.set_value("running_action", null, blackboard_name)
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"SimpleParallelComposite")
+ return classes
diff --git a/addons/beehave/nodes/decorators/cooldown.gd b/addons/beehave/nodes/decorators/cooldown.gd
new file mode 100644
index 0000000..84c27b7
--- /dev/null
+++ b/addons/beehave/nodes/decorators/cooldown.gd
@@ -0,0 +1,49 @@
+@tool
+@icon("../../icons/cooldown.svg")
+extends Decorator
+class_name CooldownDecorator
+
+## The Cooldown Decorator will return 'FAILURE' for a set amount of time
+## after executing its child.
+## The timer resets the next time its child is executed and it is not `RUNNING`
+
+## The wait time in seconds
+@export var wait_time := 0.0
+
+@onready var cache_key = "cooldown_%s" % self.get_instance_id()
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ var c = get_child(0)
+ var remaining_time = blackboard.get_value(cache_key, 0.0, str(actor.get_instance_id()))
+ var response
+
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ if remaining_time > 0:
+ response = FAILURE
+
+ remaining_time -= get_physics_process_delta_time()
+ blackboard.set_value(cache_key, remaining_time, str(actor.get_instance_id()))
+
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(self.get_instance_id(), response)
+ else:
+ response = c.tick(actor, blackboard)
+
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response)
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ if response == RUNNING and c is ActionLeaf:
+ running_child = c
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+
+ if response != RUNNING:
+ blackboard.set_value(cache_key, wait_time, str(actor.get_instance_id()))
+
+ return response
diff --git a/addons/beehave/nodes/decorators/decorator.gd b/addons/beehave/nodes/decorators/decorator.gd
new file mode 100644
index 0000000..3b93498
--- /dev/null
+++ b/addons/beehave/nodes/decorators/decorator.gd
@@ -0,0 +1,33 @@
+@tool
+@icon("../../icons/category_decorator.svg")
+class_name Decorator extends BeehaveNode
+
+## Decorator nodes are used to transform the result received by its child.
+## Must only have one child.
+
+var running_child: BeehaveNode = null
+
+
+func _get_configuration_warnings() -> PackedStringArray:
+ var warnings: PackedStringArray = super._get_configuration_warnings()
+
+ if get_child_count() != 1:
+ warnings.append("Decorator should have exactly one child node.")
+
+ return warnings
+
+
+func interrupt(actor: Node, blackboard: Blackboard) -> void:
+ if running_child != null:
+ running_child.interrupt(actor, blackboard)
+ running_child = null
+
+
+func after_run(actor: Node, blackboard: Blackboard) -> void:
+ running_child = null
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"Decorator")
+ return classes
diff --git a/addons/beehave/nodes/decorators/delayer.gd b/addons/beehave/nodes/decorators/delayer.gd
new file mode 100644
index 0000000..2b8b73c
--- /dev/null
+++ b/addons/beehave/nodes/decorators/delayer.gd
@@ -0,0 +1,49 @@
+@tool
+@icon("../../icons/delayer.svg")
+extends Decorator
+class_name DelayDecorator
+
+## The Delay Decorator will return 'RUNNING' for a set amount of time
+## before executing its child.
+## The timer resets when both it and its child are not `RUNNING`
+
+## The wait time in seconds
+@export var wait_time := 0.0
+
+@onready var cache_key = "time_limiter_%s" % self.get_instance_id()
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ var c = get_child(0)
+ var total_time = blackboard.get_value(cache_key, 0.0, str(actor.get_instance_id()))
+ var response
+
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ if total_time < wait_time:
+ response = RUNNING
+
+ total_time += get_physics_process_delta_time()
+ blackboard.set_value(cache_key, total_time, str(actor.get_instance_id()))
+
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(self.get_instance_id(), response)
+ else:
+ response = c.tick(actor, blackboard)
+
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response)
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ if response == RUNNING and c is ActionLeaf:
+ running_child = c
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+
+ if response != RUNNING:
+ blackboard.set_value(cache_key, 0.0, str(actor.get_instance_id()))
+
+ return response
diff --git a/addons/beehave/nodes/decorators/failer.gd b/addons/beehave/nodes/decorators/failer.gd
new file mode 100644
index 0000000..e47312f
--- /dev/null
+++ b/addons/beehave/nodes/decorators/failer.gd
@@ -0,0 +1,35 @@
+@tool
+@icon("../../icons/failer.svg")
+class_name AlwaysFailDecorator extends Decorator
+
+## A Failer node will always return a `FAILURE` status code.
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ var c = get_child(0)
+
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ var response = c.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response)
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ if response == RUNNING:
+ running_child = c
+ if c is ActionLeaf:
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+ return RUNNING
+ else:
+ c.after_run(actor, blackboard)
+ return FAILURE
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"AlwaysFailDecorator")
+ return classes
diff --git a/addons/beehave/nodes/decorators/inverter.gd b/addons/beehave/nodes/decorators/inverter.gd
new file mode 100644
index 0000000..2570677
--- /dev/null
+++ b/addons/beehave/nodes/decorators/inverter.gd
@@ -0,0 +1,43 @@
+@tool
+@icon("../../icons/inverter.svg")
+class_name InverterDecorator extends Decorator
+
+## An inverter will return `FAILURE` in case it's child returns a `SUCCESS` status
+## code or `SUCCESS` in case its child returns a `FAILURE` status code.
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ var c = get_child(0)
+
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ var response = c.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response)
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ match response:
+ SUCCESS:
+ c.after_run(actor, blackboard)
+ return FAILURE
+ FAILURE:
+ c.after_run(actor, blackboard)
+ return SUCCESS
+ RUNNING:
+ running_child = c
+ if c is ActionLeaf:
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+ return RUNNING
+ _:
+ push_error("This should be unreachable")
+ return -1
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"InverterDecorator")
+ return classes
diff --git a/addons/beehave/nodes/decorators/limiter.gd b/addons/beehave/nodes/decorators/limiter.gd
new file mode 100644
index 0000000..a38d7f3
--- /dev/null
+++ b/addons/beehave/nodes/decorators/limiter.gd
@@ -0,0 +1,60 @@
+@tool
+@icon("../../icons/limiter.svg")
+class_name LimiterDecorator extends Decorator
+
+## The limiter will execute its `RUNNING` child `x` amount of times. When the number of
+## maximum ticks is reached, it will return a `FAILURE` status code.
+## The count resets the next time that a child is not `RUNNING`
+
+@onready var cache_key = "limiter_%s" % self.get_instance_id()
+
+@export var max_count: float = 0
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ if not get_child_count() == 1:
+ return FAILURE
+
+ var child = get_child(0)
+ var current_count = blackboard.get_value(cache_key, 0, str(actor.get_instance_id()))
+
+ if current_count < max_count:
+ blackboard.set_value(cache_key, current_count + 1, str(actor.get_instance_id()))
+ var response = child.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(child.get_instance_id(), response)
+
+ if child is ConditionLeaf:
+ blackboard.set_value("last_condition", child, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ if child is ActionLeaf and response == RUNNING:
+ running_child = child
+ blackboard.set_value("running_action", child, str(actor.get_instance_id()))
+
+ if response != RUNNING:
+ child.after_run(actor, blackboard)
+
+ return response
+ else:
+ interrupt(actor, blackboard)
+ child.after_run(actor, blackboard)
+ return FAILURE
+
+
+func before_run(actor: Node, blackboard: Blackboard) -> void:
+ blackboard.set_value(cache_key, 0, str(actor.get_instance_id()))
+ if get_child_count() > 0:
+ get_child(0).before_run(actor, blackboard)
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"LimiterDecorator")
+ return classes
+
+
+func _get_configuration_warnings() -> PackedStringArray:
+ if not get_child_count() == 1:
+ return ["Requires exactly one child node"]
+ return []
diff --git a/addons/beehave/nodes/decorators/repeater.gd b/addons/beehave/nodes/decorators/repeater.gd
new file mode 100644
index 0000000..647f7e0
--- /dev/null
+++ b/addons/beehave/nodes/decorators/repeater.gd
@@ -0,0 +1,58 @@
+## The repeater will execute its child until it returns `SUCCESS` a certain amount of times.
+## When the number of maximum ticks is reached, it will return a `SUCCESS` status code.
+## If the child returns `FAILURE`, the repeater will return `FAILURE` immediately.
+@tool
+@icon("../../icons/repeater.svg")
+class_name RepeaterDecorator extends Decorator
+
+@export var repetitions: int = 1
+var current_count: int = 0
+
+
+func before_run(actor: Node, blackboard: Blackboard):
+ current_count = 0
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ var child = get_child(0)
+
+ if current_count < repetitions:
+ if running_child == null:
+ child.before_run(actor, blackboard)
+
+ var response = child.tick(actor, blackboard)
+
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(child.get_instance_id(), response)
+
+ if child is ConditionLeaf:
+ blackboard.set_value("last_condition", child, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ if response == RUNNING:
+ running_child = child
+ if child is ActionLeaf:
+ blackboard.set_value("running_action", child, str(actor.get_instance_id()))
+ return RUNNING
+
+ current_count += 1
+ child.after_run(actor, blackboard)
+
+ if running_child != null:
+ running_child = null
+
+ if response == FAILURE:
+ return FAILURE
+
+ if current_count >= repetitions:
+ return SUCCESS
+
+ return RUNNING
+ else:
+ return SUCCESS
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"LimiterDecorator")
+ return classes
diff --git a/addons/beehave/nodes/decorators/succeeder.gd b/addons/beehave/nodes/decorators/succeeder.gd
new file mode 100644
index 0000000..344b90f
--- /dev/null
+++ b/addons/beehave/nodes/decorators/succeeder.gd
@@ -0,0 +1,35 @@
+@tool
+@icon("../../icons/succeeder.svg")
+class_name AlwaysSucceedDecorator extends Decorator
+
+## A succeeder node will always return a `SUCCESS` status code.
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ var c = get_child(0)
+
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ var response = c.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response)
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ if response == RUNNING:
+ running_child = c
+ if c is ActionLeaf:
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+ return RUNNING
+ else:
+ c.after_run(actor, blackboard)
+ return SUCCESS
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"AlwaysSucceedDecorator")
+ return classes
diff --git a/addons/beehave/nodes/decorators/time_limiter.gd b/addons/beehave/nodes/decorators/time_limiter.gd
new file mode 100644
index 0000000..d9638d7
--- /dev/null
+++ b/addons/beehave/nodes/decorators/time_limiter.gd
@@ -0,0 +1,60 @@
+@tool
+@icon("../../icons/limiter.svg")
+class_name TimeLimiterDecorator extends Decorator
+
+## The Time Limit Decorator will give its `RUNNING` child a set amount of time to finish
+## before interrupting it and return a `FAILURE` status code.
+## The timer resets the next time that a child is not `RUNNING`
+
+@export var wait_time := 0.0
+
+@onready var cache_key = "time_limiter_%s" % self.get_instance_id()
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ if not get_child_count() == 1:
+ return FAILURE
+
+ var child = self.get_child(0)
+ var time_left = blackboard.get_value(cache_key, 0.0, str(actor.get_instance_id()))
+
+ if time_left < wait_time:
+ time_left += get_physics_process_delta_time()
+ blackboard.set_value(cache_key, time_left, str(actor.get_instance_id()))
+ var response = child.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(child.get_instance_id(), response)
+
+ if child is ConditionLeaf:
+ blackboard.set_value("last_condition", child, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ if response == RUNNING:
+ running_child = child
+ if child is ActionLeaf:
+ blackboard.set_value("running_action", child, str(actor.get_instance_id()))
+ else:
+ child.after_run(actor, blackboard)
+ return response
+ else:
+ interrupt(actor, blackboard)
+ child.after_run(actor, blackboard)
+ return FAILURE
+
+
+func before_run(actor: Node, blackboard: Blackboard) -> void:
+ blackboard.set_value(cache_key, 0.0, str(actor.get_instance_id()))
+ if get_child_count() > 0:
+ get_child(0).before_run(actor, blackboard)
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"TimeLimiterDecorator")
+ return classes
+
+
+func _get_configuration_warnings() -> PackedStringArray:
+ if not get_child_count() == 1:
+ return ["Requires exactly one child node"]
+ return []
diff --git a/addons/beehave/nodes/decorators/until_fail.gd b/addons/beehave/nodes/decorators/until_fail.gd
new file mode 100644
index 0000000..8f5ebbe
--- /dev/null
+++ b/addons/beehave/nodes/decorators/until_fail.gd
@@ -0,0 +1,33 @@
+@tool
+@icon("../../icons/until_fail.svg")
+class_name UntilFailDecorator
+extends Decorator
+
+## The UntilFail Decorator will return `RUNNING` if its child returns
+## `SUCCESS` or `RUNNING` or it will return `SUCCESS` if its child returns
+## `FAILURE`
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ var c = get_child(0)
+
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ var response = c.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response)
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ if response == RUNNING:
+ running_child = c
+ if c is ActionLeaf:
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+ return RUNNING
+ if response == SUCCESS:
+ return RUNNING
+
+ return SUCCESS
diff --git a/addons/beehave/nodes/leaves/action.gd b/addons/beehave/nodes/leaves/action.gd
new file mode 100644
index 0000000..9074c07
--- /dev/null
+++ b/addons/beehave/nodes/leaves/action.gd
@@ -0,0 +1,14 @@
+@tool
+@icon("../../icons/action.svg")
+class_name ActionLeaf extends Leaf
+
+## Actions are leaf nodes that define a task to be performed by an actor.
+## Their execution can be long running, potentially being called across multiple
+## frame executions. In this case, the node should return `RUNNING` until the
+## action is completed.
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"ActionLeaf")
+ return classes
diff --git a/addons/beehave/nodes/leaves/blackboard_compare.gd b/addons/beehave/nodes/leaves/blackboard_compare.gd
new file mode 100644
index 0000000..38a870d
--- /dev/null
+++ b/addons/beehave/nodes/leaves/blackboard_compare.gd
@@ -0,0 +1,65 @@
+@tool
+class_name BlackboardCompareCondition extends ConditionLeaf
+
+## Compares two values using the specified comparison operator.
+## Returns [code]FAILURE[/code] if any of the expression fails or the
+## comparison operation returns [code]false[/code], otherwise it returns [code]SUCCESS[/code].
+
+enum Operators {
+ EQUAL,
+ NOT_EQUAL,
+ GREATER,
+ LESS,
+ GREATER_EQUAL,
+ LESS_EQUAL,
+}
+
+## Expression represetning left operand.
+## This value can be any valid GDScript expression.
+## In order to use the existing blackboard keys for comparison,
+## use get_value("key_name") e.g. get_value("direction").length()
+@export_placeholder(EXPRESSION_PLACEHOLDER) var left_operand: String = ""
+## Comparison operator.
+@export_enum("==", "!=", ">", "<", ">=", "<=") var operator: int = 0
+## Expression represetning right operand.
+## This value can be any valid GDScript expression.
+## In order to use the existing blackboard keys for comparison,
+## use get_value("key_name") e.g. get_value("direction").length()
+@export_placeholder(EXPRESSION_PLACEHOLDER) var right_operand: String = ""
+
+@onready var _left_expression: Expression = _parse_expression(left_operand)
+@onready var _right_expression: Expression = _parse_expression(right_operand)
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ var left: Variant = _left_expression.execute([], blackboard)
+
+ if _left_expression.has_execute_failed():
+ return FAILURE
+
+ var right: Variant = _right_expression.execute([], blackboard)
+
+ if _right_expression.has_execute_failed():
+ return FAILURE
+
+ var result: bool = false
+
+ match operator:
+ Operators.EQUAL:
+ result = left == right
+ Operators.NOT_EQUAL:
+ result = left != right
+ Operators.GREATER:
+ result = left > right
+ Operators.LESS:
+ result = left < right
+ Operators.GREATER_EQUAL:
+ result = left >= right
+ Operators.LESS_EQUAL:
+ result = left <= right
+
+ return SUCCESS if result else FAILURE
+
+
+func _get_expression_sources() -> Array[String]:
+ return [left_operand, right_operand]
diff --git a/addons/beehave/nodes/leaves/blackboard_erase.gd b/addons/beehave/nodes/leaves/blackboard_erase.gd
new file mode 100644
index 0000000..e5cc1d4
--- /dev/null
+++ b/addons/beehave/nodes/leaves/blackboard_erase.gd
@@ -0,0 +1,25 @@
+@tool
+class_name BlackboardEraseAction extends ActionLeaf
+
+## Erases the specified key from the blackboard.
+## Returns [code]FAILURE[/code] if expression execution fails, otherwise [code]SUCCESS[/code].
+
+## Expression representing a blackboard key.
+@export_placeholder(EXPRESSION_PLACEHOLDER) var key: String = ""
+
+@onready var _key_expression: Expression = _parse_expression(key)
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ var key_value: Variant = _key_expression.execute([], blackboard)
+
+ if _key_expression.has_execute_failed():
+ return FAILURE
+
+ blackboard.erase_value(key_value)
+
+ return SUCCESS
+
+
+func _get_expression_sources() -> Array[String]:
+ return [key]
diff --git a/addons/beehave/nodes/leaves/blackboard_has.gd b/addons/beehave/nodes/leaves/blackboard_has.gd
new file mode 100644
index 0000000..2ee5e92
--- /dev/null
+++ b/addons/beehave/nodes/leaves/blackboard_has.gd
@@ -0,0 +1,23 @@
+@tool
+class_name BlackboardHasCondition extends ConditionLeaf
+
+## Returns [code]FAILURE[/code] if expression execution fails or the specified key doesn't exist.
+## Returns [code]SUCCESS[/code] if blackboard has the specified key.
+
+## Expression representing a blackboard key.
+@export_placeholder(EXPRESSION_PLACEHOLDER) var key: String = ""
+
+@onready var _key_expression: Expression = _parse_expression(key)
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ var key_value: Variant = _key_expression.execute([], blackboard)
+
+ if _key_expression.has_execute_failed():
+ return FAILURE
+
+ return SUCCESS if blackboard.has_value(key_value) else FAILURE
+
+
+func _get_expression_sources() -> Array[String]:
+ return [key]
diff --git a/addons/beehave/nodes/leaves/blackboard_set.gd b/addons/beehave/nodes/leaves/blackboard_set.gd
new file mode 100644
index 0000000..4f0ed9f
--- /dev/null
+++ b/addons/beehave/nodes/leaves/blackboard_set.gd
@@ -0,0 +1,33 @@
+@tool
+class_name BlackboardSetAction extends ActionLeaf
+
+## Sets the specified key to the specified value.
+## Returns [code]FAILURE[/code] if expression execution fails, otherwise [code]SUCCESS[/code].
+
+## Expression representing a blackboard key.
+@export_placeholder(EXPRESSION_PLACEHOLDER) var key: String = ""
+## Expression representing a blackboard value to assign to the specified key.
+@export_placeholder(EXPRESSION_PLACEHOLDER) var value: String = ""
+
+@onready var _key_expression: Expression = _parse_expression(key)
+@onready var _value_expression: Expression = _parse_expression(value)
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ var key_value: Variant = _key_expression.execute([], blackboard)
+
+ if _key_expression.has_execute_failed():
+ return FAILURE
+
+ var value_value: Variant = _value_expression.execute([], blackboard)
+
+ if _value_expression.has_execute_failed():
+ return FAILURE
+
+ blackboard.set_value(key_value, value_value)
+
+ return SUCCESS
+
+
+func _get_expression_sources() -> Array[String]:
+ return [key, value]
diff --git a/addons/beehave/nodes/leaves/condition.gd b/addons/beehave/nodes/leaves/condition.gd
new file mode 100644
index 0000000..f4610b4
--- /dev/null
+++ b/addons/beehave/nodes/leaves/condition.gd
@@ -0,0 +1,12 @@
+@tool
+@icon("../../icons/condition.svg")
+class_name ConditionLeaf extends Leaf
+
+## Conditions are leaf nodes that either return SUCCESS or FAILURE depending on
+## a single simple condition. They should never return `RUNNING`.
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"ConditionLeaf")
+ return classes
diff --git a/addons/beehave/nodes/leaves/leaf.gd b/addons/beehave/nodes/leaves/leaf.gd
new file mode 100644
index 0000000..4946c7d
--- /dev/null
+++ b/addons/beehave/nodes/leaves/leaf.gd
@@ -0,0 +1,48 @@
+@tool
+@icon("../../icons/category_leaf.svg")
+class_name Leaf extends BeehaveNode
+
+## Base class for all leaf nodes of the tree.
+
+const EXPRESSION_PLACEHOLDER: String = "Insert an expression..."
+
+
+func _get_configuration_warnings() -> PackedStringArray:
+ var warnings: PackedStringArray = []
+
+ var children: Array[Node] = get_children()
+
+ if children.any(func(x): return x is BeehaveNode):
+ warnings.append("Leaf nodes should not have any child nodes. They won't be ticked.")
+
+ for source in _get_expression_sources():
+ var error_text: String = _parse_expression(source).get_error_text()
+ if not error_text.is_empty():
+ warnings.append("Expression `%s` is invalid! Error text: `%s`" % [source, error_text])
+
+ return warnings
+
+
+func _parse_expression(source: String) -> Expression:
+ var result: Expression = Expression.new()
+ var error: int = result.parse(source)
+
+ if not Engine.is_editor_hint() and error != OK:
+ push_error(
+ (
+ "[Leaf] Couldn't parse expression with source: `%s` Error text: `%s`"
+ % [source, result.get_error_text()]
+ )
+ )
+
+ return result
+
+
+func _get_expression_sources() -> Array[String]: # virtual
+ return []
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"Leaf")
+ return classes
diff --git a/addons/beehave/plugin.cfg b/addons/beehave/plugin.cfg
new file mode 100644
index 0000000..f06defe
--- /dev/null
+++ b/addons/beehave/plugin.cfg
@@ -0,0 +1,7 @@
+[plugin]
+
+name="Beehave"
+description="🐝 Behavior Tree addon for Godot Engine"
+author="bitbrain"
+version="2.8.2-dev"
+script="plugin.gd"
diff --git a/addons/beehave/plugin.gd b/addons/beehave/plugin.gd
new file mode 100644
index 0000000..cda3b0d
--- /dev/null
+++ b/addons/beehave/plugin.gd
@@ -0,0 +1,26 @@
+@tool
+extends EditorPlugin
+
+const BeehaveEditorDebugger := preload("debug/debugger.gd")
+var editor_debugger: BeehaveEditorDebugger
+var frames: RefCounted
+
+
+func _init():
+ name = "BeehavePlugin"
+ add_autoload_singleton("BeehaveGlobalMetrics", "metrics/beehave_global_metrics.gd")
+ add_autoload_singleton("BeehaveGlobalDebugger", "debug/global_debugger.gd")
+ print("Beehave initialized!")
+
+
+func _enter_tree() -> void:
+ editor_debugger = BeehaveEditorDebugger.new()
+ if Engine.get_version_info().minor >= 2:
+ frames = preload("debug/new_frames.gd").new()
+ else:
+ frames = preload("debug/old_frames.gd").new()
+ add_debugger_plugin(editor_debugger)
+
+
+func _exit_tree() -> void:
+ remove_debugger_plugin(editor_debugger)
diff --git a/addons/beehave/utils/utils.gd b/addons/beehave/utils/utils.gd
new file mode 100644
index 0000000..5f51ce7
--- /dev/null
+++ b/addons/beehave/utils/utils.gd
@@ -0,0 +1,21 @@
+@tool
+
+
+static func get_plugin() -> EditorPlugin:
+ var tree: SceneTree = Engine.get_main_loop()
+ return tree.get_root().get_child(0).get_node_or_null("BeehavePlugin")
+
+
+static func get_editor_scale() -> float:
+ var plugin := get_plugin()
+ if plugin:
+ return plugin.get_editor_interface().get_editor_scale()
+ return 1.0
+
+
+static func get_frames() -> RefCounted:
+ var plugin := get_plugin()
+ if plugin:
+ return plugin.frames
+ push_error("Can't find Beehave Plugin")
+ return null
diff --git a/assets/fonts/technoid-font/TechnoidOne-2O0d.ttf b/assets/fonts/technoid-font/TechnoidOne-2O0d.ttf
new file mode 100644
index 0000000..3c3af2b
Binary files /dev/null and b/assets/fonts/technoid-font/TechnoidOne-2O0d.ttf differ
diff --git a/assets/fonts/technoid-font/TechnoidOne-2O0d.ttf.import b/assets/fonts/technoid-font/TechnoidOne-2O0d.ttf.import
new file mode 100644
index 0000000..86d42b8
--- /dev/null
+++ b/assets/fonts/technoid-font/TechnoidOne-2O0d.ttf.import
@@ -0,0 +1,38 @@
+[remap]
+
+importer="font_data_dynamic"
+type="FontFile"
+uid="uid://5x36351ridtd"
+path="res://.godot/imported/TechnoidOne-2O0d.ttf-952d024ab2812f3c2d138d8abb97afda.fontdata"
+
+[deps]
+
+source_file="res://assets/fonts/technoid-font/TechnoidOne-2O0d.ttf"
+dest_files=["res://.godot/imported/TechnoidOne-2O0d.ttf-952d024ab2812f3c2d138d8abb97afda.fontdata"]
+
+[params]
+
+Rendering=null
+antialiasing=0
+generate_mipmaps=false
+multichannel_signed_distance_field=false
+msdf_pixel_range=8
+msdf_size=48
+allow_system_fallback=true
+force_autohinter=false
+hinting=1
+subpixel_positioning=1
+oversampling=0.0
+Fallbacks=null
+fallbacks=[]
+Compress=null
+compress=true
+preload=[{
+"chars": [],
+"glyphs": [],
+"name": "New Configuration",
+"size": Vector2i(16, 0)
+}]
+language_support={}
+script_support={}
+opentype_features={}
diff --git a/assets/fonts/technoid-font/info.txt b/assets/fonts/technoid-font/info.txt
new file mode 100644
index 0000000..4983e3d
--- /dev/null
+++ b/assets/fonts/technoid-font/info.txt
@@ -0,0 +1,2 @@
+license: Freeware
+link: https://www.fontspace.com/technoid-font-f1590
\ No newline at end of file
diff --git a/assets/fonts/technoid-font/misc/technoid.txt b/assets/fonts/technoid-font/misc/technoid.txt
new file mode 100644
index 0000000..02e4991
--- /dev/null
+++ b/assets/fonts/technoid-font/misc/technoid.txt
@@ -0,0 +1,7 @@
+Technoid
+
+this font by Ola Bjrling (ola@techno.org)
+
+homepage at http://ola.nool.nu but this might change.
+
+Freeware - use at your own risk.
\ No newline at end of file
diff --git a/assets/models/bipedal_mech/animations/cockpit_open.tres b/assets/models/bipedal_mech/animations/cockpit_open.tres
new file mode 100644
index 0000000..585bbbe
--- /dev/null
+++ b/assets/models/bipedal_mech/animations/cockpit_open.tres
@@ -0,0 +1,257 @@
+[gd_resource type="Animation" format=3 uid="uid://c0h2wkp2w2akg"]
+
+[resource]
+resource_name = "Armature|CockpitOpen"
+length = 2.63333
+tracks/0/type = "rotation_3d"
+tracks/0/imported = true
+tracks/0/enabled = true
+tracks/0/path = NodePath("Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D:CockpitPistonUpper.R_017")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
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diff --git a/assets/models/bipedal_mech/animations/idle.tres b/assets/models/bipedal_mech/animations/idle.tres
new file mode 100644
index 0000000..e86bd6e
--- /dev/null
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diff --git a/assets/models/bipedal_mech/animations/in_air.tres b/assets/models/bipedal_mech/animations/in_air.tres
new file mode 100644
index 0000000..d3f028c
--- /dev/null
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@@ -0,0 +1,258 @@
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diff --git a/assets/models/bipedal_mech/animations/jump_start.tres b/assets/models/bipedal_mech/animations/jump_start.tres
new file mode 100644
index 0000000..d954498
--- /dev/null
+++ b/assets/models/bipedal_mech/animations/jump_start.tres
@@ -0,0 +1,257 @@
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diff --git a/assets/models/bipedal_mech/animations/landing.res b/assets/models/bipedal_mech/animations/landing.res
new file mode 100644
index 0000000..5f203da
Binary files /dev/null and b/assets/models/bipedal_mech/animations/landing.res differ
diff --git a/assets/models/bipedal_mech/animations/walk.res b/assets/models/bipedal_mech/animations/walk.res
new file mode 100644
index 0000000..9b3f7c3
Binary files /dev/null and b/assets/models/bipedal_mech/animations/walk.res differ
diff --git a/assets/models/bipedal_mech/f.bin b/assets/models/bipedal_mech/f.bin
new file mode 100644
index 0000000..1c592ad
Binary files /dev/null and b/assets/models/bipedal_mech/f.bin differ
diff --git a/assets/models/bipedal_mech/license.txt b/assets/models/bipedal_mech/license.txt
new file mode 100644
index 0000000..7b3c8f2
--- /dev/null
+++ b/assets/models/bipedal_mech/license.txt
@@ -0,0 +1,11 @@
+Model Information:
+* title: Bipedal Mech
+* source: https://sketchfab.com/3d-models/bipedal-mech-9271b28473454a53bf037963a2878338
+* author: nabonilo (https://sketchfab.com/nabonilo)
+
+Model License:
+* license type: CC-BY-4.0 (http://creativecommons.org/licenses/by/4.0/)
+* requirements: Author must be credited. Commercial use is allowed.
+
+If you use this 3D model in your project be sure to copy paste this credit wherever you share it:
+This work is based on "Bipedal Mech" (https://sketchfab.com/3d-models/bipedal-mech-9271b28473454a53bf037963a2878338) by nabonilo (https://sketchfab.com/nabonilo) licensed under CC-BY-4.0 (http://creativecommons.org/licenses/by/4.0/)
\ No newline at end of file
diff --git a/assets/models/bipedal_mech/mech.gd b/assets/models/bipedal_mech/mech.gd
new file mode 100644
index 0000000..e277ebd
--- /dev/null
+++ b/assets/models/bipedal_mech/mech.gd
@@ -0,0 +1,12 @@
+class_name Mech
+extends Node3D
+
+signal stomp
+
+@onready var animation_tree: AnimationTree = $AnimationTree
+
+
+func _stomp() -> void:
+ @warning_ignore("unsafe_cast")
+ if (animation_tree["parameters/walk_space/blend_position"] as Vector2).length() > 0.1:
+ stomp.emit()
diff --git a/assets/models/bipedal_mech/mech.tscn b/assets/models/bipedal_mech/mech.tscn
new file mode 100644
index 0000000..6e863c7
--- /dev/null
+++ b/assets/models/bipedal_mech/mech.tscn
@@ -0,0 +1,1583 @@
+[gd_scene load_steps=48 format=3 uid="uid://dd7ebaau8a70n"]
+
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+[ext_resource type="Script" path="res://assets/models/bipedal_mech/mech.gd" id="2_u6cpy"]
+[ext_resource type="Animation" uid="uid://biapp2lcuuswt" path="res://assets/models/bipedal_mech/animations/idle.tres" id="3_1ktyh"]
+[ext_resource type="Animation" uid="uid://tnhy6ie7iqlq" path="res://assets/models/bipedal_mech/animations/in_air.tres" id="4_hqfkt"]
+[ext_resource type="Animation" uid="uid://dub06dptmcmse" path="res://assets/models/bipedal_mech/animations/jump_start.tres" id="5_46rpa"]
+[ext_resource type="Animation" uid="uid://v52ddf8442gb" path="res://assets/models/bipedal_mech/animations/landing.res" id="6_v68gx"]
+[ext_resource type="Animation" uid="uid://cl5x1eib3imgo" path="res://assets/models/bipedal_mech/animations/walk.res" id="7_tcxdj"]
+[ext_resource type="Material" uid="uid://bjev2d0s7otr6" path="res://assets/models/bipedal_mech/textures/Material.tres" id="8_dt6e4"]
+[ext_resource type="Shader" path="res://src/shaders/spatial_threshold.gdshader" id="10_d3odv"]
+
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+[node name="MeshInstance3D8" type="MeshInstance3D" parent="Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D/Cube_008_Material_0/Blackout" index="2"]
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+mesh = SubResource("PlaneMesh_6818a")
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+[node name="MeshInstance3D2" type="MeshInstance3D" parent="Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D/Cube_008_Material_0/Blackout" index="3"]
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diff --git a/assets/models/bipedal_mech/scene.gltf b/assets/models/bipedal_mech/scene.gltf
new file mode 100644
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diff --git a/assets/models/bipedal_mech/scene.gltf.import b/assets/models/bipedal_mech/scene.gltf.import
new file mode 100644
index 0000000..1c079d6
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new file mode 100644
index 0000000..2b513f5
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new file mode 100644
index 0000000..5391ef5
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new file mode 100644
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diff --git a/assets/textures/metal_plate_1k/metal_plate_spec_1k.png b/assets/textures/metal_plate_1k/metal_plate_spec_1k.png
new file mode 100644
index 0000000..e7bb4c7
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diff --git a/assets/textures/spark.png b/assets/textures/spark.png
new file mode 100644
index 0000000..4d9a5ee
--- /dev/null
+++ b/assets/textures/spark.png
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+size 598
diff --git a/assets/textures/spark.png.import b/assets/textures/spark.png.import
new file mode 100644
index 0000000..abc96e7
--- /dev/null
+++ b/assets/textures/spark.png.import
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+uid="uid://f2grte4vssk1"
+path.s3tc="res://.godot/imported/spark.png-7cc2a9e638d529699f9bb7bef1b6d89f.s3tc.ctex"
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+dest_files=["res://.godot/imported/spark.png-7cc2a9e638d529699f9bb7bef1b6d89f.s3tc.ctex"]
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diff --git a/assets/textures/structure.png b/assets/textures/structure.png
new file mode 100644
index 0000000..22cff13
--- /dev/null
+++ b/assets/textures/structure.png
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diff --git a/assets/textures/structure.png.import b/assets/textures/structure.png.import
new file mode 100644
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+++ b/assets/textures/structure.png.import
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diff --git a/icon.png b/icon.png
new file mode 100644
index 0000000..8c4c30e
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+++ b/icon.png
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+size 28012
diff --git a/icon.png.import b/icon.png.import
new file mode 100644
index 0000000..fbc9130
--- /dev/null
+++ b/icon.png.import
@@ -0,0 +1,34 @@
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+
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+type="CompressedTexture2D"
+uid="uid://ddl0mxrvsh5v3"
+path="res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.ctex"
+metadata={
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+}
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diff --git a/project.godot b/project.godot
index 322e0ef..6c60ca8 100644
--- a/project.godot
+++ b/project.godot
@@ -10,13 +10,23 @@ config_version=5
[application]
-config/name="Sunstation"
+config/name="heliostat"
+config/description="Prototype mech combat game for the Pirate Software Game Jam #15"
+config/version="0.0.1"
+run/main_scene="res://src/main.tscn"
config/features=PackedStringArray("4.2", "Forward Plus")
run/max_fps=60
-config/icon="res://icon.svg"
+config/icon="res://icon.png"
+
+[autoload]
+
+GameState="*res://src/game_state.tscn"
+BeehaveGlobalMetrics="*res://addons/beehave/metrics/beehave_global_metrics.gd"
+BeehaveGlobalDebugger="*res://addons/beehave/debug/global_debugger.gd"
[debug]
+settings/stdout/print_fps=true
gdscript/warnings/untyped_declaration=2
gdscript/warnings/unsafe_property_access=2
gdscript/warnings/unsafe_method_access=2
@@ -25,6 +35,10 @@ gdscript/warnings/unsafe_call_argument=2
[display]
+window/size/viewport_width=1900
+window/size/viewport_height=1024
+window/size/resizable=false
+window/size/borderless=true
window/stretch/mode="canvas_items"
[dotnet]
@@ -37,4 +51,118 @@ movie_writer/movie_file="demos/demo.avi"
[editor_plugins]
-enabled=PackedStringArray("res://addons/format_on_save/plugin.cfg", "res://addons/gdlint_plugin/plugin.cfg")
+enabled=PackedStringArray("res://addons/beehave/plugin.cfg", "res://addons/format_on_save/plugin.cfg", "res://addons/gdlint_plugin/plugin.cfg")
+
+[filesystem]
+
+import/fbx/enabled=false
+
+[input]
+
+forward={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"echo":false,"script":null)
+]
+}
+left={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"echo":false,"script":null)
+]
+}
+backward={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"echo":false,"script":null)
+]
+}
+right={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"echo":false,"script":null)
+]
+}
+jump={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"echo":false,"script":null)
+]
+}
+boost={
+"deadzone": 0.5,
+"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"echo":false,"script":null)
+]
+}
+weapon_trigger={
+"deadzone": 0.5,
+"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null)
+]
+}
+weapon_alt={
+"deadzone": 0.5,
+"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":2,"position":Vector2(209, 12),"global_position":Vector2(213, 53),"factor":1.0,"button_index":2,"canceled":false,"pressed":true,"double_click":false,"script":null)
+]
+}
+forward_2={
+"deadzone": 0.5,
+"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":1,"axis_value":-1.0,"script":null)
+]
+}
+left_2={
+"deadzone": 0.5,
+"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":0,"axis_value":-1.0,"script":null)
+]
+}
+backward_2={
+"deadzone": 0.5,
+"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":1,"axis_value":1.0,"script":null)
+]
+}
+right_2={
+"deadzone": 0.5,
+"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":0,"axis_value":1.0,"script":null)
+]
+}
+jump_2={
+"deadzone": 0.5,
+"events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":0,"pressure":0.0,"pressed":true,"script":null)
+]
+}
+boost_2={
+"deadzone": 0.5,
+"events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":2,"pressure":0.0,"pressed":true,"script":null)
+]
+}
+weapon_trigger_2={
+"deadzone": 0.5,
+"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":5,"axis_value":1.0,"script":null)
+]
+}
+camera_up={
+"deadzone": 0.5,
+"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":3,"axis_value":-1.0,"script":null)
+]
+}
+camera_left={
+"deadzone": 0.5,
+"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":2,"axis_value":-1.0,"script":null)
+]
+}
+camera_down={
+"deadzone": 0.5,
+"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":3,"axis_value":1.0,"script":null)
+]
+}
+camera_right={
+"deadzone": 0.5,
+"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":2,"axis_value":1.0,"script":null)
+]
+}
+
+[layer_names]
+
+3d_physics/layer_1="Geometry"
+3d_physics/layer_2="Shadow"
+3d_physics/layer_3="Mechs"
+3d_physics/layer_4="NPC Vision"
+
+[rendering]
+
+renderer/rendering_method="gl_compatibility"
+renderer/rendering_method.mobile="gl_compatibility"
diff --git a/script_templates/.gdignore b/script_templates/.gdignore
new file mode 100644
index 0000000..e69de29
diff --git a/script_templates/BeehaveNode/default.gd b/script_templates/BeehaveNode/default.gd
new file mode 100644
index 0000000..2eacc01
--- /dev/null
+++ b/script_templates/BeehaveNode/default.gd
@@ -0,0 +1,7 @@
+# meta-name: Default
+# meta-default: true
+extends _BASE_
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ return SUCCESS
diff --git a/src/HUD_theme.tres b/src/HUD_theme.tres
new file mode 100644
index 0000000..627fdf3
--- /dev/null
+++ b/src/HUD_theme.tres
@@ -0,0 +1,24 @@
+[gd_resource type="Theme" load_steps=4 format=3 uid="uid://cq6k0lttfws5w"]
+
+[ext_resource type="FontFile" uid="uid://5x36351ridtd" path="res://assets/fonts/technoid-font/TechnoidOne-2O0d.ttf" id="1_njjrg"]
+
+[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_e31i6"]
+bg_color = Color(0, 0, 0, 0)
+draw_center = false
+border_width_left = 2
+border_width_top = 2
+border_width_right = 2
+border_width_bottom = 2
+border_color = Color(1, 1, 1, 1)
+anti_aliasing = false
+
+[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_8fg7e"]
+bg_color = Color(1, 1, 1, 1)
+corner_detail = 1
+anti_aliasing = false
+
+[resource]
+default_font = ExtResource("1_njjrg")
+default_font_size = 16
+ProgressBar/styles/background = SubResource("StyleBoxFlat_e31i6")
+ProgressBar/styles/fill = SubResource("StyleBoxFlat_8fg7e")
diff --git a/src/effects/ballistic_impact.tscn b/src/effects/ballistic_impact.tscn
new file mode 100644
index 0000000..c4cd009
--- /dev/null
+++ b/src/effects/ballistic_impact.tscn
@@ -0,0 +1,98 @@
+[gd_scene load_steps=10 format=3 uid="uid://bsnw37bqf5hgr"]
+
+[ext_resource type="Shader" path="res://src/shaders/outline.gdshader" id="1_4j0xd"]
+
+[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_81ofd"]
+particle_flag_align_y = true
+direction = Vector3(0, 0, -1)
+spread = 30.0
+initial_velocity_min = 10.0
+initial_velocity_max = 20.0
+gravity = Vector3(0, -1, 0)
+
+[sub_resource type="Curve" id="Curve_sr0ug"]
+_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
+point_count = 2
+
+[sub_resource type="ShaderMaterial" id="ShaderMaterial_pscwi"]
+render_priority = 0
+shader = ExtResource("1_4j0xd")
+shader_parameter/color = null
+shader_parameter/width = 1.0
+
+[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_nu2w1"]
+next_pass = SubResource("ShaderMaterial_pscwi")
+shading_mode = 0
+
+[sub_resource type="TubeTrailMesh" id="TubeTrailMesh_k2m4l"]
+material = SubResource("StandardMaterial3D_nu2w1")
+radius = 0.01
+sections = 3
+section_length = 0.1
+curve = SubResource("Curve_sr0ug")
+
+[sub_resource type="Animation" id="Animation_wcl8c"]
+length = 0.001
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath(".:emitting")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 1,
+"values": [false]
+}
+
+[sub_resource type="Animation" id="Animation_1yygg"]
+resource_name = "play"
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath(".:emitting")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 1,
+"values": [true]
+}
+tracks/1/type = "method"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath(".")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(1),
+"transitions": PackedFloat32Array(1),
+"values": [{
+"args": [],
+"method": &"queue_free"
+}]
+}
+
+[sub_resource type="AnimationLibrary" id="AnimationLibrary_3glsu"]
+_data = {
+"RESET": SubResource("Animation_wcl8c"),
+"lifetime": SubResource("Animation_1yygg")
+}
+
+[node name="BallisticImpact" type="GPUParticles3D"]
+emitting = false
+amount = 4
+lifetime = 0.02
+one_shot = true
+explosiveness = 1.0
+local_coords = true
+process_material = SubResource("ParticleProcessMaterial_81ofd")
+draw_pass_1 = SubResource("TubeTrailMesh_k2m4l")
+
+[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
+libraries = {
+"": SubResource("AnimationLibrary_3glsu")
+}
+autoplay = "lifetime"
diff --git a/src/effects/glint/glint.gdshader b/src/effects/glint/glint.gdshader
new file mode 100644
index 0000000..9e7e646
--- /dev/null
+++ b/src/effects/glint/glint.gdshader
@@ -0,0 +1,38 @@
+shader_type spatial;
+render_mode unshaded;
+
+uniform vec4 fill_color: source_color = vec4(1.0, 1.0, 1.0, 1.0);
+uniform vec4 bg_color: source_color = vec4(0.0, 0.0, 0.0, 0.0);
+uniform vec4 outline_color: source_color = vec4(0.0, 0.0, 0.0, 1.0);
+
+uniform float scale = 2.0;
+uniform float rotation = 0.0;
+uniform float outline_width = 0.03;
+
+
+void vertex() {
+ float sine = sin(rotation);
+ float cosine = cos(rotation);
+ // Billboarding
+ MODELVIEW_MATRIX = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);
+ // Scale
+ MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));
+ // Rotation
+ MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(cosine, -sine, 0.0, 0.0), vec4(sine, cosine, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
+
+ MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);
+}
+
+void fragment() {
+ vec2 pt = abs(scale * (UV - 0.5));
+ float curve = sqrt(pt.x) + sqrt(pt.y);
+ vec4 color = bg_color;
+ if (curve < 1.0 + outline_width) {
+ color = outline_color;
+ if (curve < 1.0) {
+ color = fill_color;
+ }
+ }
+ ALBEDO.rgb = color.rgb;
+ ALPHA = color.a;
+}
\ No newline at end of file
diff --git a/src/effects/glint/glint.tscn b/src/effects/glint/glint.tscn
new file mode 100644
index 0000000..cdc4267
--- /dev/null
+++ b/src/effects/glint/glint.tscn
@@ -0,0 +1,88 @@
+[gd_scene load_steps=7 format=3 uid="uid://bw5isfysmrbal"]
+
+[ext_resource type="Shader" path="res://src/effects/glint/glint.gdshader" id="1_nou6p"]
+
+[sub_resource type="ShaderMaterial" id="ShaderMaterial_puof4"]
+render_priority = 0
+shader = ExtResource("1_nou6p")
+shader_parameter/fill_color = Color(1, 1, 1, 1)
+shader_parameter/bg_color = Color(0, 0, 0, 0)
+shader_parameter/outline_color = Color(0, 0, 0, 1)
+shader_parameter/scale = 2.0
+shader_parameter/rotation = 0.0
+shader_parameter/outline_width = 0.03
+
+[sub_resource type="QuadMesh" id="QuadMesh_8og0q"]
+material = SubResource("ShaderMaterial_puof4")
+size = Vector2(4, 4)
+
+[sub_resource type="Animation" id="Animation_y26tx"]
+length = 0.001
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Mesh:scale")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [Vector3(1, 1, 1)]
+}
+tracks/1/type = "value"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("Mesh:mesh:material:shader_parameter/rotation")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [0.0]
+}
+
+[sub_resource type="Animation" id="Animation_50few"]
+resource_name = "grow"
+length = 2.0
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Mesh:scale")
+tracks/0/interp = 2
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0, 1.5, 2),
+"transitions": PackedFloat32Array(1, 1, 1),
+"update": 0,
+"values": [Vector3(0, 0, 0), Vector3(1.25, 1.25, 1.25), Vector3(1, 1, 1)]
+}
+tracks/1/type = "value"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("Mesh:mesh:material:shader_parameter/rotation")
+tracks/1/interp = 2
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(0, 1.2, 1.4, 2),
+"transitions": PackedFloat32Array(1, 1, 1, 1),
+"update": 0,
+"values": [0.0, 3.14, 6.28, 9.42]
+}
+
+[sub_resource type="AnimationLibrary" id="AnimationLibrary_5be8s"]
+_data = {
+"RESET": SubResource("Animation_y26tx"),
+"grow": SubResource("Animation_50few")
+}
+
+[node name="Glint" type="Node3D"]
+
+[node name="Mesh" type="MeshInstance3D" parent="."]
+mesh = SubResource("QuadMesh_8og0q")
+
+[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
+libraries = {
+"": SubResource("AnimationLibrary_5be8s")
+}
diff --git a/src/effects/rifle_beam/rifle_beam.gd b/src/effects/rifle_beam/rifle_beam.gd
new file mode 100644
index 0000000..51b9da8
--- /dev/null
+++ b/src/effects/rifle_beam/rifle_beam.gd
@@ -0,0 +1,16 @@
+class_name RifleBeam
+extends Node3D
+
+@export var endpoint: Vector3
+
+@onready var mesh: MeshInstance3D = $Mesh
+
+
+# Called when the node enters the scene tree for the first time.
+func _ready() -> void:
+ var length: float = (endpoint - global_position).length()
+ mesh.position.z = -length / 2.0
+ var cylinder: CylinderMesh = mesh.mesh
+ cylinder.height = length
+
+ (cylinder.material as ShaderMaterial).set_shader_parameter("y_scale", length)
diff --git a/src/effects/rifle_beam/rifle_beam.tscn b/src/effects/rifle_beam/rifle_beam.tscn
new file mode 100644
index 0000000..cd62750
--- /dev/null
+++ b/src/effects/rifle_beam/rifle_beam.tscn
@@ -0,0 +1,98 @@
+[gd_scene load_steps=10 format=3 uid="uid://bnj8nokkrrd7d"]
+
+[ext_resource type="Script" path="res://src/effects/rifle_beam/rifle_beam.gd" id="1_gqjmp"]
+[ext_resource type="Shader" path="res://src/shaders/plasma_morph_compat.gdshader" id="2_em5vi"]
+
+[sub_resource type="FastNoiseLite" id="FastNoiseLite_6o211"]
+frequency = 0.0867
+fractal_type = 3
+
+[sub_resource type="NoiseTexture3D" id="NoiseTexture3D_bk82q"]
+height = 256
+seamless = true
+noise = SubResource("FastNoiseLite_6o211")
+
+[sub_resource type="ShaderMaterial" id="ShaderMaterial_igb6u"]
+resource_local_to_scene = true
+render_priority = 0
+shader = ExtResource("2_em5vi")
+shader_parameter/color_low = Color(0, 0, 0, 0)
+shader_parameter/color_hi = Color(1, 1, 1, 1)
+shader_parameter/threshold = 0.0
+shader_parameter/speed = 0.05
+shader_parameter/y_scale = 1.0
+shader_parameter/noise = SubResource("NoiseTexture3D_bk82q")
+
+[sub_resource type="CylinderMesh" id="CylinderMesh_ioxey"]
+resource_local_to_scene = true
+material = SubResource("ShaderMaterial_igb6u")
+top_radius = 0.1
+bottom_radius = 0.1
+height = 1.0
+cap_top = false
+cap_bottom = false
+
+[sub_resource type="Animation" id="Animation_lurf0"]
+length = 0.001
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Mesh:mesh:material:shader_parameter/threshold")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [0.0]
+}
+
+[sub_resource type="Animation" id="Animation_yucts"]
+resource_name = "fade_out"
+length = 3.0
+tracks/0/type = "method"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath(".")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(3),
+"transitions": PackedFloat32Array(1),
+"values": [{
+"args": [],
+"method": &"queue_free"
+}]
+}
+tracks/1/type = "value"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("Mesh:mesh:material:shader_parameter/threshold")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(0, 3),
+"transitions": PackedFloat32Array(1, 1),
+"update": 0,
+"values": [0.0, 1.0]
+}
+
+[sub_resource type="AnimationLibrary" id="AnimationLibrary_xct5s"]
+_data = {
+"RESET": SubResource("Animation_lurf0"),
+"fade_out": SubResource("Animation_yucts")
+}
+
+[node name="RifleBeam" type="Node3D"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.5)
+script = ExtResource("1_gqjmp")
+
+[node name="Mesh" type="MeshInstance3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0)
+mesh = SubResource("CylinderMesh_ioxey")
+
+[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
+libraries = {
+"": SubResource("AnimationLibrary_xct5s")
+}
+autoplay = "fade_out"
diff --git a/src/effects/rifle_beam/rifle_beam_material.tres b/src/effects/rifle_beam/rifle_beam_material.tres
new file mode 100644
index 0000000..7e88b25
--- /dev/null
+++ b/src/effects/rifle_beam/rifle_beam_material.tres
@@ -0,0 +1,21 @@
+[gd_resource type="ShaderMaterial" load_steps=4 format=3 uid="uid://d3t67pxe0glv"]
+
+[ext_resource type="Shader" path="res://src/shaders/plasma_morph.gdshader" id="1_plbm5"]
+
+[sub_resource type="FastNoiseLite" id="FastNoiseLite_uuqgf"]
+frequency = 0.0867
+fractal_type = 3
+
+[sub_resource type="NoiseTexture3D" id="NoiseTexture3D_alkmg"]
+height = 256
+seamless = true
+noise = SubResource("FastNoiseLite_uuqgf")
+
+[resource]
+render_priority = 0
+shader = ExtResource("1_plbm5")
+shader_parameter/color_low = Color(0, 0, 0, 0)
+shader_parameter/color_hi = Color(1, 1, 1, 1)
+shader_parameter/threshold = 0.0
+shader_parameter/speed = 0.05
+shader_parameter/noise = SubResource("NoiseTexture3D_alkmg")
diff --git a/src/effects/spark_shower.tscn b/src/effects/spark_shower.tscn
new file mode 100644
index 0000000..5c1fff6
--- /dev/null
+++ b/src/effects/spark_shower.tscn
@@ -0,0 +1,57 @@
+[gd_scene load_steps=8 format=3 uid="uid://b0ob0t4rhygcx"]
+
+[ext_resource type="Texture2D" uid="uid://f2grte4vssk1" path="res://assets/textures/spark.png" id="1_a0mii"]
+
+[sub_resource type="Curve" id="Curve_bhmd1"]
+max_value = 0.1
+_data = [Vector2(0, 0.1), 0.0, -0.335887, 0, 0, Vector2(1, 0), -0.00487914, 0.0, 0, 0]
+point_count = 2
+
+[sub_resource type="CurveTexture" id="CurveTexture_84hkj"]
+curve = SubResource("Curve_bhmd1")
+
+[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_4njd4"]
+emission_shape = 1
+emission_sphere_radius = 0.2
+direction = Vector3(0, 1, 0)
+spread = 35.0
+initial_velocity_min = 1.0
+initial_velocity_max = 6.0
+scale_curve = SubResource("CurveTexture_84hkj")
+collision_mode = 1
+collision_friction = 0.3
+collision_bounce = 0.4
+
+[sub_resource type="Curve" id="Curve_qsag0"]
+_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
+point_count = 2
+
+[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_rhieu"]
+transparency = 1
+cull_mode = 2
+albedo_texture = ExtResource("1_a0mii")
+emission_enabled = true
+emission = Color(1, 1, 1, 1)
+emission_energy_multiplier = 16.0
+texture_filter = 2
+billboard_keep_scale = true
+use_particle_trails = true
+
+[sub_resource type="RibbonTrailMesh" id="RibbonTrailMesh_tcst1"]
+material = SubResource("StandardMaterial3D_rhieu")
+shape = 0
+size = 0.5
+section_length = 0.5
+curve = SubResource("Curve_qsag0")
+
+[node name="SparkShower" type="GPUParticles3D"]
+emitting = false
+amount = 36
+lifetime = 5.0
+one_shot = true
+explosiveness = 0.9
+randomness = 0.5
+trail_enabled = true
+trail_lifetime = 0.15
+process_material = SubResource("ParticleProcessMaterial_4njd4")
+draw_pass_1 = SubResource("RibbonTrailMesh_tcst1")
diff --git a/src/effects/spent_casing.tscn b/src/effects/spent_casing.tscn
new file mode 100644
index 0000000..8786ba4
--- /dev/null
+++ b/src/effects/spent_casing.tscn
@@ -0,0 +1,31 @@
+[gd_scene load_steps=4 format=3 uid="uid://d2rertco3018a"]
+
+[ext_resource type="Material" uid="uid://dh0kv86unablo" path="res://src/equip/rifle/rifle_metal.tres" id="1_nrm3c"]
+
+[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_5dqn0"]
+angle_min = -720.0
+angle_max = 720.0
+direction = Vector3(-1, 0, -1)
+spread = 40.0
+initial_velocity_min = 10.0
+initial_velocity_max = 15.0
+angular_velocity_min = -123.97
+orbit_velocity_max = 1.642
+collision_mode = 1
+collision_friction = 0.0
+collision_bounce = 0.27
+
+[sub_resource type="CylinderMesh" id="CylinderMesh_ncrsd"]
+material = ExtResource("1_nrm3c")
+top_radius = 0.02
+bottom_radius = 0.02
+height = 0.1
+
+[node name="SpentCasing" type="GPUParticles3D"]
+transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0)
+emitting = false
+amount = 60
+amount_ratio = 0.8333
+lifetime = 10.0
+process_material = SubResource("ParticleProcessMaterial_5dqn0")
+draw_pass_1 = SubResource("CylinderMesh_ncrsd")
diff --git a/src/equip/autocannon/autocannon.gd b/src/equip/autocannon/autocannon.gd
new file mode 100644
index 0000000..a1f638a
--- /dev/null
+++ b/src/equip/autocannon/autocannon.gd
@@ -0,0 +1,61 @@
+extends Weapon
+
+const DAMAGE: float = 3.0
+const BULLET_COLLISION_MASK: int = 0x00000001
+
+@onready var animation_player: AnimationPlayer = $AnimationPlayer
+@onready var muzzle: Node3D = $Muzzle
+@onready var mesh: MeshInstance3D = $Mesh
+
+@onready var impact_scene: PackedScene = load("res://src/effects/ballistic_impact.tscn")
+
+
+func up_vector(v: Vector3) -> Vector3:
+ # As a consequence of the hairy ball theorem (yes really) there is no
+ # single continuous function that can generate a vector in R3 that is
+ # orthogonal to a given one for all vector inputs.
+ if v.x == 0 and v.y == 0:
+ return Vector3(v.z, 0.0, 0.0)
+ return Vector3(-v.y, v.x, 0.0)
+
+
+func fire() -> void:
+ # Two-step raycasting process:
+ # First, raycast from camera (aimcast) to get what we're aiming at.
+ # Then, raycast from muzzle to aimcast point to check the actual ballistic path.
+ if aimcast.is_colliding():
+ var past_target: Vector3 = 2 * aimcast.get_collision_point() - muzzle.global_position
+ var collision: Dictionary = get_world_3d().direct_space_state.intersect_ray(
+ PhysicsRayQueryParameters3D.create(
+ muzzle.global_position, past_target, BULLET_COLLISION_MASK, _excluded_rid
+ )
+ )
+ if collision:
+ @warning_ignore("unsafe_cast")
+ var target: Node3D = collision["collider"] as Node3D
+ if target is DamageableBody:
+ (target as DamageableBody).deal_damage(DAMAGE)
+
+ var impact: GPUParticles3D = impact_scene.instantiate()
+ var point: Vector3 = collision["position"]
+ var normal: Vector3 = collision["normal"]
+ target.add_child(impact)
+ impact.reparent(target)
+ impact.look_at_from_position(point, normal + point, up_vector(normal))
+
+
+func trigger() -> void:
+ animation_player.get_animation("fire").loop_mode = Animation.LOOP_LINEAR
+ animation_player.play("fire")
+
+
+func release() -> void:
+ animation_player.get_animation("fire").loop_mode = Animation.LOOP_NONE
+
+
+func deactivate() -> void:
+ animation_player.get_animation("fire").loop_mode = Animation.LOOP_NONE
+
+
+func gild() -> void:
+ mesh.material_override = _gold_material
diff --git a/src/equip/autocannon/autocannon.tscn b/src/equip/autocannon/autocannon.tscn
new file mode 100644
index 0000000..21bfe3f
--- /dev/null
+++ b/src/equip/autocannon/autocannon.tscn
@@ -0,0 +1,162 @@
+[gd_scene load_steps=8 format=3 uid="uid://in6j0ylwrk7l"]
+
+[ext_resource type="Script" path="res://src/equip/autocannon/autocannon.gd" id="1_l08qo"]
+[ext_resource type="Material" uid="uid://7a1uvst7oef2" path="res://assets/textures/metal_plate_1k/metal_plate.tres" id="2_rrwgh"]
+[ext_resource type="PackedScene" uid="uid://d2rertco3018a" path="res://src/effects/spent_casing.tscn" id="3_ygb7l"]
+
+[sub_resource type="CylinderMesh" id="CylinderMesh_ldwsl"]
+material = ExtResource("2_rrwgh")
+top_radius = 0.2
+bottom_radius = 0.2
+height = 4.0
+
+[sub_resource type="Animation" id="Animation_udx8y"]
+length = 0.001
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Mesh:position")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [Vector3(0, 0, 0)]
+}
+tracks/1/type = "value"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("OmniLight3D:visible")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 1,
+"values": [false]
+}
+tracks/2/type = "value"
+tracks/2/imported = false
+tracks/2/enabled = true
+tracks/2/path = NodePath("OmniLight3D:light_energy")
+tracks/2/interp = 1
+tracks/2/loop_wrap = true
+tracks/2/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [16.0]
+}
+tracks/3/type = "value"
+tracks/3/imported = false
+tracks/3/enabled = true
+tracks/3/path = NodePath("SpentCasing:emitting")
+tracks/3/interp = 1
+tracks/3/loop_wrap = true
+tracks/3/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 1,
+"values": [false]
+}
+
+[sub_resource type="Animation" id="Animation_sil41"]
+resource_name = "fire"
+length = 0.2
+loop_mode = 1
+step = 0.01
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Mesh:position")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0, 0.02, 0.2),
+"transitions": PackedFloat32Array(1, 1, 1),
+"update": 0,
+"values": [Vector3(0, 0, 0), Vector3(0, 0, -1.2), Vector3(0, 0, 0)]
+}
+tracks/1/type = "value"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("OmniLight3D:visible")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(0, 0.05),
+"transitions": PackedFloat32Array(1, 1),
+"update": 1,
+"values": [true, false]
+}
+tracks/2/type = "value"
+tracks/2/imported = false
+tracks/2/enabled = true
+tracks/2/path = NodePath("OmniLight3D:light_energy")
+tracks/2/interp = 1
+tracks/2/loop_wrap = true
+tracks/2/keys = {
+"times": PackedFloat32Array(0, 0.05),
+"transitions": PackedFloat32Array(1, 1),
+"update": 0,
+"values": [4.0, 0.0]
+}
+tracks/3/type = "value"
+tracks/3/imported = false
+tracks/3/enabled = true
+tracks/3/path = NodePath("SpentCasing:emitting")
+tracks/3/interp = 1
+tracks/3/loop_wrap = true
+tracks/3/keys = {
+"times": PackedFloat32Array(0, 0.2),
+"transitions": PackedFloat32Array(1, 1),
+"update": 1,
+"values": [true, false]
+}
+tracks/4/type = "method"
+tracks/4/imported = false
+tracks/4/enabled = true
+tracks/4/path = NodePath(".")
+tracks/4/interp = 1
+tracks/4/loop_wrap = true
+tracks/4/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"values": [{
+"args": [],
+"method": &"fire"
+}]
+}
+
+[sub_resource type="AnimationLibrary" id="AnimationLibrary_oqhr1"]
+_data = {
+"RESET": SubResource("Animation_udx8y"),
+"fire": SubResource("Animation_sil41")
+}
+
+[node name="Autocannon" type="Node3D"]
+script = ExtResource("1_l08qo")
+
+[node name="Mesh" type="MeshInstance3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
+mesh = SubResource("CylinderMesh_ldwsl")
+
+[node name="OmniLight3D" type="OmniLight3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 2.1558)
+visible = false
+light_energy = 16.0
+light_size = 0.1
+light_specular = 0.6
+omni_range = 10.0
+
+[node name="SpentCasing" parent="." instance=ExtResource("3_ygb7l")]
+transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, -0.2, 0, -1.4)
+
+[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
+libraries = {
+"": SubResource("AnimationLibrary_oqhr1")
+}
+
+[node name="Muzzle" type="Node3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 2)
diff --git a/src/equip/rifle/rifle.gd b/src/equip/rifle/rifle.gd
new file mode 100644
index 0000000..ae0efd3
--- /dev/null
+++ b/src/equip/rifle/rifle.gd
@@ -0,0 +1,62 @@
+extends Weapon
+
+const DAMAGE: float = 100.0
+const HEAT_DAMAGE: float = 10.0
+const BULLET_COLLISION_MASK: int = 0x00000001
+
+var _charged: bool = false
+
+@onready var animation_player: AnimationPlayer = $AnimationPlayer
+@onready var muzzle: Node3D = $Muzzle
+@onready var cannon_mesh: MeshInstance3D = $Node3D/CannonMesh
+@onready var rail_mesh: MeshInstance3D = $Node3D/RailMesh
+
+@onready var rifle_beam_scene: PackedScene = load("res://src/effects/rifle_beam/rifle_beam.tscn")
+
+
+func fire() -> void:
+ # XXX: can we refactor shared logic with autocannon?
+ if aimcast.is_colliding():
+ var past_target: Vector3 = 2 * aimcast.get_collision_point() - muzzle.global_position
+ var collision: Dictionary = get_world_3d().direct_space_state.intersect_ray(
+ PhysicsRayQueryParameters3D.create(
+ muzzle.global_position, past_target, BULLET_COLLISION_MASK, _excluded_rid
+ )
+ )
+ if collision:
+ @warning_ignore("unsafe_cast")
+ var target: Node3D = collision["collider"] as Node3D
+ if target is DamageableBody:
+ (target as DamageableBody).deal_damage(DAMAGE)
+ (target as DamageableBody).deal_heat(HEAT_DAMAGE)
+
+ var beam: RifleBeam = rifle_beam_scene.instantiate()
+ var point: Vector3 = collision["position"]
+ beam.look_at_from_position(muzzle.global_position, point)
+ beam.endpoint = point
+ GameState.game_map.add_child(beam)
+
+
+func trigger() -> void:
+ animation_player.play("charge")
+
+
+func release() -> void:
+ if _charged:
+ _charged = false
+ print("WHAM!!!")
+ animation_player.play("fire")
+ fire()
+ else:
+ # sad trombone
+ animation_player.play_backwards("charge")
+
+
+func deactivate() -> void:
+ _charged = false
+ animation_player.stop()
+
+
+func gild() -> void:
+ cannon_mesh.material_override = _gold_material
+ rail_mesh.material_override = _gold_material
diff --git a/src/equip/rifle/rifle.tscn b/src/equip/rifle/rifle.tscn
new file mode 100644
index 0000000..776093d
--- /dev/null
+++ b/src/equip/rifle/rifle.tscn
@@ -0,0 +1,186 @@
+[gd_scene load_steps=10 format=3 uid="uid://csm36ra2445ho"]
+
+[ext_resource type="Script" path="res://src/equip/rifle/rifle.gd" id="1_55bob"]
+[ext_resource type="Material" uid="uid://dh0kv86unablo" path="res://src/equip/rifle/rifle_metal.tres" id="1_hg6kg"]
+[ext_resource type="Material" uid="uid://7a1uvst7oef2" path="res://assets/textures/metal_plate_1k/metal_plate.tres" id="2_lwmbe"]
+
+[sub_resource type="CapsuleMesh" id="CapsuleMesh_r5agj"]
+material = ExtResource("1_hg6kg")
+radius = 0.4
+height = 6.0
+
+[sub_resource type="PrismMesh" id="PrismMesh_vhyv4"]
+material = ExtResource("2_lwmbe")
+size = Vector3(0.5, 0.2, 5)
+
+[sub_resource type="Animation" id="Animation_udx8y"]
+length = 0.001
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Node3D/CannonMesh:position")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [Vector3(0, 0, 0)]
+}
+tracks/1/type = "value"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("OmniLight3D:light_energy")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [0.0]
+}
+tracks/2/type = "value"
+tracks/2/imported = false
+tracks/2/enabled = true
+tracks/2/path = NodePath("OmniLight3D:visible")
+tracks/2/interp = 1
+tracks/2/loop_wrap = true
+tracks/2/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 1,
+"values": [false]
+}
+
+[sub_resource type="Animation" id="Animation_7xhb8"]
+resource_name = "charge"
+length = 8.0
+step = 0.0625
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Node3D/CannonMesh:position")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0, 8),
+"transitions": PackedFloat32Array(1, 1),
+"update": 0,
+"values": [Vector3(0, 0, 0), Vector3(0, 0, -4)]
+}
+tracks/1/type = "value"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("OmniLight3D:light_energy")
+tracks/1/interp = 2
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(0, 2, 4, 5, 6, 6.5, 7, 7.25, 7.5, 7.625, 7.75, 7.8125, 7.875, 7.9375, 8),
+"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1),
+"update": 0,
+"values": [0.0, 8.0, 0.0, 8.0, 0.0, 8.0, 0.0, 8.0, 0.0, 8.0, 0.0, 8.0, 0.0, 8.0, 8.0]
+}
+tracks/2/type = "value"
+tracks/2/imported = false
+tracks/2/enabled = true
+tracks/2/path = NodePath("OmniLight3D:visible")
+tracks/2/interp = 1
+tracks/2/loop_wrap = true
+tracks/2/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 1,
+"values": [true]
+}
+tracks/3/type = "method"
+tracks/3/imported = false
+tracks/3/enabled = true
+tracks/3/path = NodePath(".")
+tracks/3/interp = 1
+tracks/3/loop_wrap = true
+tracks/3/keys = {
+"times": PackedFloat32Array(8),
+"transitions": PackedFloat32Array(1),
+"values": [{
+"args": [&"_charged", true],
+"method": &"set"
+}]
+}
+
+[sub_resource type="Animation" id="Animation_6kn6d"]
+resource_name = "charge"
+length = 0.2
+step = 0.005
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("Node3D/CannonMesh:position")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0, 0.04, 0.2),
+"transitions": PackedFloat32Array(1, 1, 1),
+"update": 0,
+"values": [Vector3(0, 0, -4), Vector3(0, 0, 0.5), Vector3(0, 0, 0)]
+}
+tracks/1/type = "value"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("OmniLight3D:light_energy")
+tracks/1/interp = 2
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(0, 0.02, 0.2),
+"transitions": PackedFloat32Array(1, 1, 1),
+"update": 0,
+"values": [8.0, 16.0, 0.0]
+}
+tracks/2/type = "value"
+tracks/2/imported = false
+tracks/2/enabled = true
+tracks/2/path = NodePath("OmniLight3D:visible")
+tracks/2/interp = 1
+tracks/2/loop_wrap = true
+tracks/2/keys = {
+"times": PackedFloat32Array(0, 0.2),
+"transitions": PackedFloat32Array(1, 1),
+"update": 1,
+"values": [true, false]
+}
+
+[sub_resource type="AnimationLibrary" id="AnimationLibrary_oqhr1"]
+_data = {
+"RESET": SubResource("Animation_udx8y"),
+"charge": SubResource("Animation_7xhb8"),
+"fire": SubResource("Animation_6kn6d")
+}
+
+[node name="Rifle" type="Node3D"]
+script = ExtResource("1_55bob")
+
+[node name="Node3D" type="Node3D" parent="."]
+
+[node name="CannonMesh" type="MeshInstance3D" parent="Node3D"]
+transform = Transform3D(0.3, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
+mesh = SubResource("CapsuleMesh_r5agj")
+skeleton = NodePath("../..")
+
+[node name="RailMesh" type="MeshInstance3D" parent="Node3D"]
+transform = Transform3D(-4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0, 1, 0.195397, 0, 0)
+mesh = SubResource("PrismMesh_vhyv4")
+
+[node name="OmniLight3D" type="OmniLight3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 2.1558)
+visible = false
+light_energy = 0.0
+light_size = 0.1
+light_specular = 0.6
+omni_range = 10.0
+
+[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
+libraries = {
+"": SubResource("AnimationLibrary_oqhr1")
+}
+
+[node name="Muzzle" type="Node3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 2.5)
diff --git a/src/equip/rifle/rifle_metal.tres b/src/equip/rifle/rifle_metal.tres
new file mode 100644
index 0000000..9755fe1
--- /dev/null
+++ b/src/equip/rifle/rifle_metal.tres
@@ -0,0 +1,30 @@
+[gd_resource type="StandardMaterial3D" load_steps=8 format=3 uid="uid://dh0kv86unablo"]
+
+[ext_resource type="Texture2D" uid="uid://csbbhpwfxa6vi" path="res://assets/textures/Metal009_2K-PNG/Metal009_2K-PNG_Color.png" id="1_4atbb"]
+[ext_resource type="Texture2D" uid="uid://c4cwawfg0jbdp" path="res://assets/textures/Metal009_2K-PNG/Metal009_2K-PNG_Displacement.png" id="2_63dc1"]
+[ext_resource type="Texture2D" uid="uid://hme2odj58vo3" path="res://assets/textures/Metal009_2K-PNG/Metal009_2K-PNG_Metalness.png" id="3_pkkw2"]
+[ext_resource type="Shader" path="res://src/shaders/spatial_threshold.gdshader" id="4_078v6"]
+[ext_resource type="Texture2D" uid="uid://b63g40daehul" path="res://assets/textures/Metal009_2K-PNG/Metal009_2K-PNG_NormalGL.png" id="5_d7vkm"]
+[ext_resource type="Texture2D" uid="uid://bjhtlrh1hij8x" path="res://assets/textures/Metal009_2K-PNG/Metal009_2K-PNG_Roughness.png" id="6_15ni8"]
+
+[sub_resource type="ShaderMaterial" id="ShaderMaterial_52bij"]
+render_priority = 0
+shader = ExtResource("4_078v6")
+shader_parameter/color_low = Color(0, 0, 0, 1)
+shader_parameter/color_hi = Color(1, 1, 1, 1)
+shader_parameter/threshold = 0.029
+shader_parameter/contrast = 1.0
+shader_parameter/offset = 0.0
+
+[resource]
+next_pass = SubResource("ShaderMaterial_52bij")
+albedo_texture = ExtResource("1_4atbb")
+metallic = 1.0
+metallic_texture = ExtResource("3_pkkw2")
+roughness_texture = ExtResource("6_15ni8")
+normal_enabled = true
+normal_texture = ExtResource("5_d7vkm")
+heightmap_enabled = true
+heightmap_scale = 1.0
+heightmap_texture = ExtResource("2_63dc1")
+uv1_scale = Vector3(20, 20, 20)
diff --git a/src/equip/weapon.gd b/src/equip/weapon.gd
new file mode 100644
index 0000000..9de81df
--- /dev/null
+++ b/src/equip/weapon.gd
@@ -0,0 +1,32 @@
+class_name Weapon
+extends Node3D
+
+@export var excluded: Array[CollisionObject3D] = []:
+ set(value):
+ excluded = value
+ _excluded_rid.assign(excluded.map(func(o: CollisionObject3D) -> RID: return o.get_rid()))
+ get:
+ return excluded
+
+var aimcast: RayCast3D
+
+var _excluded_rid: Array[RID] = []
+
+@onready
+var _gold_material: StandardMaterial3D = load("res://assets/textures/Metal007_1K-PNG/Metal007.tres")
+
+
+func trigger() -> void:
+ pass # Implemented in derived type
+
+
+func release() -> void:
+ pass # Implemented in derived type
+
+
+func deactivate() -> void:
+ pass # Implemented in derived type
+
+
+func gild() -> void:
+ pass # Implemented in derived type
diff --git a/src/game_state.gd b/src/game_state.gd
new file mode 100644
index 0000000..a66b846
--- /dev/null
+++ b/src/game_state.gd
@@ -0,0 +1,22 @@
+class_name GameStateType
+extends Node
+
+const TARGET_FPS: float = 60.0
+
+const FRICTION: float = 0.3
+const AIR_DRAG: float = 0.03
+
+# heat accrued each frame from sun exposure
+# 100 heat / (5 minutes * 60 frames/second) = about 0.005556 heat/frame
+const SOLAR_HEAT_RATE: float = 0.005556
+
+var player_1_structure: int = 3
+var player_2_structure: int = 3
+
+# Get the gravity from the project settings to be synced with RigidBody nodes.
+var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
+
+var game_map: Node3D:
+ get:
+ assert(game_map, "Map accessed before game initialization!")
+ return game_map
diff --git a/src/game_state.tscn b/src/game_state.tscn
new file mode 100644
index 0000000..ca7cfeb
--- /dev/null
+++ b/src/game_state.tscn
@@ -0,0 +1,6 @@
+[gd_scene load_steps=2 format=3 uid="uid://22efq6t8pwm4"]
+
+[ext_resource type="Script" path="res://src/game_state.gd" id="1_mps05"]
+
+[node name="GameState" type="Node"]
+script = ExtResource("1_mps05")
diff --git a/src/main.tscn b/src/main.tscn
new file mode 100644
index 0000000..d3c64f3
--- /dev/null
+++ b/src/main.tscn
@@ -0,0 +1,53 @@
+[gd_scene load_steps=3 format=3 uid="uid://d75odchj18u1"]
+
+[ext_resource type="PackedScene" uid="uid://drbiyuustse8b" path="res://src/maps/arena_map/arena_map.tscn" id="1_bvhtq"]
+[ext_resource type="PackedScene" uid="uid://boswew1ihrw7p" path="res://src/ui/ui.tscn" id="1_thtk2"]
+
+[node name="Main" type="Control"]
+custom_minimum_size = Vector2(1900, 1024)
+layout_mode = 3
+anchors_preset = 0
+focus_mode = 1
+mouse_filter = 1
+
+[node name="VBoxContainer" type="VBoxContainer" parent="."]
+layout_mode = 1
+anchors_preset = 15
+anchor_right = 1.0
+anchor_bottom = 1.0
+grow_horizontal = 2
+grow_vertical = 2
+
+[node name="UI1" parent="VBoxContainer" instance=ExtResource("1_thtk2")]
+layout_mode = 2
+
+[node name="UI2" parent="VBoxContainer" instance=ExtResource("1_thtk2")]
+layout_mode = 2
+
+[node name="ArenaMap" parent="." instance=ExtResource("1_bvhtq")]
+
+[node name="ViewportContainer1" type="SubViewportContainer" parent="."]
+layout_mode = 0
+offset_right = 1900.0
+offset_bottom = 513.0
+focus_mode = 2
+mouse_filter = 0
+stretch = true
+
+[node name="Viewport" type="SubViewport" parent="ViewportContainer1" groups=["Viewport1"]]
+handle_input_locally = false
+mesh_lod_threshold = 0.0
+size = Vector2i(1900, 513)
+render_target_update_mode = 4
+
+[node name="ViewportContainer2" type="SubViewportContainer" parent="."]
+custom_minimum_size = Vector2(1900, 512)
+layout_mode = 0
+offset_top = 513.0
+offset_right = 1900.0
+offset_bottom = 1025.0
+
+[node name="Viewport" type="SubViewport" parent="ViewportContainer2" groups=["Viewport2"]]
+handle_input_locally = false
+size = Vector2i(1900, 512)
+render_target_update_mode = 4
diff --git a/src/maps/arena_map/arena_map.gd b/src/maps/arena_map/arena_map.gd
new file mode 100644
index 0000000..95d439b
--- /dev/null
+++ b/src/maps/arena_map/arena_map.gd
@@ -0,0 +1,5 @@
+extends Node3D
+
+
+func _ready() -> void:
+ GameState.game_map = self
diff --git a/src/maps/arena_map/arena_map.tscn b/src/maps/arena_map/arena_map.tscn
new file mode 100644
index 0000000..c4fafed
--- /dev/null
+++ b/src/maps/arena_map/arena_map.tscn
@@ -0,0 +1,310 @@
+[gd_scene load_steps=28 format=3 uid="uid://drbiyuustse8b"]
+
+[ext_resource type="Script" path="res://src/maps/arena_map/arena_map.gd" id="1_5ols7"]
+[ext_resource type="Material" uid="uid://7a1uvst7oef2" path="res://assets/textures/metal_plate_1k/metal_plate.tres" id="2_ewgwm"]
+[ext_resource type="PackedScene" uid="uid://c1tct5fwnv6x3" path="res://src/player/player_manager.tscn" id="2_n8j0g"]
+[ext_resource type="Shader" path="res://src/shaders/sunny_sky_compat.gdshader" id="3_4k84e"]
+[ext_resource type="Material" uid="uid://dsc0g1qafw80e" path="res://src/maps/arena_map/metal_09.tres" id="3_jqqt6"]
+[ext_resource type="Script" path="res://src/maps/arena_map/kill_floor.gd" id="6_e37dd"]
+
+[sub_resource type="ShaderMaterial" id="ShaderMaterial_kaegs"]
+shader = ExtResource("3_4k84e")
+shader_parameter/sun_color = Color(1, 1, 1, 1)
+shader_parameter/sky_color = Color(0, 0, 0, 1)
+shader_parameter/threshold = 0.322
+shader_parameter/speed = 0.02
+shader_parameter/rotation = 4.0
+
+[sub_resource type="Sky" id="Sky_7lp20"]
+sky_material = SubResource("ShaderMaterial_kaegs")
+
+[sub_resource type="Environment" id="Environment_0cwcw"]
+background_mode = 2
+sky = SubResource("Sky_7lp20")
+ambient_light_source = 3
+ambient_light_sky_contribution = 0.0
+reflected_light_source = 2
+
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+agent_height = 2.0
+agent_radius = 0.7
+
+[sub_resource type="CylinderMesh" id="CylinderMesh_uarav"]
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+top_radius = 50.0
+bottom_radius = 50.0
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+[sub_resource type="CylinderShape3D" id="CylinderShape3D_imuqt"]
+radius = 50.0
+
+[sub_resource type="CylinderShape3D" id="CylinderShape3D_61wmo"]
+height = 100.0
+radius = 50.0
+
+[sub_resource type="CylinderMesh" id="CylinderMesh_jjkoa"]
+material = ExtResource("3_jqqt6")
+top_radius = 70.0
+bottom_radius = 70.0
+
+[sub_resource type="CylinderShape3D" id="CylinderShape3D_moqbh"]
+radius = 70.0
+
+[sub_resource type="CylinderShape3D" id="CylinderShape3D_11kxj"]
+height = 100.0
+radius = 70.0
+
+[sub_resource type="CylinderMesh" id="CylinderMesh_pfp3p"]
+lightmap_size_hint = Vector2i(17, 19)
+material = ExtResource("2_ewgwm")
+height = 20.0
+
+[sub_resource type="CylinderShape3D" id="CylinderShape3D_6nyir"]
+height = 20.0
+
+[sub_resource type="WorldBoundaryShape3D" id="WorldBoundaryShape3D_icayw"]
+plane = Plane(1, 0, 0, 0)
+
+[sub_resource type="WorldBoundaryShape3D" id="WorldBoundaryShape3D_q1oeh"]
+plane = Plane(-1, 0, 0, 0)
+
+[sub_resource type="WorldBoundaryShape3D" id="WorldBoundaryShape3D_rsiy4"]
+plane = Plane(0, 0, 1, 0)
+
+[sub_resource type="WorldBoundaryShape3D" id="WorldBoundaryShape3D_v04wy"]
+plane = Plane(0, 0, -1, 0)
+
+[sub_resource type="WorldBoundaryShape3D" id="WorldBoundaryShape3D_x27m4"]
+plane = Plane(0, -1, 0, 0)
+
+[sub_resource type="WorldBoundaryShape3D" id="WorldBoundaryShape3D_gye7m"]
+
+[sub_resource type="Animation" id="Animation_48do4"]
+length = 0.001
+
+[sub_resource type="Animation" id="Animation_0hul6"]
+resource_name = "light_cycle"
+length = 4.0
+loop_mode = 1
+
+[sub_resource type="AnimationLibrary" id="AnimationLibrary_h554d"]
+_data = {
+"RESET": SubResource("Animation_48do4"),
+"light_cycle": SubResource("Animation_0hul6")
+}
+
+[node name="ArenaMap" type="Node3D"]
+script = ExtResource("1_5ols7")
+
+[node name="PlayerManager1" parent="." instance=ExtResource("2_n8j0g")]
+transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0.1, 20)
+
+[node name="PlayerManager2" parent="." instance=ExtResource("2_n8j0g")]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.1, -20)
+player_id = 2
+
+[node name="Environment" type="Node3D" parent="."]
+
+[node name="WorldEnvironment" type="WorldEnvironment" parent="Environment"]
+environment = SubResource("Environment_0cwcw")
+
+[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Environment"]
+transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 10, 0)
+light_energy = 8.76
+light_indirect_energy = 0.0
+shadow_enabled = true
+
+[node name="WorldGeometry" type="NavigationRegion3D" parent="."]
+navigation_mesh = SubResource("NavigationMesh_ltpuv")
+
+[node name="NavLinks" type="Node3D" parent="WorldGeometry"]
+
+[node name="NavigationLink3D" type="NavigationLink3D" parent="WorldGeometry/NavLinks"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 49)
+end_position = Vector3(0, -5, 4)
+
+[node name="NavigationLink3D2" type="NavigationLink3D" parent="WorldGeometry/NavLinks"]
+transform = Transform3D(0.866025, 0, 0.5, 0, 1, 0, -0.5, 0, 0.866025, 24.5, 0, 42.4352)
+end_position = Vector3(0, -5, 4)
+
+[node name="NavigationLink3D3" type="NavigationLink3D" parent="WorldGeometry/NavLinks"]
+transform = Transform3D(0.5, 0, 0.866025, 0, 1, 0, -0.866025, 0, 0.5, 42.4352, 0, 24.5)
+end_position = Vector3(0, -5, 4)
+
+[node name="NavigationLink3D4" type="NavigationLink3D" parent="WorldGeometry/NavLinks"]
+transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, 49, 0, -2.14186e-06)
+end_position = Vector3(0, -5, 4)
+
+[node name="NavigationLink3D5" type="NavigationLink3D" parent="WorldGeometry/NavLinks"]
+transform = Transform3D(-0.5, 0, 0.866025, 0, 1, 0, -0.866025, 0, -0.5, 42.4352, 0, -24.5)
+end_position = Vector3(0, -5, 4)
+
+[node name="NavigationLink3D6" type="NavigationLink3D" parent="WorldGeometry/NavLinks"]
+transform = Transform3D(-0.866025, 0, 0.5, 0, 1, 0, -0.5, 0, -0.866025, 24.5, 0, -42.4352)
+end_position = Vector3(0, -5, 4)
+
+[node name="NavigationLink3D7" type="NavigationLink3D" parent="WorldGeometry/NavLinks"]
+transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, -4.28372e-06, 0, -49)
+end_position = Vector3(0, -5, 4)
+
+[node name="NavigationLink3D8" type="NavigationLink3D" parent="WorldGeometry/NavLinks"]
+transform = Transform3D(-0.866025, 0, -0.5, 0, 1, 0, 0.5, 0, -0.866025, -24.5, 0, -42.4352)
+end_position = Vector3(0, -5, 4)
+
+[node name="NavigationLink3D9" type="NavigationLink3D" parent="WorldGeometry/NavLinks"]
+transform = Transform3D(-0.5, 0, -0.866026, 0, 1, 0, 0.866026, 0, -0.5, -42.4352, 0, -24.5)
+end_position = Vector3(0, -5, 4)
+
+[node name="NavigationLink3D10" type="NavigationLink3D" parent="WorldGeometry/NavLinks"]
+transform = Transform3D(1.31134e-07, 0, -1, 0, 1, 0, 1, 0, 1.31134e-07, -49, 0, 6.42557e-06)
+end_position = Vector3(0, -5, 4)
+
+[node name="NavigationLink3D11" type="NavigationLink3D" parent="WorldGeometry/NavLinks"]
+transform = Transform3D(0.5, 0, -0.866025, 0, 1, 0, 0.866025, 0, 0.5, -42.4352, 0, 24.5)
+end_position = Vector3(0, -5, 4)
+
+[node name="NavigationLink3D12" type="NavigationLink3D" parent="WorldGeometry/NavLinks"]
+transform = Transform3D(0.866026, 0, -0.5, 0, 1, 0, 0.5, 0, 0.866026, -24.5, 0, 42.4352)
+end_position = Vector3(0, -5, 4)
+
+[node name="PatrolMarkers" type="Node3D" parent="WorldGeometry"]
+
+[node name="Marker3D" type="Marker3D" parent="WorldGeometry/PatrolMarkers" groups=["PatrolMarkers"]]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 30, 0, 0)
+
+[node name="Marker3D2" type="Marker3D" parent="WorldGeometry/PatrolMarkers" groups=["PatrolMarkers"]]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -30, 0, 0)
+
+[node name="Marker3D3" type="Marker3D" parent="WorldGeometry/PatrolMarkers" groups=["PatrolMarkers"]]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 30)
+
+[node name="Marker3D4" type="Marker3D" parent="WorldGeometry/PatrolMarkers" groups=["PatrolMarkers"]]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -30)
+
+[node name="Marker3D5" type="Marker3D" parent="WorldGeometry/PatrolMarkers" groups=["PatrolMarkers"]]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 60, -5, 0)
+
+[node name="Marker3D6" type="Marker3D" parent="WorldGeometry/PatrolMarkers" groups=["PatrolMarkers"]]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -60, -5, 0)
+
+[node name="Marker3D7" type="Marker3D" parent="WorldGeometry/PatrolMarkers" groups=["PatrolMarkers"]]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -5, 60)
+
+[node name="Marker3D8" type="Marker3D" parent="WorldGeometry/PatrolMarkers" groups=["PatrolMarkers"]]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -5, -60)
+
+[node name="Floor" type="MeshInstance3D" parent="WorldGeometry"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0)
+mesh = SubResource("CylinderMesh_uarav")
+skeleton = NodePath("StaticBody3D")
+
+[node name="StaticBody3D" type="StaticBody3D" parent="WorldGeometry/Floor"]
+
+[node name="CollisionShape3D" type="CollisionShape3D" parent="WorldGeometry/Floor/StaticBody3D"]
+shape = SubResource("CylinderShape3D_imuqt")
+
+[node name="Shadow" type="StaticBody3D" parent="WorldGeometry/Floor"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -51, 0)
+collision_layer = 2
+collision_mask = 2
+
+[node name="CollisionShape3D" type="CollisionShape3D" parent="WorldGeometry/Floor/Shadow"]
+shape = SubResource("CylinderShape3D_61wmo")
+
+[node name="FloorLower" type="MeshInstance3D" parent="WorldGeometry"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -6, 0)
+mesh = SubResource("CylinderMesh_jjkoa")
+skeleton = NodePath("StaticBody3D")
+
+[node name="StaticBody3D" type="StaticBody3D" parent="WorldGeometry/FloorLower"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
+
+[node name="CollisionShape3D" type="CollisionShape3D" parent="WorldGeometry/FloorLower/StaticBody3D"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0)
+shape = SubResource("CylinderShape3D_moqbh")
+
+[node name="Shadow" type="StaticBody3D" parent="WorldGeometry/FloorLower"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -51, 0)
+collision_layer = 2
+collision_mask = 2
+
+[node name="CollisionShape3D" type="CollisionShape3D" parent="WorldGeometry/FloorLower/Shadow"]
+shape = SubResource("CylinderShape3D_11kxj")
+
+[node name="Pillar1" type="MeshInstance3D" parent="WorldGeometry"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 10, 1, 10)
+mesh = SubResource("CylinderMesh_pfp3p")
+skeleton = NodePath("../..")
+
+[node name="StaticBody3D" type="StaticBody3D" parent="WorldGeometry/Pillar1"]
+
+[node name="CollisionShape3D" type="CollisionShape3D" parent="WorldGeometry/Pillar1/StaticBody3D"]
+shape = SubResource("CylinderShape3D_6nyir")
+
+[node name="Pillar2" type="MeshInstance3D" parent="WorldGeometry"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -10, 1, 10)
+mesh = SubResource("CylinderMesh_pfp3p")
+skeleton = NodePath("../..")
+
+[node name="StaticBody3D" type="StaticBody3D" parent="WorldGeometry/Pillar2"]
+
+[node name="CollisionShape3D" type="CollisionShape3D" parent="WorldGeometry/Pillar2/StaticBody3D"]
+shape = SubResource("CylinderShape3D_6nyir")
+
+[node name="Pillar3" type="MeshInstance3D" parent="WorldGeometry"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -10, 1, -10)
+mesh = SubResource("CylinderMesh_pfp3p")
+skeleton = NodePath("../..")
+
+[node name="StaticBody3D" type="StaticBody3D" parent="WorldGeometry/Pillar3"]
+
+[node name="CollisionShape3D" type="CollisionShape3D" parent="WorldGeometry/Pillar3/StaticBody3D"]
+shape = SubResource("CylinderShape3D_6nyir")
+
+[node name="Pillar4" type="MeshInstance3D" parent="WorldGeometry"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 10, 1, -10)
+mesh = SubResource("CylinderMesh_pfp3p")
+skeleton = NodePath("../..")
+
+[node name="StaticBody3D" type="StaticBody3D" parent="WorldGeometry/Pillar4"]
+
+[node name="CollisionShape3D" type="CollisionShape3D" parent="WorldGeometry/Pillar4/StaticBody3D"]
+shape = SubResource("CylinderShape3D_6nyir")
+
+[node name="AreaBoundary" type="StaticBody3D" parent="WorldGeometry"]
+
+[node name="CollisionShape3D" type="CollisionShape3D" parent="WorldGeometry/AreaBoundary"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -150, 0, 0)
+shape = SubResource("WorldBoundaryShape3D_icayw")
+
+[node name="CollisionShape3D2" type="CollisionShape3D" parent="WorldGeometry/AreaBoundary"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 150, 0, 0)
+shape = SubResource("WorldBoundaryShape3D_q1oeh")
+
+[node name="CollisionShape3D3" type="CollisionShape3D" parent="WorldGeometry/AreaBoundary"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -150)
+shape = SubResource("WorldBoundaryShape3D_rsiy4")
+
+[node name="CollisionShape3D4" type="CollisionShape3D" parent="WorldGeometry/AreaBoundary"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 150)
+shape = SubResource("WorldBoundaryShape3D_v04wy")
+
+[node name="CollisionShape3D6" type="CollisionShape3D" parent="WorldGeometry/AreaBoundary"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 150, 0)
+shape = SubResource("WorldBoundaryShape3D_x27m4")
+
+[node name="KillFloor" type="Area3D" parent="WorldGeometry"]
+script = ExtResource("6_e37dd")
+
+[node name="CollisionShape3D5" type="CollisionShape3D" parent="WorldGeometry/KillFloor"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -150, 0)
+shape = SubResource("WorldBoundaryShape3D_gye7m")
+
+[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
+libraries = {
+"": SubResource("AnimationLibrary_h554d")
+}
+autoplay = "light_cycle"
+
+[connection signal="body_entered" from="WorldGeometry/KillFloor" to="WorldGeometry/KillFloor" method="_on_body_entered"]
diff --git a/src/maps/arena_map/kill_floor.gd b/src/maps/arena_map/kill_floor.gd
new file mode 100644
index 0000000..a182b38
--- /dev/null
+++ b/src/maps/arena_map/kill_floor.gd
@@ -0,0 +1,6 @@
+extends Area3D
+
+
+func _on_body_entered(body: Node3D) -> void:
+ if body is MechCharacter:
+ (body as MechCharacter).deal_damage(99999.0)
diff --git a/src/maps/arena_map/metal_09.tres b/src/maps/arena_map/metal_09.tres
new file mode 100644
index 0000000..b79e191
--- /dev/null
+++ b/src/maps/arena_map/metal_09.tres
@@ -0,0 +1,30 @@
+[gd_resource type="StandardMaterial3D" load_steps=8 format=3 uid="uid://dsc0g1qafw80e"]
+
+[ext_resource type="Texture2D" uid="uid://csbbhpwfxa6vi" path="res://assets/textures/Metal009_2K-PNG/Metal009_2K-PNG_Color.png" id="1_cqrae"]
+[ext_resource type="Texture2D" uid="uid://c4cwawfg0jbdp" path="res://assets/textures/Metal009_2K-PNG/Metal009_2K-PNG_Displacement.png" id="2_x0m2y"]
+[ext_resource type="Texture2D" uid="uid://hme2odj58vo3" path="res://assets/textures/Metal009_2K-PNG/Metal009_2K-PNG_Metalness.png" id="3_elunr"]
+[ext_resource type="Shader" path="res://src/shaders/spatial_threshold.gdshader" id="4_k6wow"]
+[ext_resource type="Texture2D" uid="uid://b63g40daehul" path="res://assets/textures/Metal009_2K-PNG/Metal009_2K-PNG_NormalGL.png" id="5_8bw2a"]
+[ext_resource type="Texture2D" uid="uid://bjhtlrh1hij8x" path="res://assets/textures/Metal009_2K-PNG/Metal009_2K-PNG_Roughness.png" id="6_u6muq"]
+
+[sub_resource type="ShaderMaterial" id="ShaderMaterial_2xp25"]
+render_priority = 0
+shader = ExtResource("4_k6wow")
+shader_parameter/color_low = Color(0, 0, 0, 1)
+shader_parameter/color_hi = Color(1, 1, 1, 1)
+shader_parameter/threshold = 0.5
+shader_parameter/contrast = 1.0
+shader_parameter/offset = 0.0
+
+[resource]
+next_pass = SubResource("ShaderMaterial_2xp25")
+albedo_texture = ExtResource("1_cqrae")
+metallic = 1.0
+metallic_texture = ExtResource("3_elunr")
+roughness_texture = ExtResource("6_u6muq")
+normal_enabled = true
+normal_texture = ExtResource("5_8bw2a")
+heightmap_enabled = true
+heightmap_scale = 1.0
+heightmap_texture = ExtResource("2_x0m2y")
+uv1_scale = Vector3(20, 20, 20)
diff --git a/src/npc/damageable_body.gd b/src/npc/damageable_body.gd
new file mode 100644
index 0000000..f71b795
--- /dev/null
+++ b/src/npc/damageable_body.gd
@@ -0,0 +1,16 @@
+class_name DamageableBody
+extends CharacterBody3D
+
+@warning_ignore("unused_parameter")
+func deal_damage(delta: float) -> void:
+ pass # Implemented in derived type
+
+
+@warning_ignore("unused_parameter")
+func deal_heat(delta: float) -> void:
+ pass # Implemented in derived type
+
+
+@warning_ignore("unused_parameter")
+func deal_structure(delta: int) -> void:
+ pass # Implemented in derived type
diff --git a/src/npc/dummy/dummy.gd b/src/npc/dummy/dummy.gd
new file mode 100644
index 0000000..938df99
--- /dev/null
+++ b/src/npc/dummy/dummy.gd
@@ -0,0 +1,31 @@
+extends DamageableBody
+
+# Get the gravity from the project settings to be synced with RigidBody nodes.
+var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
+
+var _damage: float = 0.0
+var _heat: float = 0.0
+var _structure: int = 5
+
+
+func deal_damage(delta: float) -> void:
+ print("yeowch!!")
+ _damage += delta
+
+
+func deal_heat(delta: float) -> void:
+ print("mamma mia that's a spicy meatball!")
+ _heat += delta
+
+
+func deal_structure(delta: int) -> void:
+ print("ack! structured!")
+ _structure += delta
+
+
+func _physics_process(delta: float) -> void:
+ # Add the gravity.
+ if not is_on_floor():
+ velocity.y -= gravity * delta
+
+ move_and_slide()
diff --git a/src/npc/dummy/dummy.tscn b/src/npc/dummy/dummy.tscn
new file mode 100644
index 0000000..592cd8a
--- /dev/null
+++ b/src/npc/dummy/dummy.tscn
@@ -0,0 +1,38 @@
+[gd_scene load_steps=8 format=3 uid="uid://2vetjvn3w0si"]
+
+[ext_resource type="Script" path="res://src/npc/dummy/dummy.gd" id="1_fw1h8"]
+[ext_resource type="Texture2D" uid="uid://b0yefajw1cqo" path="res://assets/textures/character_placeholder.png" id="1_jiqkj"]
+[ext_resource type="Shader" path="res://src/shaders/spatial_threshold.gdshader" id="2_lqgq8"]
+
+[sub_resource type="ShaderMaterial" id="ShaderMaterial_g4reu"]
+render_priority = 0
+shader = ExtResource("2_lqgq8")
+shader_parameter/color_low = Color(0, 0, 0, 1)
+shader_parameter/color_hi = Color(1, 1, 1, 1)
+shader_parameter/threshold = 0.19
+shader_parameter/contrast = 1.0
+shader_parameter/offset = 0.0
+
+[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1rns5"]
+next_pass = SubResource("ShaderMaterial_g4reu")
+albedo_texture = ExtResource("1_jiqkj")
+
+[sub_resource type="CapsuleMesh" id="CapsuleMesh_b3qv8"]
+material = SubResource("StandardMaterial3D_1rns5")
+radius = 0.7
+
+[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_3x80o"]
+radius = 0.7
+
+[node name="Dummy" type="CharacterBody3D"]
+script = ExtResource("1_fw1h8")
+
+[node name="Mesh" type="Node3D" parent="."]
+
+[node name="MeshInstance3D" type="MeshInstance3D" parent="Mesh"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
+mesh = SubResource("CapsuleMesh_b3qv8")
+
+[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
+shape = SubResource("CapsuleShape3D_3x80o")
diff --git a/src/npc/mech_character/mech_character.gd b/src/npc/mech_character/mech_character.gd
new file mode 100644
index 0000000..b5f5f0e
--- /dev/null
+++ b/src/npc/mech_character/mech_character.gd
@@ -0,0 +1,117 @@
+class_name MechCharacter
+extends DamageableBody
+
+enum Equipment {
+ AUTOCANNON,
+ RIFLE,
+}
+
+const BASE_SPEED: float = 3.4
+const BOOST_FORCE: float = 20.0
+const JUMP_FORCE: float = 12.0
+const TURN_SENSITIVITY: float = 0.02
+const MOVEMENT_SENSITIVITY: float = 0.7
+
+@export var _equipment: Equipment = Equipment.AUTOCANNON
+
+var _weapon: Weapon = null
+var _boost_triggered: bool = false
+
+@onready var autocannon: Weapon = %WeaponSlot/Autocannon
+@onready var rifle: Weapon = %WeaponSlot/Rifle
+
+@onready var mesh: Node3D = $Mesh
+@onready var animation_tree: AnimationTree = $Mesh/Mech/AnimationTree
+@onready var shadow_listener: ShadowListener = $ShadowListener
+@onready var spark_shower: GPUParticles3D = $SparkShower
+@onready var boost_cooldown_timer: Timer = $BoostCooldownTimer
+
+
+func shutdown() -> void:
+ animation_tree["parameters/online_state/transition_request"] = "offline"
+ spark_shower.emitting = true
+
+
+func is_boosting() -> bool:
+ return _boost_triggered or animation_tree["parameters/boost/active"]
+
+
+func in_shadow() -> bool:
+ return shadow_listener.in_shadow()
+
+
+func boost_ready() -> bool:
+ return boost_cooldown_timer.is_stopped()
+
+
+func boost(movement: Vector3) -> void:
+ velocity.x += movement.x * BOOST_FORCE
+ velocity.z += movement.z * BOOST_FORCE
+ velocity.y = 0.0
+ mesh.rotation.y = atan2(velocity.x, velocity.z)
+ animation_tree["parameters/boost/request"] = 1
+ _boost_triggered = true
+ boost_cooldown_timer.start()
+
+
+func jump() -> void:
+ if is_on_floor():
+ velocity.y = JUMP_FORCE
+ if is_boosting():
+ # Jump cancels boost
+ animation_tree["parameters/boost/request"] = 2 # Abort
+
+
+func _ready() -> void:
+ set_equipment(_equipment)
+
+
+func set_equipment(value: Equipment) -> void:
+ if _weapon:
+ _weapon.deactivate()
+ _weapon.visible = false
+ _weapon = null
+
+ match value:
+ Equipment.AUTOCANNON:
+ _weapon = autocannon
+ _weapon.visible = true
+ Equipment.RIFLE:
+ _weapon = rifle
+ _weapon.visible = true
+
+
+func physics_process(movement: Vector3, delta: float) -> void:
+ var delta_factor: float = delta * GameState.TARGET_FPS
+ var effective_gravity: float = GameState.gravity
+
+ if is_boosting():
+ effective_gravity *= 0.1
+
+ # Add the gravity.
+ if not is_on_floor():
+ velocity.y -= effective_gravity * delta
+ animation_tree["parameters/jump_state/transition_request"] = "in_air"
+ animation_tree["parameters/anim_state/transition_request"] = "air"
+ elif animation_tree["parameters/anim_state/current_state"] == "air":
+ # If not on floor but still in jump state, transition back to landing
+ animation_tree["parameters/jump_state/transition_request"] = "end"
+
+ if movement:
+ if not is_boosting():
+ velocity.x = lerpf(
+ velocity.x, movement.x * BASE_SPEED, delta_factor * MOVEMENT_SENSITIVITY
+ )
+ velocity.z = lerpf(
+ velocity.z, movement.z * BASE_SPEED, delta_factor * MOVEMENT_SENSITIVITY
+ )
+
+ var drag: float = (
+ GameState.FRICTION if (is_on_floor() and not is_boosting()) else GameState.AIR_DRAG
+ )
+ velocity.x = lerpf(velocity.x, 0.0, delta_factor * drag)
+ velocity.z = lerpf(velocity.z, 0.0, delta_factor * drag)
+
+ move_and_slide()
+
+ _boost_triggered = false
diff --git a/src/npc/mech_character/mech_character.tscn b/src/npc/mech_character/mech_character.tscn
new file mode 100644
index 0000000..415fc07
--- /dev/null
+++ b/src/npc/mech_character/mech_character.tscn
@@ -0,0 +1,190 @@
+[gd_scene load_steps=8 format=3 uid="uid://b4lueyrglqwou"]
+
+[ext_resource type="Script" path="res://src/npc/mech_character/mech_character.gd" id="1_0ew1j"]
+[ext_resource type="PackedScene" uid="uid://dd7ebaau8a70n" path="res://assets/models/bipedal_mech/mech.tscn" id="2_aopor"]
+[ext_resource type="PackedScene" uid="uid://in6j0ylwrk7l" path="res://src/equip/autocannon/autocannon.tscn" id="3_ft5ut"]
+[ext_resource type="PackedScene" uid="uid://csm36ra2445ho" path="res://src/equip/rifle/rifle.tscn" id="4_57ynl"]
+[ext_resource type="PackedScene" uid="uid://bg450j3javgoj" path="res://src/util/shadow_listener.tscn" id="6_ee3vu"]
+[ext_resource type="PackedScene" uid="uid://b0ob0t4rhygcx" path="res://src/effects/spark_shower.tscn" id="7_x4crs"]
+
+[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_otw5j"]
+radius = 0.7
+
+[node name="MechCharacter" type="CharacterBody3D"]
+collision_layer = 5
+script = ExtResource("1_0ew1j")
+
+[node name="Mesh" type="Node3D" parent="."]
+
+[node name="Mech" parent="Mesh" instance=ExtResource("2_aopor")]
+transform = Transform3D(0.15, 0, 0, 0, 0.15, 0, 0, 0, 0.15, 0, 0, -0.05)
+
+[node name="Skeleton3D" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5" index="0"]
+bones/1/position = Vector3(-1.16428e-18, -0.0054943, 6.33131)
+bones/3/rotation = Quaternion(0.652825, 0.672448, 0.243099, 0.250073)
+bones/4/rotation = Quaternion(0.720814, 0.0547512, 0.0745786, 0.686926)
+bones/5/rotation = Quaternion(-0.639058, -0.00116619, -0.103928, 0.762104)
+bones/6/rotation = Quaternion(-0.432013, 0.0116722, -0.062539, 0.899621)
+bones/7/rotation = Quaternion(-0.845601, 0.0357566, -0.175166, 0.502988)
+bones/11/rotation = Quaternion(-0.842113, 0.0423418, -0.170675, 0.509826)
+bones/17/rotation = Quaternion(0.751597, 0.0154489, 0.659195, 0.0180361)
+bones/23/rotation = Quaternion(0.884201, 0.00326685, 0.146024, 0.443683)
+bones/27/rotation = Quaternion(-0.579241, -0.00534443, -0.10658, 0.808141)
+bones/33/rotation = Quaternion(-0.57162, -0.00943029, -0.111596, 0.81284)
+bones/35/rotation = Quaternion(-0.65872, 0.00395804, -0.10683, 0.744755)
+bones/41/rotation = Quaternion(-0.0149485, 0.938737, 0.344099, 0.0120737)
+bones/49/rotation = Quaternion(4.37688e-05, 6.57828e-24, -4.94386e-31, 1)
+bones/51/rotation = Quaternion(0.595643, -0.000239311, 0.000322147, 0.80325)
+bones/55/rotation = Quaternion(0.595643, 0.000238545, -0.000321578, 0.80325)
+bones/74/rotation = Quaternion(-0.652923, 0.672619, 0.242756, -0.24969)
+bones/75/rotation = Quaternion(0.72214, -0.0546818, -0.0747348, 0.685521)
+bones/76/rotation = Quaternion(-0.63996, 0.00113944, 0.104048, 0.76133)
+bones/77/rotation = Quaternion(-0.433074, -0.0117031, 0.0627126, 0.899098)
+bones/78/rotation = Quaternion(-0.845331, -0.0357248, 0.175139, 0.503454)
+bones/82/rotation = Quaternion(-0.841849, -0.0422912, 0.170661, 0.51027)
+bones/88/rotation = Quaternion(0.751556, -0.0167999, -0.659149, 0.0200827)
+bones/94/rotation = Quaternion(0.880873, -0.00309725, -0.145554, 0.450407)
+bones/98/rotation = Quaternion(-0.579833, 0.00531982, 0.106644, 0.807708)
+bones/102/rotation = Quaternion(-0.572229, 0.00939806, 0.111651, 0.812404)
+bones/106/rotation = Quaternion(-0.659938, -0.00399149, 0.106996, 0.743652)
+bones/112/rotation = Quaternion(0.0148249, 0.940231, 0.339999, -0.0121153)
+bones/122/position = Vector3(3.16409, -0.209392, 0.385707)
+bones/122/rotation = Quaternion(0.993207, -0.0067908, 0.0811618, -0.0831023)
+bones/126/position = Vector3(-3.16409, -0.19985, 0.394355)
+bones/126/rotation = Quaternion(0.993201, 0.00679721, -0.0811612, -0.0831807)
+
+[node name="Plane_009_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="0"]
+transform = Transform3D(0.999998, 0.000417814, 0.00180264, -0.000461563, 0.999705, 0.0243299, -0.0017919, -0.0243308, 0.999703, -0.00779033, -0.0231159, 0.0315084)
+
+[node name="Plane_012_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="1"]
+transform = Transform3D(0.999998, 0.000643775, 0.00192634, -0.000690788, 0.999699, 0.0245158, -0.00190996, -0.0245172, 0.999698, -0.00811934, -0.0230814, 0.0314264)
+
+[node name="Cube_016_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="2"]
+transform = Transform3D(0.999999, -0.000215001, 0.000903815, 0.000215536, 1, -0.00056237, -0.000903666, 0.000562519, 1, -0.00640774, -0.00487612, 0.0032531)
+
+[node name="Plane_004_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="3"]
+transform = Transform3D(0.999998, -0.000259891, 0.00128455, 0.000222653, 0.999584, 0.028848, -0.00129141, -0.0288478, 0.999583, -0.00617504, -0.0354834, 0.00834596)
+
+[node name="Cube_013_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="4"]
+transform = Transform3D(0.999999, -0.000219718, 0.00166439, 0.000205353, 0.999963, 0.0086447, -0.00166616, -0.0086444, 0.999961, -0.00669837, -0.00839901, 0.00379372)
+
+[node name="Plane_011_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="5"]
+transform = Transform3D(0.999999, -0.0010214, -0.00084162, 0.00105689, 0.999063, 0.0432768, 0.00079672, -0.0432776, 0.999063, 0.00604224, -0.266977, -0.00997972)
+
+[node name="Plane_002_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="6"]
+transform = Transform3D(0.999998, 0.00074552, 0.00183837, -0.000796914, 0.999604, 0.0281415, -0.00181657, -0.028143, 0.999602, -0.00868869, -0.0176146, 0.0556908)
+
+[node name="Plane_013_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="7"]
+transform = Transform3D(0.999998, 0.00074552, 0.00183837, -0.000796914, 0.999604, 0.0281415, -0.00181657, -0.028143, 0.999602, -0.00868869, -0.0176146, 0.0556908)
+
+[node name="Cube_007_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="8"]
+transform = Transform3D(0.999999, -0.000307597, 0.00141614, 0.000258453, 0.999401, 0.0346135, -0.00142583, -0.0346131, 0.9994, -0.00634098, -0.0428792, 0.0111597)
+
+[node name="Plane_015_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="9"]
+transform = Transform3D(0.999997, -0.000152886, 0.00222947, 0.000251181, 0.999026, -0.0441336, -0.00222047, 0.0441338, 0.999023, -0.00823092, 0.12966, -0.0438561)
+
+[node name="Cube_010_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="10"]
+transform = Transform3D(1, -3.00836e-05, -0.000548292, 5.31953e-05, 0.999112, 0.0421352, 0.000546598, -0.0421351, 0.999112, 0.00355887, -0.260173, -0.109031)
+
+[node name="Cube_012_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="11"]
+transform = Transform3D(1, -0.000211494, -0.000472223, 0.000222665, 0.99972, 0.0236959, 0.000467149, -0.023696, 0.999719, 0.00322175, -0.158728, -0.120737)
+
+[node name="Cylinder_002_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="12"]
+transform = Transform3D(1, -1.77636e-15, 0, -1.77636e-15, 1, -4.37113e-08, 0, 4.37113e-08, 1, 0, -0.0054943, -0.140889)
+
+[node name="Cube_006_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="13"]
+transform = Transform3D(1, -7.92629e-08, -5.63834e-07, 7.93605e-08, 1, 0.000112325, 5.63682e-07, -0.000112295, 1, 5.72205e-06, -0.00715804, -0.141333)
+
+[node name="Cube_017_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="14"]
+transform = Transform3D(1, 8.04875e-08, 5.65289e-07, -8.05683e-08, 1, 0.000112325, -5.65312e-07, -0.000112295, 1, -5.72205e-06, -0.00715804, -0.141334)
+
+[node name="Cube_005_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="15"]
+transform = Transform3D(1, -1.42109e-13, -3.41061e-13, 2.27374e-13, 1, -8.84533e-05, 3.97904e-13, 8.84533e-05, 1, -9.09154e-13, -0.00492293, -0.140891)
+
+[node name="WeaponSlot" type="Node3D" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D/Cube_005_Material_0" index="1"]
+unique_name_in_owner = true
+transform = Transform3D(1, 1.42109e-14, -4.74338e-20, -1.42109e-14, 1, 1.7053e-13, -3.38813e-20, -1.7053e-13, 1, 0, 0, 0)
+
+[node name="Autocannon" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D/Cube_005_Material_0/WeaponSlot" node_paths=PackedStringArray("excluded") instance=ExtResource("3_ft5ut")]
+transform = Transform3D(1, -7.45389e-20, -2.84217e-14, -2.84217e-14, -4.37115e-08, -1, 1.35525e-20, 1, -4.37115e-08, -1.61931, -4.00469, 7.83282)
+visible = false
+excluded = [NodePath("../../../../../../../../../../../..")]
+
+[node name="Rifle" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D/Cube_005_Material_0/WeaponSlot" instance=ExtResource("4_57ynl")]
+transform = Transform3D(1, 6.97955e-19, 1.77636e-13, 0, -4.37112e-08, -1, -1.35525e-20, 1, -4.37112e-08, -2.90254, -1.10442, 10.4782)
+visible = false
+
+[node name="Cube_005_Inside_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="16"]
+transform = Transform3D(1, -1.42109e-13, -3.41061e-13, 2.27374e-13, 1, -8.84533e-05, 3.97904e-13, 8.84533e-05, 1, -9.09154e-13, -0.00492293, -0.140891)
+
+[node name="Plane_003_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="17"]
+transform = Transform3D(1, 1.0877e-10, -1.02383e-08, -1.10987e-10, 1, -8.78205e-05, 1.02819e-08, 8.78204e-05, 1, -2.38419e-07, -0.00492787, -0.140889)
+
+[node name="Plane_016_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="18"]
+transform = Transform3D(1, -1.0877e-10, 1.02383e-08, 1.10987e-10, 1, -8.78205e-05, -1.02819e-08, 8.78204e-05, 1, 2.38419e-07, -0.00492787, -0.140889)
+
+[node name="Cube_008_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="19"]
+transform = Transform3D(1, -2.63914e-23, 5.76836e-28, 2.63914e-23, 1, -8.75376e-05, 1.73341e-27, 8.75376e-05, 1, -1.16428e-18, -0.00492774, -0.140889)
+
+[node name="Cube_008_Inside_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="20"]
+transform = Transform3D(1, -2.63914e-23, 5.76836e-28, 2.63914e-23, 1, -8.75376e-05, 1.73341e-27, 8.75376e-05, 1, -1.16428e-18, -0.00492774, -0.140889)
+
+[node name="Plane_006_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="21"]
+transform = Transform3D(0.999998, -0.00054808, -0.00193057, 0.000592455, 0.999734, 0.0230679, 0.00191738, -0.0230691, 0.999732, 0.00798106, -0.00590265, 0.0358121)
+
+[node name="Plane_008_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="22"]
+transform = Transform3D(0.999997, -0.000777751, -0.00209741, 0.000826389, 0.999729, 0.0233013, 0.00207871, -0.0233031, 0.999727, 0.00834894, -0.00591588, 0.0358173)
+
+[node name="Cube_004_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="23"]
+transform = Transform3D(0.999999, 0.000114491, -0.000907227, -0.00011519, 1, -0.000752404, 0.000907138, 0.000752464, 0.999999, 0.00646329, 0.0113585, 0.0082255)
+
+[node name="Plane_005_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="24"]
+transform = Transform3D(0.999999, 0.000172243, -0.00135165, -0.000129357, 0.999514, 0.0311721, 0.0013559, -0.0311722, 0.999513, 0.0062499, -0.0249103, 0.0153855)
+
+[node name="Cube_003_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="25"]
+transform = Transform3D(0.999998, 0.000144057, -0.00175065, -0.000133447, 0.999981, 0.00606415, 0.00175147, -0.00606397, 0.99998, 0.00678992, 0.00867057, 0.00950789)
+
+[node name="Plane_007_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="26"]
+transform = Transform3D(0.999998, 0.0010853, 0.00153478, -0.00116557, 0.998577, 0.0533125, -0.00147477, -0.0533142, 0.998577, -0.00952864, -0.31153, 0.000259876)
+
+[node name="Plane_014_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="27"]
+transform = Transform3D(0.999998, -0.000834569, -0.0019607, 0.000882685, 0.999696, 0.0246448, 0.0019395, -0.0246466, 0.999694, 0.00887799, 0.00245297, 0.06125)
+
+[node name="Plane_010_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="28"]
+transform = Transform3D(0.999997, -0.00142378, -0.00204641, 0.00147426, 0.99969, 0.0248809, 0.0020103, -0.0248839, 0.999688, 0.00985193, 0.00258946, 0.0604174)
+
+[node name="Cube_014_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="29"]
+transform = Transform3D(0.999999, 0.000234127, -0.00151022, -0.000184245, 0.999457, 0.0329483, 0.00151706, -0.0329481, 0.999456, 0.00644279, -0.0267844, 0.0170171)
+
+[node name="Plane_001_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="30"]
+transform = Transform3D(0.999997, 9.17837e-05, -0.00230879, -0.000205033, 0.998794, -0.0490984, 0.00230148, 0.0490987, 0.998791, 0.00829101, 0.153097, -0.0398455)
+
+[node name="Cube_015_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="31"]
+transform = Transform3D(1, 0.00012801, 0.00107839, -0.000181515, 0.998762, 0.0497514, -0.00107073, -0.0497514, 0.998761, -0.00663877, -0.301679, -0.105625)
+
+[node name="Cube_001_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="32"]
+transform = Transform3D(1, 0.000204452, 0.000578293, -0.000217472, 0.999745, 0.0226001, -0.00057357, -0.0226002, 0.999745, -0.00390029, -0.151668, -0.122149)
+
+[node name="Cylinder_001_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="33"]
+transform = Transform3D(1, 1.77636e-15, 0, 1.77636e-15, 1, -4.37113e-08, 0, 4.37113e-08, 1, 0, -0.0054943, -0.140889)
+
+[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
+shape = SubResource("CapsuleShape3D_otw5j")
+
+[node name="ShadowListener" parent="." instance=ExtResource("6_ee3vu")]
+
+[node name="SparkShower" parent="." instance=ExtResource("7_x4crs")]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
+
+[node name="GPUParticlesCollisionBox3D" type="GPUParticlesCollisionBox3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.5, 0)
+size = Vector3(10, 1, 10)
+
+[node name="BoostCooldownTimer" type="Timer" parent="."]
+wait_time = 0.6
+one_shot = true
+
+[connection signal="stomp" from="Mesh/Mech" to="." method="_on_mech_stomp"]
+
+[editable path="Mesh/Mech"]
diff --git a/src/npc/mech_enemy/ai/actions/boost_toward_target_action.gd b/src/npc/mech_enemy/ai/actions/boost_toward_target_action.gd
new file mode 100644
index 0000000..a16ddad
--- /dev/null
+++ b/src/npc/mech_enemy/ai/actions/boost_toward_target_action.gd
@@ -0,0 +1,16 @@
+extends ActionLeaf
+
+@export var angle_offset: float = 0.0
+
+
+func tick(actor: Node, _blackboard: Blackboard) -> int:
+ var mech: MechEnemy = actor as MechEnemy
+ if mech.boost_ready():
+ var boost_vec: Vector3 = (
+ (mech.target_position - mech.global_position)
+ . rotated(Vector3(0, 1, 0), angle_offset)
+ . normalized()
+ )
+ mech.boost(boost_vec)
+ return SUCCESS
+ return FAILURE
diff --git a/src/npc/mech_enemy/ai/actions/boost_toward_target_action.tscn b/src/npc/mech_enemy/ai/actions/boost_toward_target_action.tscn
new file mode 100644
index 0000000..3aaea85
--- /dev/null
+++ b/src/npc/mech_enemy/ai/actions/boost_toward_target_action.tscn
@@ -0,0 +1,6 @@
+[gd_scene load_steps=2 format=3 uid="uid://b8c21qom2y50a"]
+
+[ext_resource type="Script" path="res://src/npc/mech_enemy/ai/actions/boost_toward_target_action.gd" id="1_tp7kx"]
+
+[node name="BoostTowardTargetAction" type="Node"]
+script = ExtResource("1_tp7kx")
diff --git a/src/npc/mech_enemy/ai/actions/move_to_point_action.gd b/src/npc/mech_enemy/ai/actions/move_to_point_action.gd
new file mode 100644
index 0000000..e076da8
--- /dev/null
+++ b/src/npc/mech_enemy/ai/actions/move_to_point_action.gd
@@ -0,0 +1,8 @@
+extends ActionLeaf
+
+
+func tick(actor: Node, _blackboard: Blackboard) -> int:
+ if (actor as MechEnemy).nav_agent.is_target_reached():
+ return SUCCESS
+
+ return RUNNING
diff --git a/src/npc/mech_enemy/ai/actions/move_to_point_action.tscn b/src/npc/mech_enemy/ai/actions/move_to_point_action.tscn
new file mode 100644
index 0000000..2192a95
--- /dev/null
+++ b/src/npc/mech_enemy/ai/actions/move_to_point_action.tscn
@@ -0,0 +1,6 @@
+[gd_scene load_steps=2 format=3 uid="uid://djfa3xgx8tt6e"]
+
+[ext_resource type="Script" path="res://src/npc/mech_enemy/ai/actions/move_to_point_action.gd" id="1_hh0vs"]
+
+[node name="MoveToPointAction" type="Node"]
+script = ExtResource("1_hh0vs")
diff --git a/src/npc/mech_enemy/ai/actions/set_patrol_point_action.gd b/src/npc/mech_enemy/ai/actions/set_patrol_point_action.gd
new file mode 100644
index 0000000..9fc9158
--- /dev/null
+++ b/src/npc/mech_enemy/ai/actions/set_patrol_point_action.gd
@@ -0,0 +1,13 @@
+extends ActionLeaf
+
+@export var patrol_point_group_name: String = "PatrolMarkers"
+
+
+func tick(actor: Node, _blackboard: Blackboard) -> int:
+ var patrol_points: Array[Node] = get_tree().get_nodes_in_group(patrol_point_group_name)
+ if len(patrol_points) == 0:
+ return FAILURE
+
+ (actor as MechEnemy).target_position = (patrol_points.pick_random() as Node3D).global_position
+
+ return SUCCESS
diff --git a/src/npc/mech_enemy/ai/actions/set_patrol_point_action.tscn b/src/npc/mech_enemy/ai/actions/set_patrol_point_action.tscn
new file mode 100644
index 0000000..0cfdb4c
--- /dev/null
+++ b/src/npc/mech_enemy/ai/actions/set_patrol_point_action.tscn
@@ -0,0 +1,6 @@
+[gd_scene load_steps=2 format=3 uid="uid://b7lild0ljbbae"]
+
+[ext_resource type="Script" path="res://src/npc/mech_enemy/ai/actions/set_patrol_point_action.gd" id="1_jxplo"]
+
+[node name="SetPatrolPointAction" type="Node"]
+script = ExtResource("1_jxplo")
diff --git a/src/npc/mech_enemy/ai/conditions/high_damage_condition.gd b/src/npc/mech_enemy/ai/conditions/high_damage_condition.gd
new file mode 100644
index 0000000..c43e4db
--- /dev/null
+++ b/src/npc/mech_enemy/ai/conditions/high_damage_condition.gd
@@ -0,0 +1,7 @@
+extends ConditionLeaf
+
+@export var damage_threshold: float = 80.0
+
+
+func tick(actor: Node, _blackboard: Blackboard) -> int:
+ return SUCCESS if (actor as MechEnemy).damage >= damage_threshold else FAILURE
diff --git a/src/npc/mech_enemy/ai/conditions/high_damage_condition.tscn b/src/npc/mech_enemy/ai/conditions/high_damage_condition.tscn
new file mode 100644
index 0000000..62a98c1
--- /dev/null
+++ b/src/npc/mech_enemy/ai/conditions/high_damage_condition.tscn
@@ -0,0 +1,6 @@
+[gd_scene load_steps=2 format=3 uid="uid://c52a5lp5n0s74"]
+
+[ext_resource type="Script" path="res://src/npc/mech_enemy/ai/conditions/high_damage_condition.gd" id="1_2laj5"]
+
+[node name="HighDamageCondition" type="Node"]
+script = ExtResource("1_2laj5")
diff --git a/src/npc/mech_enemy/ai/conditions/high_heat_condition.gd b/src/npc/mech_enemy/ai/conditions/high_heat_condition.gd
new file mode 100644
index 0000000..ac06ac1
--- /dev/null
+++ b/src/npc/mech_enemy/ai/conditions/high_heat_condition.gd
@@ -0,0 +1,7 @@
+extends ConditionLeaf
+
+@export var heat_threshold: float = 80.0
+
+
+func tick(actor: Node, _blackboard: Blackboard) -> int:
+ return SUCCESS if (actor as MechEnemy).heat >= heat_threshold else FAILURE
diff --git a/src/npc/mech_enemy/ai/conditions/high_heat_condition.tscn b/src/npc/mech_enemy/ai/conditions/high_heat_condition.tscn
new file mode 100644
index 0000000..a62c976
--- /dev/null
+++ b/src/npc/mech_enemy/ai/conditions/high_heat_condition.tscn
@@ -0,0 +1,6 @@
+[gd_scene load_steps=2 format=3 uid="uid://4apdn31ema4q"]
+
+[ext_resource type="Script" path="res://src/npc/mech_enemy/ai/conditions/high_heat_condition.gd" id="1_wptqg"]
+
+[node name="HighHeatCondition" type="Node"]
+script = ExtResource("1_wptqg")
diff --git a/src/npc/mech_enemy/ai/conditions/target_detected_condition.gd b/src/npc/mech_enemy/ai/conditions/target_detected_condition.gd
new file mode 100644
index 0000000..f26c9fd
--- /dev/null
+++ b/src/npc/mech_enemy/ai/conditions/target_detected_condition.gd
@@ -0,0 +1,5 @@
+extends ConditionLeaf
+
+
+func tick(actor: Node, _blackboard: Blackboard) -> int:
+ return SUCCESS if (actor as MechEnemy).target_detected else FAILURE
diff --git a/src/npc/mech_enemy/ai/conditions/target_detected_condition.tscn b/src/npc/mech_enemy/ai/conditions/target_detected_condition.tscn
new file mode 100644
index 0000000..2bdea3c
--- /dev/null
+++ b/src/npc/mech_enemy/ai/conditions/target_detected_condition.tscn
@@ -0,0 +1,6 @@
+[gd_scene load_steps=2 format=3 uid="uid://bspqtkxrkg5u8"]
+
+[ext_resource type="Script" path="res://src/npc/mech_enemy/ai/conditions/target_detected_condition.gd" id="1_yb8ih"]
+
+[node name="TargetDetectedCondition" type="Node"]
+script = ExtResource("1_yb8ih")
diff --git a/src/npc/mech_enemy/ai/conditions/target_in_range_condition.gd b/src/npc/mech_enemy/ai/conditions/target_in_range_condition.gd
new file mode 100644
index 0000000..bc6b711
--- /dev/null
+++ b/src/npc/mech_enemy/ai/conditions/target_in_range_condition.gd
@@ -0,0 +1,8 @@
+extends ConditionLeaf
+
+@export var max_distance: float = 1.0
+
+
+func tick(actor: Node, _blackboard: Blackboard) -> int:
+ var mech: MechEnemy = actor as MechEnemy
+ return SUCCESS if mech.nav_agent.distance_to_target() <= max_distance else FAILURE
diff --git a/src/npc/mech_enemy/ai/conditions/target_in_range_condition.tscn b/src/npc/mech_enemy/ai/conditions/target_in_range_condition.tscn
new file mode 100644
index 0000000..abe31c4
--- /dev/null
+++ b/src/npc/mech_enemy/ai/conditions/target_in_range_condition.tscn
@@ -0,0 +1,6 @@
+[gd_scene load_steps=2 format=3 uid="uid://bmfn0xt6430vf"]
+
+[ext_resource type="Script" path="res://src/npc/mech_enemy/ai/conditions/target_in_range_condition.gd" id="1_wvvqt"]
+
+[node name="TargetInRangeCondition" type="Node"]
+script = ExtResource("1_wvvqt")
diff --git a/src/npc/mech_enemy/mech_enemy.gd b/src/npc/mech_enemy/mech_enemy.gd
new file mode 100644
index 0000000..72d1e23
--- /dev/null
+++ b/src/npc/mech_enemy/mech_enemy.gd
@@ -0,0 +1,117 @@
+class_name MechEnemy extends MechCharacter
+
+@export var target: MechCharacter
+@export var max_heat: float = 100.0
+@export var max_damage: float = 100.0
+@export var max_structure: int = 5
+
+var heat: float = 0.0:
+ set(value):
+ # TODO Check for heat condition
+ heat = value
+var damage: float = 0.0:
+ set(value):
+ # TODO Check for damage conditions
+ damage = value
+var structure: int = max_structure:
+ set(value):
+ # TODO Check for structure conditions
+ structure = value
+
+var target_detected: bool = false
+
+@onready var nav_agent: NavigationAgent3D = $NavigationAgent3D
+@onready var vision_cone: VisionCone = %VisionCone
+
+# gdlint: disable=class-definitions-order
+var target_position: Vector3:
+ set(value):
+ nav_agent.target_position = value
+ get:
+ return nav_agent.target_position
+# gdlint: enable=class-definitions-order
+
+
+func _actor_setup() -> void:
+ # Wait for the first physics frame so the navserver can sync
+ await get_tree().physics_frame
+ set_physics_process(true)
+
+
+func _ready() -> void:
+ vision_cone.excluded = [self, target]
+ # Disable physics processing to give the navserver time to sync
+ set_physics_process(false)
+ # Can't await during _ready, so defer the call with the await
+ call_deferred("_actor_setup")
+
+
+func deal_damage(delta: float) -> void:
+ damage += delta
+
+
+func deal_heat(delta: float) -> void:
+ heat += delta
+
+
+func deal_structure(delta: int) -> void:
+ structure += delta
+
+
+func _physics_process(delta: float) -> void:
+ var delta_factor: float = delta * GameState.TARGET_FPS
+
+ if target and target_detected and not target.in_shadow():
+ target_position = target.global_position
+
+ var relative_target: Vector3 = target_position - global_position
+ var angle_to_target: float = atan2(relative_target.x, relative_target.z)
+
+ if Input.is_action_just_pressed("ui_menu"):
+ print("breakpoint...")
+
+ var movement: Vector3 = (
+ (nav_agent.get_next_path_position() - global_position).normalized()
+ if relative_target.length() > 5
+ else Vector3.ZERO
+ )
+
+ if movement:
+ # Slowly turn mesh towards camera vector when moving on ground
+ if is_on_floor():
+ mesh.global_rotation.y = lerp_angle(
+ mesh.global_rotation.y, angle_to_target, delta_factor * TURN_SENSITIVITY
+ )
+
+ var relative_motion_vec: Vector2 = Vector2(-movement.x, -movement.z).rotated(
+ mesh.global_rotation.y
+ )
+
+ animation_tree["parameters/walk_space/blend_position"] = lerp(
+ animation_tree["parameters/walk_space/blend_position"],
+ relative_motion_vec,
+ delta_factor * TURN_SENSITIVITY
+ )
+
+ super.physics_process(movement, delta)
+
+
+func _on_nav_link_reached(details: Dictionary) -> void:
+ if details["link_entry_position"].y <= details["link_exit_position"].y:
+ # Going up or across -- need to jump
+ jump()
+ else:
+ # Going down (just keep going!)
+ pass
+
+
+func _on_vision_cone_detected(body: Node3D) -> void:
+ if body == target:
+ target_detected = true
+ print("target detected!")
+
+
+func _on_vision_cone_lost_detection(body: Node3D) -> void:
+ if body == target:
+ target_detected = false
+ print("target lost!")
diff --git a/src/npc/mech_enemy/mech_enemy.tscn b/src/npc/mech_enemy/mech_enemy.tscn
new file mode 100644
index 0000000..27fe69b
--- /dev/null
+++ b/src/npc/mech_enemy/mech_enemy.tscn
@@ -0,0 +1,259 @@
+[gd_scene load_steps=17 format=3 uid="uid://bv8ifwo8yn6h0"]
+
+[ext_resource type="PackedScene" uid="uid://b4lueyrglqwou" path="res://src/npc/mech_character/mech_character.tscn" id="1_yyy7d"]
+[ext_resource type="Script" path="res://src/npc/mech_enemy/mech_enemy.gd" id="2_35sm4"]
+[ext_resource type="PackedScene" uid="uid://bhdtjb0i8cjkq" path="res://src/npc/vision_cone/vision_cone.tscn" id="3_m0nb6"]
+[ext_resource type="Script" path="res://addons/beehave/nodes/beehave_tree.gd" id="3_ygwmt"]
+[ext_resource type="Script" path="res://addons/beehave/nodes/composites/selector.gd" id="4_x5xqh"]
+[ext_resource type="Script" path="res://addons/beehave/nodes/composites/sequence.gd" id="5_lfifb"]
+[ext_resource type="PackedScene" uid="uid://c52a5lp5n0s74" path="res://src/npc/mech_enemy/ai/conditions/high_damage_condition.tscn" id="6_0148b"]
+[ext_resource type="PackedScene" uid="uid://4apdn31ema4q" path="res://src/npc/mech_enemy/ai/conditions/high_heat_condition.tscn" id="7_3vm24"]
+[ext_resource type="Script" path="res://addons/beehave/blackboard.gd" id="7_wucls"]
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+script = ExtResource("5_lfifb")
+
+[node name="HighHeatCondition" parent="BeehaveTree/DamageStatusSelector/HeatStatusSelector/LowDamageHighHeatSequence" index="0" instance=ExtResource("7_3vm24")]
+
+[node name="TargetDetectedSelector" type="Node" parent="BeehaveTree/DamageStatusSelector/HeatStatusSelector" index="1"]
+script = ExtResource("4_x5xqh")
+
+[node name="EngageTargetSequence" type="Node" parent="BeehaveTree/DamageStatusSelector/HeatStatusSelector/TargetDetectedSelector" index="0"]
+script = ExtResource("5_lfifb")
+
+[node name="TargetDetectedCondition" parent="BeehaveTree/DamageStatusSelector/HeatStatusSelector/TargetDetectedSelector/EngageTargetSequence" index="0" instance=ExtResource("9_g7qpy")]
+
+[node name="EngagementRangeSelector" type="Node" parent="BeehaveTree/DamageStatusSelector/HeatStatusSelector/TargetDetectedSelector/EngageTargetSequence" index="1"]
+script = ExtResource("4_x5xqh")
+
+[node name="ApproachTargetSequence" type="Node" parent="BeehaveTree/DamageStatusSelector/HeatStatusSelector/TargetDetectedSelector/EngageTargetSequence/EngagementRangeSelector" index="0"]
+script = ExtResource("5_lfifb")
+
+[node name="InverterDecorator" type="Node" parent="BeehaveTree/DamageStatusSelector/HeatStatusSelector/TargetDetectedSelector/EngageTargetSequence/EngagementRangeSelector/ApproachTargetSequence" index="0"]
+script = ExtResource("10_jvqio")
+
+[node name="TargetInRangeCondition" parent="BeehaveTree/DamageStatusSelector/HeatStatusSelector/TargetDetectedSelector/EngageTargetSequence/EngagementRangeSelector/ApproachTargetSequence/InverterDecorator" index="0" instance=ExtResource("11_rxav1")]
+max_distance = 40.0
+
+[node name="BoostTowardTargetAction" parent="BeehaveTree/DamageStatusSelector/HeatStatusSelector/TargetDetectedSelector/EngageTargetSequence/EngagementRangeSelector/ApproachTargetSequence" index="1" instance=ExtResource("12_njmt5")]
+
+[node name="BackOffSequence" type="Node" parent="BeehaveTree/DamageStatusSelector/HeatStatusSelector/TargetDetectedSelector/EngageTargetSequence/EngagementRangeSelector" index="1"]
+script = ExtResource("5_lfifb")
+
+[node name="TargetInRangeCondition" parent="BeehaveTree/DamageStatusSelector/HeatStatusSelector/TargetDetectedSelector/EngageTargetSequence/EngagementRangeSelector/BackOffSequence" index="0" instance=ExtResource("11_rxav1")]
+max_distance = 20.0
+
+[node name="BoostAwayFromTargetAction" parent="BeehaveTree/DamageStatusSelector/HeatStatusSelector/TargetDetectedSelector/EngageTargetSequence/EngagementRangeSelector/BackOffSequence" index="1" instance=ExtResource("12_njmt5")]
+angle_offset = 3.142
+
+[node name="RandomStrafeSelector" type="Node" parent="BeehaveTree/DamageStatusSelector/HeatStatusSelector/TargetDetectedSelector/EngageTargetSequence/EngagementRangeSelector" index="2"]
+script = ExtResource("13_ava72")
+
+[node name="BoostStrafeLeftAction" parent="BeehaveTree/DamageStatusSelector/HeatStatusSelector/TargetDetectedSelector/EngageTargetSequence/EngagementRangeSelector/RandomStrafeSelector" index="0" instance=ExtResource("12_njmt5")]
+angle_offset = 1.571
+
+[node name="BoostStrafeRightAction" parent="BeehaveTree/DamageStatusSelector/HeatStatusSelector/TargetDetectedSelector/EngageTargetSequence/EngagementRangeSelector/RandomStrafeSelector" index="1" instance=ExtResource("12_njmt5")]
+angle_offset = -1.571
+
+[node name="PatrolSequence" type="Node" parent="BeehaveTree/DamageStatusSelector/HeatStatusSelector/TargetDetectedSelector" index="1"]
+script = ExtResource("5_lfifb")
+
+[node name="SetPatrolPointAction" parent="BeehaveTree/DamageStatusSelector/HeatStatusSelector/TargetDetectedSelector/PatrolSequence" index="0" instance=ExtResource("10_r140b")]
+
+[node name="MoveToPointAction" parent="BeehaveTree/DamageStatusSelector/HeatStatusSelector/TargetDetectedSelector/PatrolSequence" index="1" instance=ExtResource("11_cpbgo")]
+
+[node name="Blackboard" type="Node" parent="." index="7"]
+script = ExtResource("7_wucls")
+
+[connection signal="detected" from="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D/Cube_005_Material_0/VisionCone" to="." method="_on_vision_cone_detected"]
+[connection signal="lost_detection" from="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D/Cube_005_Material_0/VisionCone" to="." method="_on_vision_cone_lost_detection"]
+[connection signal="link_reached" from="NavigationAgent3D" to="." method="_on_nav_link_reached"]
+
+[editable path="Mesh/Mech"]
diff --git a/src/npc/vision_cone/vision_cone.gd b/src/npc/vision_cone/vision_cone.gd
new file mode 100644
index 0000000..df4aa1f
--- /dev/null
+++ b/src/npc/vision_cone/vision_cone.gd
@@ -0,0 +1,52 @@
+class_name VisionCone extends Node3D
+
+signal detected(body: Node3D)
+signal lost_detection(body: Node3D)
+
+const COLLISION_MASK: int = 0x0001
+
+@export var excluded: Array[CollisionObject3D] = []:
+ set(value):
+ excluded = value
+ _excluded_rid.assign(excluded.map(func(o: CollisionObject3D) -> RID: return o.get_rid()))
+ get:
+ return excluded
+
+@export var body_offset: Vector3 = Vector3.ZERO
+
+var _excluded_rid: Array[RID]
+
+var _tracked_bodies: Dictionary = {}
+var _detected_bodies: Array[Node3D] = []
+
+
+func _physics_process(_delta: float) -> void:
+ var now_detected: Array[Node3D] = []
+ var space_state: PhysicsDirectSpaceState3D = get_world_3d().direct_space_state
+ for body: Node3D in _tracked_bodies.keys():
+ var occlusion: Dictionary = space_state.intersect_ray(
+ PhysicsRayQueryParameters3D.create(
+ global_position, body.global_position + body_offset, COLLISION_MASK, _excluded_rid
+ )
+ )
+ # If there is no occlusion, the body has been detected
+ if not occlusion:
+ now_detected.push_back(body)
+
+ for body: Node3D in _detected_bodies:
+ if body not in now_detected:
+ lost_detection.emit(body)
+
+ for body: Node3D in now_detected:
+ if body not in _detected_bodies:
+ detected.emit(body)
+
+ _detected_bodies = now_detected
+
+
+func _on_area_3d_body_entered(body: Node3D) -> void:
+ _tracked_bodies[body] = true
+
+
+func _on_area_3d_body_exited(body: Node3D) -> void:
+ _tracked_bodies.erase(body)
diff --git a/src/npc/vision_cone/vision_cone.tscn b/src/npc/vision_cone/vision_cone.tscn
new file mode 100644
index 0000000..910a694
--- /dev/null
+++ b/src/npc/vision_cone/vision_cone.tscn
@@ -0,0 +1,38 @@
+[gd_scene load_steps=5 format=3 uid="uid://bhdtjb0i8cjkq"]
+
+[ext_resource type="Script" path="res://src/npc/vision_cone/vision_cone.gd" id="1_02wyn"]
+
+[sub_resource type="CylinderMesh" id="CylinderMesh_r3yci"]
+top_radius = 0.1
+bottom_radius = 250.0
+height = 200.0
+radial_segments = 32
+rings = 1
+
+[sub_resource type="ConvexPolygonShape3D" id="ConvexPolygonShape3D_kc2j2"]
+points = PackedVector3Array(1.52588e-05, -100, -250, -48.796, -100, -245.204, 1.52588e-05, 0, -125.098, 48.7471, -100, -245.204, -95.6832, -100, -231.01, -0.0489197, 100, -0.14682, 1.52588e-05, 100, -0.14682, 95.6343, -100, -231.01, -138.9, -100, -207.909, -0.14682, 100, -0.0489197, -176.782, -100, -176.782, 0.0979004, 100, -0.0489197, 176.733, -100, -176.782, 138.851, -100, -207.909, -0.14682, 100, 1.52588e-05, -207.909, -100, -138.9, -231.01, -100, -95.6832, -245.204, -100, -48.796, -125.098, 0, 1.52588e-05, 0.0979004, 100, 1.52588e-05, 250, -100, 1.52588e-05, 245.155, -100, -48.796, 230.961, -100, -95.6832, 207.86, -100, -138.9, -0.0489197, 100, 0.0979004, -245.204, -100, 48.7471, -231.01, -100, 95.6343, -207.909, -100, 138.851, -176.782, -100, 176.733, -250, -100, 1.52588e-05, 1.52588e-05, 100, 0.0979004, 176.733, -100, 176.733, 207.86, -100, 138.851, 230.961, -100, 95.6343, 245.155, -100, 48.7471, -138.9, -100, 207.86, -95.6832, -100, 230.961, -48.796, -100, 245.155, 1.52588e-05, -100, 250, 48.7471, -100, 245.155, 95.6343, -100, 230.961, 138.851, -100, 207.86)
+
+[sub_resource type="SphereShape3D" id="SphereShape3D_353r0"]
+radius = 20.0
+
+[node name="VisionCone" type="Node3D"]
+script = ExtResource("1_02wyn")
+
+[node name="Area3D" type="Area3D" parent="."]
+collision_layer = 8
+collision_mask = 4
+
+[node name="MeshInstance3D" type="MeshInstance3D" parent="Area3D"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -100, 0)
+visible = false
+mesh = SubResource("CylinderMesh_r3yci")
+
+[node name="Cone" type="CollisionShape3D" parent="Area3D"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -100, 0)
+shape = SubResource("ConvexPolygonShape3D_kc2j2")
+
+[node name="Sphere" type="CollisionShape3D" parent="Area3D"]
+shape = SubResource("SphereShape3D_353r0")
+
+[connection signal="body_entered" from="Area3D" to="." method="_on_area_3d_body_entered"]
+[connection signal="body_exited" from="Area3D" to="." method="_on_area_3d_body_exited"]
diff --git a/src/player/player.gd b/src/player/player.gd
new file mode 100644
index 0000000..5ee7b7d
--- /dev/null
+++ b/src/player/player.gd
@@ -0,0 +1,151 @@
+class_name Player extends MechCharacter
+
+const MAX_HEAT: float = 100.0
+const MAX_DAMAGE: float = 100.0
+
+@export var manager: PlayerManager
+
+var _heat: float = 0.0
+var _damage: float = 0.0
+var _controllable: bool = true
+
+@onready var camera_root: ThirdPersonCamera = $CameraRoot
+@onready var animation_player: AnimationPlayer = $AnimationPlayer
+@onready var aim_cast: RayCast3D = $CameraRoot/AimCast
+
+# gdlint: disable=class-definitions-order
+var structure: int:
+ set(value):
+ manager.structure_meter.structure_count = clamp(
+ value, StructureMeter.MIN_STRUCTURE, StructureMeter.MAX_STRUCTURE
+ )
+ get:
+ return manager.structure_meter.structure_count
+# gdlint: enable=class-definitions-order
+
+
+func _ready() -> void:
+ super._ready()
+ manager.heat_meter.value = _heat
+ manager.damage_meter.value = _damage
+ _weapon.aimcast = aim_cast
+
+
+func deal_damage(delta: float) -> void:
+ _damage += delta
+ manager.damage_meter.value = _damage
+ if _damage >= MAX_DAMAGE:
+ overdamage()
+
+
+func deal_heat(delta: float) -> void:
+ _heat += delta
+ manager.heat_meter.value = _heat
+ if _heat >= MAX_HEAT:
+ overheat()
+
+
+func deal_structure(delta: int) -> void:
+ structure += delta
+
+
+func overheat() -> void:
+ destructure()
+
+
+func overdamage() -> void:
+ destructure()
+
+
+func destructure() -> void:
+ _controllable = false
+ shutdown()
+ if structure > 0:
+ manager.overlay.play_destructure()
+ animation_player.play("destructure_respawn")
+ if structure == 1:
+ # opponent gets gilded
+ _opponent()._weapon.gild()
+ else:
+ manager.overlay.play_death()
+ print("GAME OVER DUDE")
+
+
+func respawn() -> void:
+ structure -= 1
+ manager.respawn()
+
+
+func _opponent() -> Player:
+ for p: Player in get_tree().get_nodes_in_group("Players"):
+ if p != self:
+ return p
+
+ return null
+
+
+func _physics_process(delta: float) -> void:
+ if not _controllable:
+ super.physics_process(Vector3.ZERO, delta)
+ return
+
+ if Input.is_action_just_pressed("ui_cancel"):
+ _weapon.gild()
+
+ var delta_factor: float = delta * GameState.TARGET_FPS
+
+ if is_boosting():
+ manager.crosshair.jostle(Vector2(randf_range(-3, 3), randf_range(-3, 3)))
+
+ # Handle jump.
+ if Input.is_action_just_pressed(manager.jump_action()) and is_on_floor():
+ jump()
+
+ # Get the input direction and handle the movement/deceleration.
+ var movement: Vector3 = Vector3.ZERO
+ var input_dir: Vector2 = manager.get_input_vector()
+ if input_dir:
+ # Transform movement based on camera angle
+ movement = (
+ (
+ camera_root.global_transform.basis
+ * Vector3(input_dir.x, 0.0, input_dir.y)
+ * Vector3(-1.0, 0.0, -1.0)
+ )
+ . normalized()
+ )
+
+ if Input.is_action_just_pressed(manager.boost_action()) and boost_ready():
+ boost(movement)
+ manager.overlay.play_boost()
+ animation_player.play("boost_fov")
+ animation_player.seek(0)
+
+ # Slowly turn mesh towards camera vector when moving on ground
+ if is_on_floor():
+ mesh.rotation.y = lerp_angle(
+ mesh.rotation.y, camera_root.rotation.y, delta_factor * TURN_SENSITIVITY
+ )
+
+ animation_tree["parameters/walk_space/blend_position"] = lerp(
+ animation_tree["parameters/walk_space/blend_position"],
+ input_dir if input_dir.y <= 0 else (input_dir * Vector2(-1, 1)),
+ delta_factor * TURN_SENSITIVITY
+ )
+
+ if Input.is_action_just_pressed(manager.weapon_action()):
+ _weapon.trigger()
+
+ if Input.is_action_just_released(manager.weapon_action()):
+ _weapon.release()
+
+ # Take heat if exposed to the sun:
+ if not shadow_listener.in_shadow():
+ deal_heat(GameState.SOLAR_HEAT_RATE)
+
+ super.physics_process(movement, delta)
+
+
+func _on_mech_stomp() -> void:
+ manager.crosshair.jostle(Vector2(randf_range(-1, 1), randf_range(-1, 5)))
+ # camera_root.jostle(randf_range(-2, 2))
diff --git a/src/player/player.tscn b/src/player/player.tscn
new file mode 100644
index 0000000..e9c213f
--- /dev/null
+++ b/src/player/player.tscn
@@ -0,0 +1,226 @@
+[gd_scene load_steps=8 format=3 uid="uid://b35hitnloyak3"]
+
+[ext_resource type="Script" path="res://src/player/player.gd" id="1_h16ke"]
+[ext_resource type="PackedScene" uid="uid://b4lueyrglqwou" path="res://src/npc/mech_character/mech_character.tscn" id="1_lpmxk"]
+[ext_resource type="Script" path="res://src/player/third_person_camera.gd" id="3_gichr"]
+
+[sub_resource type="Animation" id="Animation_ycaf1"]
+length = 0.001
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("CameraRoot/SpringArm3D/Camera3D:fov")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [75.0]
+}
+
+[sub_resource type="Animation" id="Animation_ss43j"]
+resource_name = "boost_fov"
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("CameraRoot/SpringArm3D/Camera3D:fov")
+tracks/0/interp = 2
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0, 0.1, 1),
+"transitions": PackedFloat32Array(1, 1, 1),
+"update": 0,
+"values": [75.0, 80.0, 75.0]
+}
+
+[sub_resource type="Animation" id="Animation_tcxmx"]
+resource_name = "destructure_respawn"
+length = 5.0
+tracks/0/type = "method"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath(".")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(5),
+"transitions": PackedFloat32Array(1),
+"values": [{
+"args": [],
+"method": &"respawn"
+}]
+}
+
+[sub_resource type="AnimationLibrary" id="AnimationLibrary_pg8yw"]
+_data = {
+"RESET": SubResource("Animation_ycaf1"),
+"boost_fov": SubResource("Animation_ss43j"),
+"destructure_respawn": SubResource("Animation_tcxmx")
+}
+
+[node name="Player" groups=["Players"] instance=ExtResource("1_lpmxk")]
+script = ExtResource("1_h16ke")
+
+[node name="Skeleton3D" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5" index="0"]
+bones/1/position = Vector3(-1.16428e-18, -0.0054831, 6.39787)
+bones/1/rotation = Quaternion(0.707107, 0, 0, 0.707107)
+bones/3/rotation = Quaternion(0.654298, 0.673794, 0.239345, 0.24619)
+bones/4/rotation = Quaternion(0.709926, 0.05546, 0.0733466, 0.698248)
+bones/5/rotation = Quaternion(-0.629791, -0.00130041, -0.102574, 0.769962)
+bones/6/rotation = Quaternion(-0.433966, 0.0115223, -0.0627623, 0.898667)
+bones/7/rotation = Quaternion(-0.843545, 0.0360744, -0.174638, 0.506588)
+bones/11/rotation = Quaternion(-0.840013, 0.0426828, -0.170122, 0.513435)
+bones/17/rotation = Quaternion(0.751619, 0.0144623, 0.659238, 0.0162515)
+bones/23/rotation = Quaternion(0.893969, 0.00361028, 0.147494, 0.423145)
+bones/27/rotation = Quaternion(-0.565802, -0.00557817, -0.104677, 0.817851)
+bones/33/rotation = Quaternion(-0.558053, -0.00969147, -0.109712, 0.822464)
+bones/35/rotation = Quaternion(-0.645183, 0.00376882, -0.104773, 0.756801)
+bones/41/rotation = Quaternion(-0.0148616, 0.937047, 0.348679, 0.0120545)
+bones/49/rotation = Quaternion(-3.63965e-05, 6.57828e-24, -4.94771e-31, 1)
+bones/50/rotation = Quaternion(0.80296, 2.84212e-07, 3.82883e-07, 0.596033)
+bones/51/rotation = Quaternion(0.595645, -0.000239309, 0.000322149, 0.803248)
+bones/55/rotation = Quaternion(0.595645, 0.000238543, -0.00032158, 0.803248)
+bones/62/rotation = Quaternion(-0.000385918, 2.26111e-14, -0.000401128, 1)
+bones/66/rotation = Quaternion(-0.000385918, -2.26111e-14, 0.000401128, 1)
+bones/74/rotation = Quaternion(-0.654172, 0.673751, 0.239587, -0.246406)
+bones/75/rotation = Quaternion(0.711468, -0.0553799, -0.0735243, 0.696664)
+bones/76/rotation = Quaternion(-0.630841, 0.00127011, 0.102714, 0.769083)
+bones/77/rotation = Quaternion(-0.434417, -0.0115576, 0.0628559, 0.898442)
+bones/78/rotation = Quaternion(-0.843826, -0.0359901, 0.174734, 0.506093)
+bones/82/rotation = Quaternion(-0.840309, -0.0425811, 0.170231, 0.512923)
+bones/88/rotation = Quaternion(0.751594, -0.015845, -0.659181, 0.0183444)
+bones/94/rotation = Quaternion(0.890595, -0.00349911, -0.146986, 0.430377)
+bones/98/rotation = Quaternion(-0.566793, 0.00554505, 0.104794, 0.81715)
+bones/102/rotation = Quaternion(-0.559061, 0.00965391, 0.109826, 0.821764)
+bones/106/rotation = Quaternion(-0.64661, -0.00380707, 0.104969, 0.755554)
+bones/112/rotation = Quaternion(0.0147302, 0.938655, 0.344331, -0.0120945)
+bones/122/position = Vector3(3.16409, -0.206417, 0.385835)
+bones/122/rotation = Quaternion(0.993203, -0.00679464, 0.0811614, -0.0831493)
+bones/126/position = Vector3(-3.16409, -0.204359, 0.395759)
+bones/126/rotation = Quaternion(0.993205, 0.00679337, -0.0811615, -0.0831337)
+
+[node name="Plane_009_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="0"]
+transform = Transform3D(1, 0.000177398, 0.000884481, -0.000191391, 0.999875, 0.015874, -0.000881575, -0.0158742, 0.999874, -0.00386047, -0.0144285, 0.0200133)
+
+[node name="Plane_012_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="1"]
+transform = Transform3D(0.999999, 0.000332698, 0.000972942, -0.00034824, 0.999872, 0.0159938, -0.000967488, -0.0159942, 0.999872, -0.00408888, -0.0143962, 0.0199553)
+
+[node name="Cube_016_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="2"]
+transform = Transform3D(1, -0.000266425, 0.000262618, 0.00026661, 1, -0.000644803, -0.000262484, 0.000644878, 1, -0.00289559, -0.00228377, 0.00121865)
+
+[node name="Plane_004_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="3"]
+transform = Transform3D(0.999999, -0.000130266, 0.000656627, 0.00011687, 0.999793, 0.020332, -0.000659138, -0.0203321, 0.999793, -0.00299048, -0.0252972, 0.00592661)
+
+[node name="Cube_013_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="4"]
+transform = Transform3D(1, -0.000225648, 0.000727393, 0.000222623, 0.999992, 0.00419244, -0.000728317, -0.00419226, 0.999991, -0.00306511, -0.00401068, 0.00170469)
+
+[node name="Plane_011_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="5"]
+transform = Transform3D(1, -0.000637189, -7.47982e-05, 0.000638425, 0.999842, 0.0177456, 6.34906e-05, -0.0177456, 0.999843, 0.00134921, -0.120263, -0.00761414)
+
+[node name="Plane_002_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="6"]
+transform = Transform3D(1, 0.000305802, 0.000820033, -0.000317872, 0.999891, 0.0147658, -0.000815406, -0.0147661, 0.999891, -0.00417042, -0.0092032, 0.0294297)
+
+[node name="Plane_013_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="7"]
+transform = Transform3D(1, 0.000305802, 0.000820033, -0.000317872, 0.999891, 0.0147658, -0.000815406, -0.0147661, 0.999891, -0.00417042, -0.0092032, 0.0294297)
+
+[node name="Cube_007_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="8"]
+transform = Transform3D(1, -0.000263982, 0.000596724, 0.000253133, 0.999835, 0.0181445, -0.000601366, -0.0181443, 0.999835, -0.00288081, -0.0227107, 0.00526285)
+
+[node name="Plane_015_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="9"]
+transform = Transform3D(0.999999, -0.000223503, 0.0010393, 0.000248551, 0.999708, -0.0241466, -0.00103359, 0.0241467, 0.999708, -0.00387859, 0.0698988, -0.0244298)
+
+[node name="Cube_010_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="10"]
+transform = Transform3D(1, -2.79956e-06, -0.000267976, 8.41543e-06, 0.999782, 0.020868, 0.000267826, -0.0208678, 0.999782, 0.00176096, -0.132092, -0.0596633)
+
+[node name="Cube_012_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="11"]
+transform = Transform3D(1, -0.000112094, -0.000257998, 0.000115248, 0.999926, 0.0121841, 0.000256587, -0.012184, 0.999926, 0.00175714, -0.0843366, -0.0644703)
+
+[node name="Cylinder_002_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="12"]
+transform = Transform3D(1, -1.77636e-15, 0, -1.77636e-15, 1, -4.37113e-08, 0, 4.37113e-08, 1, 0, -0.00548309, -0.074327)
+
+[node name="Cube_006_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="13"]
+transform = Transform3D(1, -7.08857e-08, -5.62269e-07, 7.10758e-08, 1, 0.000266224, 5.62103e-07, -0.000266195, 1, 5.84126e-06, -0.00811315, -0.0747547)
+
+[node name="Cube_017_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="14"]
+transform = Transform3D(1, 7.1982e-08, 5.63665e-07, -7.2109e-08, 1, 0.000266224, -5.63674e-07, -0.000266194, 1, -5.84126e-06, -0.00811315, -0.0747557)
+
+[node name="Cube_005_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="15"]
+transform = Transform3D(1, -1.7053e-13, -3.41061e-13, 2.84217e-13, 1, 7.18832e-05, 3.41061e-13, -7.18832e-05, 1, -9.09154e-13, -0.00594962, -0.0743294)
+
+[node name="Cube_005_Inside_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="16"]
+transform = Transform3D(1, -1.7053e-13, -3.41061e-13, 2.84217e-13, 1, 7.18832e-05, 3.41061e-13, -7.18832e-05, 1, -9.09154e-13, -0.00594962, -0.0743294)
+
+[node name="Plane_003_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="17"]
+transform = Transform3D(1, 1.08713e-10, -1.01801e-08, -1.09395e-10, 1, 7.25102e-05, 1.01569e-08, -7.25103e-05, 1, -2.38419e-07, -0.00595403, -0.0743275)
+
+[node name="Plane_016_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="18"]
+transform = Transform3D(1, -1.08713e-10, 1.01801e-08, 1.09395e-10, 1, 7.25102e-05, -1.01569e-08, -7.25103e-05, 1, 2.38419e-07, -0.00595403, -0.0743275)
+
+[node name="Cube_008_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="19"]
+transform = Transform3D(1, -2.63915e-23, -4.77863e-28, 2.63915e-23, 1, 7.2793e-05, -1.44325e-27, -7.2793e-05, 1, -1.16428e-18, -0.00595423, -0.074327)
+
+[node name="Cube_008_Inside_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="20"]
+transform = Transform3D(1, -2.63915e-23, -4.77863e-28, 2.63915e-23, 1, 7.2793e-05, -1.44325e-27, -7.2793e-05, 1, -1.16428e-18, -0.00595423, -0.074327)
+
+[node name="Plane_006_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="21"]
+transform = Transform3D(1, -0.000323117, -0.00100049, 0.000340104, 0.999855, 0.0170659, 0.000994667, -0.0170662, 0.999854, 0.00402522, -0.0081743, 0.0291111)
+
+[node name="Plane_008_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="22"]
+transform = Transform3D(0.999999, -0.000499338, -0.00112219, 0.000518501, 0.999852, 0.0172338, 0.00111329, -0.0172344, 0.999851, 0.00430226, -0.00816393, 0.0291094)
+
+[node name="Cube_004_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="23"]
+transform = Transform3D(1, 0.000179932, -0.00025095, -0.000180123, 1, -0.000611454, 0.000250697, 0.000611499, 1, 0.00289392, 0.00470488, 0.00870383)
+
+[node name="Plane_005_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="24"]
+transform = Transform3D(1, -1.72853e-06, -0.000703335, 1.94907e-05, 0.999704, 0.0243591, 0.000702485, -0.0243593, 0.999703, 0.00299597, -0.0244695, 0.015222)
+
+[node name="Cube_003_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="25"]
+transform = Transform3D(1, 0.000144601, -0.000809923, -0.00014206, 0.999995, 0.0032028, 0.000810228, -0.00320268, 0.999995, 0.00309992, 0.00335443, 0.00969458)
+
+[node name="Plane_007_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="26"]
+transform = Transform3D(1, 0.000721648, 0.000661712, -0.000741228, 0.99955, 0.0299799, -0.000639932, -0.0299804, 0.99955, -0.00441527, -0.178147, 0.00469971)
+
+[node name="Plane_014_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="27"]
+transform = Transform3D(1, -0.000412717, -0.000940729, 0.000425354, 0.999909, 0.0134629, 0.00093491, -0.0134634, 0.999909, 0.00432801, 0.000293016, 0.0383182)
+
+[node name="Plane_010_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="28"]
+transform = Transform3D(1, -0.000743508, -0.000984326, 0.0007568, 0.999908, 0.0135962, 0.00097397, -0.0135969, 0.999907, 0.00486517, 0.000353217, 0.0378296)
+
+[node name="Cube_014_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="29"]
+transform = Transform3D(1, 0.000182979, -0.000687569, -0.000170454, 0.999834, 0.018212, 0.000690632, -0.0182119, 0.999834, 0.00292659, -0.0164835, 0.0134475)
+
+[node name="Plane_001_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="30"]
+transform = Transform3D(1, 0.000164017, -0.0011167, -0.000195123, 0.999611, -0.0278885, 0.00111154, 0.0278887, 0.99961, 0.00387907, 0.0844367, -0.0188923)
+
+[node name="Cube_015_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="31"]
+transform = Transform3D(1, 0.000106977, 0.000849428, -0.000133134, 0.999525, 0.0308169, -0.000845896, -0.0308169, 0.999525, -0.00514889, -0.188163, -0.0551672)
+
+[node name="Cube_001_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="32"]
+transform = Transform3D(1, 0.000107732, 0.000386268, -0.000112727, 0.999918, 0.0128737, -0.000385019, -0.0128737, 0.999917, -0.00258112, -0.0887674, -0.0642395)
+
+[node name="Cylinder_001_Material_0" parent="Mesh/Mech/Sketchfab_model/bed584e06fe94e71a7ac484cee9f0a16_fbx/Object_2/RootNode/Armature/Object_5/Skeleton3D" index="33"]
+transform = Transform3D(1, 1.77636e-15, 0, 1.77636e-15, 1, -4.37113e-08, 0, 4.37113e-08, 1, 0, -0.00548309, -0.074327)
+
+[node name="CameraRoot" type="Node3D" parent="." index="6"]
+transform = Transform3D(1, 0, 0, 0, 0.965926, -0.258819, 0, 0.258819, 0.965926, 0, 2, 0)
+script = ExtResource("3_gichr")
+
+[node name="AimCast" type="RayCast3D" parent="CameraRoot" index="0" groups=["AimCastGroup"]]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1, 0, 1)
+target_position = Vector3(0, 0, 1000)
+
+[node name="SpringArm3D" type="SpringArm3D" parent="CameraRoot" index="1"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1, 0, 0)
+spring_length = -1.5
+
+[node name="Camera3D" type="Camera3D" parent="CameraRoot/SpringArm3D" index="0"]
+transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0, -1.5)
+current = true
+
+[node name="AnimationPlayer" type="AnimationPlayer" parent="." index="7"]
+libraries = {
+"": SubResource("AnimationLibrary_pg8yw")
+}
+
+[editable path="Mesh/Mech"]
diff --git a/src/player/player_manager.gd b/src/player/player_manager.gd
new file mode 100644
index 0000000..cefa25a
--- /dev/null
+++ b/src/player/player_manager.gd
@@ -0,0 +1,90 @@
+class_name PlayerManager extends Node3D
+
+const P2_CAMERA_SENSITIVITY: Vector2 = Vector2(3.0, 2.0)
+
+@export var player_id: int = 1
+
+var _spawned: Player
+
+@onready var player_scene: PackedScene = load("res://src/player/player.tscn")
+
+@onready var crosshair: Crosshair = get_tree().get_nodes_in_group("CrosshairGroup")[player_id - 1]
+@onready
+var overlay: OverlayEffects = get_tree().get_nodes_in_group("OverlayEffectsGroup")[player_id - 1]
+@onready var heat_meter: ProgressBar = get_tree().get_nodes_in_group("HeatMeterGroup")[player_id - 1]
+@onready
+var damage_meter: ProgressBar = get_tree().get_nodes_in_group("DamageMeterGroup")[player_id - 1]
+@onready var structure_meter: StructureMeter = get_tree().get_nodes_in_group("StructureMeterGroup")[
+ player_id - 1
+]
+
+
+func _ready() -> void:
+ respawn()
+
+
+func get_player_viewport() -> SubViewport:
+ return (
+ get_tree().get_first_node_in_group("Viewport1" if player_id == 1 else "Viewport2")
+ as SubViewport
+ )
+
+
+# TODO terrible pattern. clean up when it isn't 4AM lmao
+
+
+func _unhandled_input(event: InputEvent) -> void:
+ if _spawned and player_id == 1 and event is InputEventMouseMotion:
+ _spawned.camera_root.camera_motion((event as InputEventMouseMotion).relative)
+
+
+func _physics_process(_delta: float) -> void:
+ if _spawned and player_id != 1:
+ _spawned.camera_root.camera_motion(
+ (
+ Input.get_vector("camera_left", "camera_right", "camera_up", "camera_down")
+ * P2_CAMERA_SENSITIVITY
+ )
+ )
+
+
+func get_input_vector() -> Vector2:
+ if player_id == 1:
+ return Input.get_vector("left", "right", "forward", "backward")
+ return Input.get_vector("left_2", "right_2", "forward_2", "backward_2")
+
+
+func jump_action() -> String:
+ if player_id == 1:
+ return "jump"
+ return "jump_2"
+
+
+func boost_action() -> String:
+ if player_id == 1:
+ return "boost"
+ return "boost_2"
+
+
+func weapon_action() -> String:
+ if player_id == 1:
+ return "weapon_trigger"
+ return "weapon_trigger_2"
+
+
+func respawn() -> void:
+ if _spawned:
+ _spawned.queue_free()
+ _spawned = player_scene.instantiate()
+ _spawned.manager = self
+ if player_id == 1:
+ _spawned._equipment = MechCharacter.Equipment.RIFLE
+ else:
+ _spawned._equipment = MechCharacter.Equipment.AUTOCANNON
+
+ var viewport: SubViewport = get_player_viewport()
+ viewport.add_child(_spawned)
+ _spawned.reparent(viewport)
+
+ _spawned.global_position = global_position
+ _spawned.global_rotation = global_rotation
diff --git a/src/player/player_manager.tscn b/src/player/player_manager.tscn
new file mode 100644
index 0000000..ba0f6bd
--- /dev/null
+++ b/src/player/player_manager.tscn
@@ -0,0 +1,6 @@
+[gd_scene load_steps=2 format=3 uid="uid://c1tct5fwnv6x3"]
+
+[ext_resource type="Script" path="res://src/player/player_manager.gd" id="1_emn6x"]
+
+[node name="PlayerManager" type="Node3D"]
+script = ExtResource("1_emn6x")
diff --git a/src/player/third_person_camera.gd b/src/player/third_person_camera.gd
new file mode 100644
index 0000000..6f1dcc8
--- /dev/null
+++ b/src/player/third_person_camera.gd
@@ -0,0 +1,53 @@
+class_name ThirdPersonCamera
+extends Node3D
+
+const CROSSHAIR_MOUSE_JOSTLE: float = 0.6
+const CORRECTION_SPEED: float = 10
+
+@export var yaw_sensitivity: float = 0.4
+@export var yaw_acceleration: float = 20.0
+
+@export var pitch_sensitivity: float = 0.4
+@export var pitch_acceleration: float = 20.0
+@export_range(-90.0, 90.0) var pitch_min: float = -70.0
+@export_range(-90.0, 90.0) var pitch_max: float = 75.0
+@export var invert_pitch: bool = false
+
+@onready var _target: Vector2 = Vector2(global_rotation_degrees.x, rotation_degrees.y)
+
+@onready var _crosshair: Crosshair = get_tree().get_first_node_in_group("CrosshairGroup")
+
+@onready var _compass: Compass = get_tree().get_first_node_in_group("CompassGroup")
+
+
+func _ready() -> void:
+ Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
+ set_process_unhandled_input(true)
+
+
+func jostle(delta: float) -> void:
+ rotation_degrees.z += delta
+
+
+func _unhandled_input(event: InputEvent) -> void:
+ if event is InputEventMouseMotion:
+ var motion: Vector2 = (event as InputEventMouseMotion).relative
+ camera_motion(motion)
+
+
+func camera_motion(motion: Vector2) -> void:
+ _target.y = _target.y - motion.x * yaw_sensitivity
+ _target.x = clampf(
+ _target.x + motion.y * pitch_sensitivity * (-1 if invert_pitch else 1), pitch_min, pitch_max
+ )
+ if _crosshair:
+ _crosshair.jostle(motion * CROSSHAIR_MOUSE_JOSTLE * -1.0)
+
+
+func _physics_process(delta: float) -> void:
+ rotation_degrees.y = lerpf(rotation_degrees.y, _target.y, delta * yaw_acceleration)
+ rotation_degrees.x = lerpf(rotation_degrees.x, _target.x, delta * pitch_acceleration)
+
+ rotation_degrees.z = lerpf(rotation_degrees.z, 0.0, delta * CORRECTION_SPEED)
+
+ _compass.target = rotation.y
diff --git a/src/shaders/blur.gdshader b/src/shaders/blur.gdshader
new file mode 100644
index 0000000..00f7f49
--- /dev/null
+++ b/src/shaders/blur.gdshader
@@ -0,0 +1,7 @@
+shader_type canvas_item;
+
+uniform float lod: hint_range(0.0, 5.0) = 0.0;
+
+void fragment() {
+ COLOR = texture(TEXTURE, SCREEN_UV, lod);
+}
\ No newline at end of file
diff --git a/src/shaders/cel_shader.gdshader b/src/shaders/cel_shader.gdshader
new file mode 100644
index 0000000..7519a93
--- /dev/null
+++ b/src/shaders/cel_shader.gdshader
@@ -0,0 +1,51 @@
+// NOTE: Shader automatically converted from Godot Engine 4.2.2.stable's StandardMaterial3D.
+
+shader_type spatial;
+render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_toon,specular_toon;
+uniform vec4 albedo : source_color;
+uniform sampler2D texture_albedo : source_color,filter_linear_mipmap,repeat_enable;
+uniform float roughness : hint_range(0,1);
+uniform sampler2D texture_metallic : hint_default_white,filter_linear_mipmap,repeat_enable;
+uniform vec4 metallic_texture_channel;
+uniform sampler2D texture_roughness : hint_roughness_r,filter_linear_mipmap,repeat_enable;
+uniform float metallic;
+uniform vec3 uv1_scale;
+uniform vec3 uv1_offset;
+uniform vec3 uv2_scale;
+uniform vec3 uv2_offset;
+
+uniform sampler2D albedo_gradient;
+uniform sampler2D shadow_gradient;
+uniform sampler2D fresnel_ramp;
+
+
+float fresnel(float amount, vec3 normal, vec3 view) {
+ return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0)), amount);
+}
+
+void vertex() {
+ UV=UV*uv1_scale.xy+uv1_offset.xy;
+}
+
+void fragment() {
+ float basic_fresnel = fresnel(4.0, NORMAL, VIEW);
+
+ vec2 base_uv = UV;
+ vec4 albedo_tex = texture(texture_albedo, base_uv);
+ ALBEDO = albedo.rgb * albedo_tex.rgb + (basic_fresnel * texture(fresnel_ramp, vec2(basic_fresnel, 0.0)).rgb * 1.0);
+
+ float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
+ METALLIC = metallic_tex * metallic;
+ vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);
+ float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
+ ROUGHNESS = roughness_tex * roughness;
+ SPECULAR = 0.0;
+}
+
+
+void light() {
+ float dotproduct = clamp(dot(NORMAL, LIGHT), -0.9, 0.9);
+ float sample = clamp((dotproduct + 1.0) * ATTENUATION / 2.1, 0.05, 0.95);
+ vec4 shaded = texture(shadow_gradient, vec2(sample, 0.0));
+ DIFFUSE_LIGHT += (shaded.rgb * LIGHT_COLOR) / 2.0;
+}
\ No newline at end of file
diff --git a/src/shaders/death_fade.gdshader b/src/shaders/death_fade.gdshader
new file mode 100644
index 0000000..6a41050
--- /dev/null
+++ b/src/shaders/death_fade.gdshader
@@ -0,0 +1,14 @@
+shader_type canvas_item;
+
+uniform float threshold: hint_range(0.0, 1.0) = 0.3;
+uniform float speed = 0.5;
+
+uniform vec4 color_hi : source_color = vec4(1.0, 1.0, 1.0, 1.0);
+uniform vec4 color_low : source_color = vec4(0.0, 0.0, 0.0, 1.0);
+
+uniform sampler3D base_noise: repeat_enable;
+
+void fragment() {
+ vec4 noise_color = texture(base_noise, vec3(UV.x, UV.y, TIME * speed)).rgba;
+ COLOR.rgba = noise_color.r > threshold ? color_hi : color_low;
+}
\ No newline at end of file
diff --git a/src/shaders/death_fade_compat.gdshader b/src/shaders/death_fade_compat.gdshader
new file mode 100644
index 0000000..59e48c2
--- /dev/null
+++ b/src/shaders/death_fade_compat.gdshader
@@ -0,0 +1,107 @@
+shader_type canvas_item;
+
+uniform float threshold: hint_range(0.0, 1.0) = 0.3;
+uniform vec2 dimensions = vec2(32.0, 32.0);
+uniform float speed = 0.5;
+
+uniform vec4 color_hi : source_color = vec4(1.0, 1.0, 1.0, 1.0);
+uniform vec4 color_low : source_color = vec4(0.0, 0.0, 0.0, 1.0);
+
+// Noise implementation shamelessly ripped from https://godotshaders.com/shader/corner-void/
+
+vec3 mod289(vec3 x) {
+ return x - floor(x * (1.0 / 289.0)) * 289.0;
+}
+
+vec4 mod2891(vec4 x) {
+ return x - floor(x * (1.0 / 289.0)) * 289.0;
+}
+
+vec4 permute(vec4 x) {
+ return mod2891(((x*34.0)+1.0)*x);
+}
+
+vec4 taylorInvSqrt(vec4 r)
+{
+ return 1.79284291400159 - 0.85373472095314 * r;
+}
+
+float snoise(vec3 v) {
+ const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
+ const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
+
+ // First corner
+ vec3 i = floor(v + dot(v, C.yyy) );
+ vec3 x0 = v - i + dot(i, C.xxx) ;
+
+ // Other corners
+ vec3 g = step(x0.yzx, x0.xyz);
+ vec3 l = 1.0 - g;
+ vec3 i1 = min( g.xyz, l.zxy );
+ vec3 i2 = max( g.xyz, l.zxy );
+
+ // x0 = x0 - 0.0 + 0.0 * C.xxx;
+ // x1 = x0 - i1 + 1.0 * C.xxx;
+ // x2 = x0 - i2 + 2.0 * C.xxx;
+ // x3 = x0 - 1.0 + 3.0 * C.xxx;
+ vec3 x1 = x0 - i1 + C.xxx;
+ vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
+ vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
+
+ // Permutations
+ i = mod289(i);
+ vec4 p = permute( permute( permute(
+ i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
+
+ // Gradients: 7x7 points over a square, mapped onto an octahedron.
+ // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
+ float n_ = 0.142857142857; // 1.0/7.0
+ vec3 ns = n_ * D.wyz - D.xzx;
+
+ vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
+
+ vec4 x_ = floor(j * ns.z);
+ vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
+
+ vec4 x = x_ *ns.x + ns.yyyy;
+ vec4 y = y_ *ns.x + ns.yyyy;
+ vec4 h = 1.0 - abs(x) - abs(y);
+
+ vec4 b0 = vec4( x.xy, y.xy );
+ vec4 b1 = vec4( x.zw, y.zw );
+
+ //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
+ //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
+ vec4 s0 = floor(b0)*2.0 + 1.0;
+ vec4 s1 = floor(b1)*2.0 + 1.0;
+ vec4 sh = -step(h, vec4(0.0));
+
+ vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
+ vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
+
+ vec3 p0 = vec3(a0.xy,h.x);
+ vec3 p1 = vec3(a0.zw,h.y);
+ vec3 p2 = vec3(a1.xy,h.z);
+ vec3 p3 = vec3(a1.zw,h.w);
+
+ //Normalise gradients
+ vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
+ p0 *= norm.x;
+ p1 *= norm.y;
+ p2 *= norm.z;
+ p3 *= norm.w;
+
+ // Mix final noise value
+ vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
+ m = m * m;
+ return 21.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
+ dot(p2,x2), dot(p3,x3) ) ) + 0.5;
+}
+
+void fragment() {
+ //vec4 noise_color = texture(base_noise, vec3(UV.x, UV.y, TIME * speed)).rgba;
+ float noise = snoise(vec3(dimensions.x * UV.x, dimensions.y * UV.y, TIME * speed));
+ COLOR.rgba = noise > threshold ? color_hi : color_low;
+}
\ No newline at end of file
diff --git a/src/shaders/hard_edge.gdshader b/src/shaders/hard_edge.gdshader
new file mode 100644
index 0000000..fee8681
--- /dev/null
+++ b/src/shaders/hard_edge.gdshader
@@ -0,0 +1,64 @@
+/* Hard-edge shader
+ * Adapted from https://github.com/samuelbigos/godot_dither_shader
+ */
+
+shader_type canvas_item;
+
+// uniform sampler2D dither_tex;
+uniform sampler2D color_tex;
+
+uniform int bit_depth;
+uniform float contrast;
+uniform float offset;
+// uniform int dither_size;
+
+void fragment() {
+ //// sample the screen texture at the desired output resolution (according to dither_size)
+ //// this pixelates the output
+ //vec2 screen_size = vec2(textureSize(TEXTURE, 0)) / float(dither_size);
+ //vec2 screen_sample_uv = floor(UV * screen_size) / screen_size;
+ //vec3 screen_col = texture(TEXTURE, screen_sample_uv).rgb;
+ vec3 screen_col = texture(TEXTURE, UV).rgb;
+
+ // calculate pixel luminosity
+ float luminosity = (screen_col.r * 0.299) + (screen_col.g * 0.587) + (screen_col.b * 0.114);
+
+ // adjust contrast & offset
+ // XXX: need to redefine contrast???
+ luminosity = clamp((luminosity - 0.5 + offset) * contrast + 0.5, 0.0, 1.0);
+
+ // reduce luminosity bit depth to increase banding if desired
+ float b = float(bit_depth);
+ luminosity = floor(luminosity * b) / b;
+
+ // map palette texture to 1px high
+ ivec2 col_size = textureSize(color_tex, 0);
+ col_size /= col_size.y;
+
+ float col_x = float(col_size.x) - 1.0;
+ float col_texel_size = 1.0 / col_x; // size of one color boundary
+
+ luminosity = max(luminosity - 0.00001, 0.0); // fix for `floor` when luminosity == 1.0
+ float lum_lower = floor(luminosity * col_x) * col_texel_size;
+ float lum_upper = (floor(luminosity * col_x) + 1.0) * col_texel_size;
+ // fractional portion of scaled luminosity
+ float lum_scaled = luminosity * col_x - floor(luminosity * col_x);
+
+ //// map dither texture onto screen
+ //ivec2 noise_size = textureSize(dither_tex, 0);
+ //vec2 inv_noise_size = vec2(1.0 / float(noise_size.x), 1.0 / float(noise_size.y));
+ //vec2 noise_uv = UV * inv_noise_size * vec2(float(screen_size.x), float(screen_size.y));
+ //float threshold = texture(dither_tex, noise_uv).r;
+
+ //// add dither margins to allow fully dark and light dither patterns at edges of luminosity
+ //threshold = threshold * 0.99 + 0.005;
+
+ //// the lower lum_scaled is, the fewer pixels will be below the dither threshold,
+ //// and thus will use the lower bound color, and vice versa
+ //float ramp_val = lum_scaled < threshold ? 0.0f : 1.0f;
+ float ramp_val = lum_scaled < 0.5 ? 0.0f : 1.0f;
+ // sample at lower bound color if ramp_val is 0.0, upper bound color if 1.0
+ float col_sample = mix(lum_lower, lum_upper, ramp_val);
+
+ COLOR.rgb = texture(color_tex, vec2(col_sample, 0.5)).rgb;
+}
diff --git a/src/shaders/invert.gdshader b/src/shaders/invert.gdshader
new file mode 100644
index 0000000..dd21425
--- /dev/null
+++ b/src/shaders/invert.gdshader
@@ -0,0 +1,9 @@
+shader_type canvas_item;
+
+uniform sampler2D screen_texture: hint_screen_texture;
+
+void fragment() {
+ vec4 color = vec4(texture(screen_texture, SCREEN_UV).rgb, texture(TEXTURE, UV).a);
+
+ COLOR = vec4(1.0 - color.rgb, color.a);
+}
\ No newline at end of file
diff --git a/src/shaders/outline.gdshader b/src/shaders/outline.gdshader
new file mode 100644
index 0000000..1b5d05e
--- /dev/null
+++ b/src/shaders/outline.gdshader
@@ -0,0 +1,25 @@
+/* Outline shader
+ * Adapted from https://godotshaders.com/shader/pixel-perfect-outline-shader/
+ */
+shader_type spatial;
+render_mode cull_front, unshaded;
+
+uniform vec4 color: source_color;
+uniform float width = 1.0;
+
+void vertex() {
+ vec4 clip_position = PROJECTION_MATRIX * (MODELVIEW_MATRIX * vec4(VERTEX, 1.0));
+ vec3 clip_normal = mat3(PROJECTION_MATRIX) * (mat3(MODELVIEW_MATRIX) * NORMAL);
+
+ vec2 offset = normalize(clip_normal.xy) / VIEWPORT_SIZE * clip_position.w * width * 2.0;
+
+ clip_position.xy += offset;
+ POSITION = clip_position;
+}
+
+void fragment() {
+ ALBEDO = color.rgb;
+ if (color.a < 1.0) {
+ ALPHA = color.a;
+ }
+}
diff --git a/src/shaders/plasma_morph.gdshader b/src/shaders/plasma_morph.gdshader
new file mode 100644
index 0000000..6166d83
--- /dev/null
+++ b/src/shaders/plasma_morph.gdshader
@@ -0,0 +1,20 @@
+shader_type spatial;
+render_mode unshaded;
+
+uniform vec4 color_low: source_color = vec4(0.0, 0.0, 0.0, 1.0);
+uniform vec4 color_hi: source_color = vec4(1.0, 1.0, 1.0, 1.0);
+
+uniform float threshold: hint_range(0.0, 1.0) = 0.5;
+uniform float speed = 0.5;
+uniform float y_scale = 1.0;
+
+uniform sampler3D noise: repeat_enable;
+
+
+void fragment() {
+ vec4 noise_color = texture(noise, vec3(UV.x, UV.y * y_scale, TIME * speed)).rgba;
+
+ vec4 color = noise_color.r > threshold ? color_hi : color_low;
+ ALBEDO.rgb = color.rgb;
+ ALPHA = color.a;
+}
\ No newline at end of file
diff --git a/src/shaders/plasma_morph_compat.gdshader b/src/shaders/plasma_morph_compat.gdshader
new file mode 100644
index 0000000..c2861f0
--- /dev/null
+++ b/src/shaders/plasma_morph_compat.gdshader
@@ -0,0 +1,112 @@
+shader_type spatial;
+render_mode unshaded;
+
+uniform vec4 color_low: source_color = vec4(0.0, 0.0, 0.0, 1.0);
+uniform vec4 color_hi: source_color = vec4(1.0, 1.0, 1.0, 1.0);
+
+uniform float threshold: hint_range(0.0, 1.0) = 0.5;
+uniform float speed = 0.5;
+uniform float y_scale = 1.0;
+
+uniform sampler3D noise: repeat_enable;
+
+// Noise implementation shamelessly ripped from https://godotshaders.com/shader/corner-void/
+
+vec3 mod289(vec3 x) {
+ return x - floor(x * (1.0 / 289.0)) * 289.0;
+}
+
+vec4 mod2891(vec4 x) {
+ return x - floor(x * (1.0 / 289.0)) * 289.0;
+}
+
+vec4 permute(vec4 x) {
+ return mod2891(((x*34.0)+1.0)*x);
+}
+
+vec4 taylorInvSqrt(vec4 r)
+{
+ return 1.79284291400159 - 0.85373472095314 * r;
+}
+
+float snoise(vec3 v) {
+ const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
+ const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
+
+ // First corner
+ vec3 i = floor(v + dot(v, C.yyy) );
+ vec3 x0 = v - i + dot(i, C.xxx) ;
+
+ // Other corners
+ vec3 g = step(x0.yzx, x0.xyz);
+ vec3 l = 1.0 - g;
+ vec3 i1 = min( g.xyz, l.zxy );
+ vec3 i2 = max( g.xyz, l.zxy );
+
+ // x0 = x0 - 0.0 + 0.0 * C.xxx;
+ // x1 = x0 - i1 + 1.0 * C.xxx;
+ // x2 = x0 - i2 + 2.0 * C.xxx;
+ // x3 = x0 - 1.0 + 3.0 * C.xxx;
+ vec3 x1 = x0 - i1 + C.xxx;
+ vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
+ vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
+
+ // Permutations
+ i = mod289(i);
+ vec4 p = permute( permute( permute(
+ i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
+
+ // Gradients: 7x7 points over a square, mapped onto an octahedron.
+ // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
+ float n_ = 0.142857142857; // 1.0/7.0
+ vec3 ns = n_ * D.wyz - D.xzx;
+
+ vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
+
+ vec4 x_ = floor(j * ns.z);
+ vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
+
+ vec4 x = x_ *ns.x + ns.yyyy;
+ vec4 y = y_ *ns.x + ns.yyyy;
+ vec4 h = 1.0 - abs(x) - abs(y);
+
+ vec4 b0 = vec4( x.xy, y.xy );
+ vec4 b1 = vec4( x.zw, y.zw );
+
+ //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
+ //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
+ vec4 s0 = floor(b0)*2.0 + 1.0;
+ vec4 s1 = floor(b1)*2.0 + 1.0;
+ vec4 sh = -step(h, vec4(0.0));
+
+ vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
+ vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
+
+ vec3 p0 = vec3(a0.xy,h.x);
+ vec3 p1 = vec3(a0.zw,h.y);
+ vec3 p2 = vec3(a1.xy,h.z);
+ vec3 p3 = vec3(a1.zw,h.w);
+
+ //Normalise gradients
+ vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
+ p0 *= norm.x;
+ p1 *= norm.y;
+ p2 *= norm.z;
+ p3 *= norm.w;
+
+ // Mix final noise value
+ vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
+ m = m * m;
+ return 21.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
+ dot(p2,x2), dot(p3,x3) ) ) + 0.5;
+}
+
+void fragment() {
+ float noise_color = snoise(vec3(10.0 * UV.x, 10.0 * UV.y * y_scale, TIME * speed));
+
+ vec4 color = noise_color >= threshold ? color_hi : color_low;
+ ALBEDO.rgb = color.rgb;
+ ALPHA = color.a;
+}
\ No newline at end of file
diff --git a/src/shaders/spatial_threshold.gdshader b/src/shaders/spatial_threshold.gdshader
new file mode 100644
index 0000000..ad55720
--- /dev/null
+++ b/src/shaders/spatial_threshold.gdshader
@@ -0,0 +1,36 @@
+shader_type spatial;
+render_mode unshaded;
+
+uniform vec4 color_low: source_color = vec4(0.0, 0.0, 0.0, 1.0);
+uniform vec4 color_hi: source_color = vec4(1.0, 1.0, 1.0, 1.0);
+
+uniform float threshold: hint_range(0.0, 1.0) = 0.5;
+uniform float contrast: hint_range(0.0, 1.0) = 1.0;
+uniform float offset: hint_range(-1.0, 1.0) = 0.0;
+
+uniform sampler2D screen_texture: hint_screen_texture;
+
+float linearSRGB(float channel) {
+ if (channel <= 0.04045) {
+ return channel / 12.92;
+ } else {
+ return pow(((channel + 0.055) / 1.055), 2.4);
+ }
+}
+
+float luminance(vec3 color) {
+ return 0.2126 * linearSRGB(color.r) + 0.7152 * linearSRGB(color.g) + 0.0722 * linearSRGB(color.b);
+}
+
+void fragment() {
+ vec4 screen_color = texture(screen_texture, SCREEN_UV).rgba;
+
+ float Y = luminance(screen_color.rgb);
+
+ // adjust contrast & offset
+ Y = clamp((Y - 0.5 + offset) * contrast + 0.5, 0.0, 1.0);
+
+ vec4 color = Y > threshold ? color_hi : color_low;
+ ALBEDO.rgb = color.rgb;
+ ALPHA = color.a;
+}
\ No newline at end of file
diff --git a/src/shaders/speed_lines.gdshader b/src/shaders/speed_lines.gdshader
new file mode 100644
index 0000000..cd7a1f0
--- /dev/null
+++ b/src/shaders/speed_lines.gdshader
@@ -0,0 +1,52 @@
+/* Speed Lines effect
+ * Adapted from https://godotshaders.com/shader/speed-lines-shader-for-godot-4/
+ */
+
+shader_type canvas_item;
+
+uniform sampler2D noise: repeat_enable;
+uniform float line_count: hint_range(0.0, 2.0, 0.05) = 0.5;
+uniform float line_density: hint_range(0.0, 1.0) = 0.5;
+uniform float line_falloff: hint_range(0.0, 1.0) = 0.25;
+uniform float mask_size: hint_range(0.0, 1.0) = 0.1;
+uniform float mask_edge: hint_range(0.0, 1.0) = 0.5;
+uniform float animation_speed: hint_range(1.0, 20.0) = 0.5;
+
+uniform sampler2D screen_texture: hint_screen_texture;
+
+float inv_lerp(float from, float to, float value) {
+ return (value - from) / (to - from);
+}
+
+vec2 polar_coordinates(vec2 uv, vec2 center, float zoom, float repeat) {
+ vec2 dir = uv - center;
+ float radius = length(dir) * 2.0;
+ float angle = atan(dir.y, dir.x) * 1.0 / (PI * 2.0);
+ return mod(vec2(radius * zoom, angle * repeat), 1.0);
+}
+
+vec2 rotate_uv(vec2 uv, vec2 pivot, float rotation) {
+ float cosa = cos(rotation);
+ float sina = sin(rotation);
+ uv -= pivot;
+ return vec2(
+ cosa * uv.x - sina * uv.y,
+ cosa * uv.y + sina * uv.x
+ ) + pivot;
+}
+
+void fragment() {
+ vec2 polar_uv = polar_coordinates(rotate_uv(UV, vec2(0.5), floor(fract(TIME) * animation_speed)), vec2(0.5), 0.01, line_count);
+ vec3 lines = texture(noise, polar_uv).rgb;
+
+ float mask_value = length(UV - vec2(0.5));
+ float mask = inv_lerp(mask_size, mask_edge, mask_value);
+ float result = 1.0 - (mask * line_density);
+
+ result = smoothstep(result, result + line_falloff, lines.r);
+
+ vec3 screen_color = texture(screen_texture, SCREEN_UV).rgb;
+
+ COLOR.rgb = 1.0 - screen_color.rgb;
+ COLOR.a = min(1.0, result);
+}
diff --git a/src/shaders/sunny_sky.gdshader b/src/shaders/sunny_sky.gdshader
new file mode 100644
index 0000000..5b18af4
--- /dev/null
+++ b/src/shaders/sunny_sky.gdshader
@@ -0,0 +1,95 @@
+/* "Sunny Sky"
+ * adapted from https://www.shadertoy.com/view/wt2Gzc
+ */
+// NOTE: Shader automatically converted from Godot Engine 4.2.2.stable's ProceduralSkyMaterial.
+
+shader_type sky;
+
+uniform vec3 sun_color : source_color = vec3(1.0, 1.0, 1.0);
+uniform vec3 sky_color : source_color = vec3(0.0, 0.0, 0.0);
+
+uniform float threshold: hint_range(0.0, 1.0) = 0.3;
+uniform float speed = 0.02;
+uniform float rotation = 4.0;
+
+//uniform sampler2D base_noise: repeat_enable;
+uniform sampler3D base_noise: repeat_enable;
+
+
+float noise3d(vec3 x) {
+ return texture(base_noise, x).r;
+}
+
+// Fractal Brownian Noise
+// see https://github.com/MaxBittker/glsl-fractal-brownian-noise/blob/master/3d.glsl
+float fbm3d(vec3 x, const in int it) {
+ float v = 0.0;
+ float a = 0.5;
+ vec3 shift = vec3(100.0);
+
+ for (int i = 0; i < 32; i++) {
+ if (i < it) {
+ v += a * noise3d(x);
+ x = x * 2.0 + shift;
+ a *= 0.5;
+ }
+ }
+
+ return v;
+}
+
+float luminance(vec3 color) {
+ return 0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b;
+}
+
+void sky() {
+ if (EYEDIR.y > 0.0) {
+ float t = TIME * -speed;
+
+ vec2 uv = (EYEDIR.xz * 0.3);
+ vec2 st = vec2(
+ length(uv) * 1.5,
+ atan(uv.y, uv.x)
+ );
+
+ st.y += st.x * rotation;
+
+ float x = fbm3d(
+ vec3(
+ sin(st.y),
+ cos(st.y),
+ pow(st.x, 0.3) + t * 0.1
+ ),
+ 3
+ );
+ float y = fbm3d(
+ vec3(
+ sin(1.0 - st.y),
+ cos(1.0 - st.y),
+ pow(st.x, 0.5) + t * 0.1
+ ),
+ 4
+ );
+
+ float r = fbm3d(
+ vec3(
+ x,
+ y,
+ st.x + t * 0.3
+ ),
+ 5
+ );
+
+ r = fbm3d(
+ vec3(
+ r - x,
+ r - y,
+ r + t * 0.3
+ ),
+ 6
+ );
+
+ float c = (r + st.x * 5.0) / 6.0;
+ COLOR.rgb = c < threshold ? sun_color : sky_color;
+ }
+}
diff --git a/src/shaders/sunny_sky_compat.gdshader b/src/shaders/sunny_sky_compat.gdshader
new file mode 100644
index 0000000..03482e7
--- /dev/null
+++ b/src/shaders/sunny_sky_compat.gdshader
@@ -0,0 +1,180 @@
+/* "Sunny Sky"
+ * adapted from https://www.shadertoy.com/view/wt2Gzc
+ */
+
+shader_type sky;
+
+uniform vec3 sun_color : source_color = vec3(1.0, 1.0, 1.0);
+uniform vec3 sky_color : source_color = vec3(0.0, 0.0, 0.0);
+
+uniform float threshold: hint_range(0.0, 1.0) = 0.3;
+uniform float speed = 0.02;
+uniform float rotation = 4.0;
+
+
+// Noise implementation shamelessly ripped from https://godotshaders.com/shader/corner-void/
+
+vec3 mod289(vec3 x) {
+ return x - floor(x * (1.0 / 289.0)) * 289.0;
+}
+
+vec4 mod2891(vec4 x) {
+ return x - floor(x * (1.0 / 289.0)) * 289.0;
+}
+
+vec4 permute(vec4 x) {
+ return mod2891(((x*34.0)+1.0)*x);
+}
+
+vec4 taylorInvSqrt(vec4 r)
+{
+ return 1.79284291400159 - 0.85373472095314 * r;
+}
+
+float snoise(vec3 v) {
+ const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
+ const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
+
+ // First corner
+ vec3 i = floor(v + dot(v, C.yyy) );
+ vec3 x0 = v - i + dot(i, C.xxx) ;
+
+ // Other corners
+ vec3 g = step(x0.yzx, x0.xyz);
+ vec3 l = 1.0 - g;
+ vec3 i1 = min( g.xyz, l.zxy );
+ vec3 i2 = max( g.xyz, l.zxy );
+
+ // x0 = x0 - 0.0 + 0.0 * C.xxx;
+ // x1 = x0 - i1 + 1.0 * C.xxx;
+ // x2 = x0 - i2 + 2.0 * C.xxx;
+ // x3 = x0 - 1.0 + 3.0 * C.xxx;
+ vec3 x1 = x0 - i1 + C.xxx;
+ vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
+ vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
+
+ // Permutations
+ i = mod289(i);
+ vec4 p = permute( permute( permute(
+ i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
+
+ // Gradients: 7x7 points over a square, mapped onto an octahedron.
+ // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
+ float n_ = 0.142857142857; // 1.0/7.0
+ vec3 ns = n_ * D.wyz - D.xzx;
+
+ vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
+
+ vec4 x_ = floor(j * ns.z);
+ vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
+
+ vec4 x = x_ *ns.x + ns.yyyy;
+ vec4 y = y_ *ns.x + ns.yyyy;
+ vec4 h = 1.0 - abs(x) - abs(y);
+
+ vec4 b0 = vec4( x.xy, y.xy );
+ vec4 b1 = vec4( x.zw, y.zw );
+
+ //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
+ //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
+ vec4 s0 = floor(b0)*2.0 + 1.0;
+ vec4 s1 = floor(b1)*2.0 + 1.0;
+ vec4 sh = -step(h, vec4(0.0));
+
+ vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
+ vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
+
+ vec3 p0 = vec3(a0.xy,h.x);
+ vec3 p1 = vec3(a0.zw,h.y);
+ vec3 p2 = vec3(a1.xy,h.z);
+ vec3 p3 = vec3(a1.zw,h.w);
+
+ //Normalise gradients
+ vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
+ p0 *= norm.x;
+ p1 *= norm.y;
+ p2 *= norm.z;
+ p3 *= norm.w;
+
+ // Mix final noise value
+ vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
+ m = m * m;
+ return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
+ dot(p2,x2), dot(p3,x3) ) );
+}
+
+// Fractal Brownian Noise
+// see https://github.com/MaxBittker/glsl-fractal-brownian-noise/blob/master/3d.glsl
+float fbm3d(vec3 x, const in int it) {
+ float v = 0.0;
+ float a = 0.5;
+ vec3 shift = vec3(100.0);
+
+ for (int i = 0; i < 32; i++) {
+ if (i < it) {
+ v += a * snoise(10.0*x);
+ x = x * 2.0 + shift;
+ a *= 0.5;
+ }
+ }
+
+ return v;
+}
+
+float luminance(vec3 color) {
+ return 0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b;
+}
+
+void sky() {
+ if (EYEDIR.y > 0.0) {
+ float t = TIME * -speed;
+
+ vec2 uv = (EYEDIR.xz * 0.3);
+ vec2 st = vec2(
+ length(uv) * 1.5,
+ atan(uv.y, uv.x)
+ );
+
+ st.y += st.x * rotation;
+
+ float x = fbm3d(
+ vec3(
+ sin(st.y),
+ cos(st.y),
+ pow(st.x, 0.3) + t * 0.1
+ ),
+ 3
+ );
+ float y = fbm3d(
+ vec3(
+ sin(1.0 - st.y),
+ cos(1.0 - st.y),
+ pow(st.x, 0.5) + t * 0.1
+ ),
+ 4
+ );
+
+ float r = fbm3d(
+ vec3(
+ x,
+ y,
+ st.x + t * 0.3
+ ),
+ 5
+ );
+
+ r = fbm3d(
+ vec3(
+ r - x,
+ r - y,
+ r + t * 0.3
+ ),
+ 6
+ );
+
+ float c = (r + st.x * 5.0) / 6.0;
+ COLOR.rgb = c < threshold ? sun_color : sky_color;
+ }
+}
diff --git a/src/shaders/threshold.gdshader b/src/shaders/threshold.gdshader
new file mode 100644
index 0000000..2832627
--- /dev/null
+++ b/src/shaders/threshold.gdshader
@@ -0,0 +1,35 @@
+/* Binary threshold shader
+ * See https://stackoverflow.com/a/56678483
+ */
+
+shader_type canvas_item;
+
+uniform vec4 color_low: source_color = vec4(0.0, 0.0, 0.0, 1.0);
+uniform vec4 color_hi: source_color = vec4(1.0, 1.0, 1.0, 1.0);
+
+uniform float threshold: hint_range(0.0, 1.0) = 0.455;
+uniform float contrast: hint_range(0.0, 1.0) = 1.0;
+uniform float offset: hint_range(-1.0, 1.0) = 0.0;
+
+float linearSRGB(float channel) {
+ if (channel <= 0.04045) {
+ return channel / 12.92;
+ } else {
+ return pow(((channel + 0.055) / 1.055), 2.4);
+ }
+}
+
+float luminance(vec3 color) {
+ return 0.2126 * linearSRGB(color.r) + 0.7152 * linearSRGB(color.g) + 0.0722 * linearSRGB(color.b);
+}
+
+void fragment() {
+ vec3 screen_col = texture(TEXTURE, UV).rgb;
+
+ float Y = luminance(screen_col);
+
+ // adjust contrast & offset
+ Y = clamp((Y - 0.5 + offset) * contrast + 0.5, 0.0, 1.0);
+
+ COLOR.rgba = Y > threshold ? color_hi : color_low;
+}
diff --git a/src/ui/blinker.gd b/src/ui/blinker.gd
new file mode 100644
index 0000000..d3e1af7
--- /dev/null
+++ b/src/ui/blinker.gd
@@ -0,0 +1,17 @@
+class_name Blinker extends Container
+
+@export var speed: float:
+ set(value):
+ animation_player.speed_scale = value
+ get:
+ return animation_player.speed_scale
+
+@onready var animation_player: AnimationPlayer = $AnimationPlayer
+
+
+func start() -> void:
+ animation_player.play("blink")
+
+
+func stop() -> void:
+ animation_player.stop()
diff --git a/src/ui/blinker.tscn b/src/ui/blinker.tscn
new file mode 100644
index 0000000..3eb0a1c
--- /dev/null
+++ b/src/ui/blinker.tscn
@@ -0,0 +1,54 @@
+[gd_scene load_steps=5 format=3 uid="uid://p5j0fiaefkhw"]
+
+[ext_resource type="Script" path="res://src/ui/blinker.gd" id="1_o3xfe"]
+
+[sub_resource type="Animation" id="Animation_mo2jf"]
+length = 0.001
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath(".:visible")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 1,
+"values": [true]
+}
+
+[sub_resource type="Animation" id="Animation_36pgo"]
+resource_name = "blink"
+loop_mode = 1
+step = 0.25
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath(".:visible")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0, 0.25, 0.75),
+"transitions": PackedFloat32Array(1, 1, 1),
+"update": 1,
+"values": [true, false, true]
+}
+
+[sub_resource type="AnimationLibrary" id="AnimationLibrary_r8r3g"]
+_data = {
+"RESET": SubResource("Animation_mo2jf"),
+"blink": SubResource("Animation_36pgo")
+}
+
+[node name="Blinker" type="Container"]
+anchors_preset = 15
+anchor_right = 1.0
+anchor_bottom = 1.0
+grow_horizontal = 2
+grow_vertical = 2
+script = ExtResource("1_o3xfe")
+
+[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
+libraries = {
+"": SubResource("AnimationLibrary_r8r3g")
+}
diff --git a/src/ui/compass.gd b/src/ui/compass.gd
new file mode 100644
index 0000000..513253d
--- /dev/null
+++ b/src/ui/compass.gd
@@ -0,0 +1,17 @@
+class_name Compass
+extends Control
+
+const TEX_WIDTH: int = 1152
+const TEX_OFFSET: int = -936
+const COMPASS_SPEED: float = 10.0
+
+var target: float = 0
+
+var _offset: float = TEX_OFFSET
+
+@onready var compass_texture: TextureRect = $CompassTexture
+
+
+func _process(delta: float) -> void:
+ _offset = lerp_angle(_offset, target, delta * COMPASS_SPEED)
+ compass_texture.position.x = int(_offset * TEX_WIDTH / (2 * PI)) % TEX_WIDTH
diff --git a/src/ui/crosshair.gd b/src/ui/crosshair.gd
new file mode 100644
index 0000000..0acb1d9
--- /dev/null
+++ b/src/ui/crosshair.gd
@@ -0,0 +1,17 @@
+class_name Crosshair
+extends CenterContainer
+
+const CROSSHAIR_RETURN_SPEED = 30
+
+@onready var crosshair_circle: TextureRect = $CrosshairContainer/CrosshairCircle
+@onready var crosshair_dot: TextureRect = $CrosshairContainer/CrosshairDot
+
+
+func jostle(delta: Vector2) -> void:
+ crosshair_circle.position += delta
+
+
+func _process(delta: float) -> void:
+ crosshair_circle.position = crosshair_circle.position.lerp(
+ Vector2.ZERO, delta * CROSSHAIR_RETURN_SPEED
+ )
diff --git a/src/ui/overlay_effects.gd b/src/ui/overlay_effects.gd
new file mode 100644
index 0000000..a34cdb3
--- /dev/null
+++ b/src/ui/overlay_effects.gd
@@ -0,0 +1,18 @@
+class_name OverlayEffects
+extends Control
+
+@onready var animation_player: AnimationPlayer = $"../AnimationPlayer"
+
+
+func play_boost() -> void:
+ animation_player.play("boost_lines")
+ animation_player.seek(0)
+
+
+func play_destructure() -> void:
+ animation_player.play("destructure_alert")
+ animation_player.seek(0)
+
+
+func play_death() -> void:
+ animation_player.play("death_overlay")
diff --git a/src/ui/structure_meter.gd b/src/ui/structure_meter.gd
new file mode 100644
index 0000000..38d545e
--- /dev/null
+++ b/src/ui/structure_meter.gd
@@ -0,0 +1,22 @@
+class_name StructureMeter
+extends VBoxContainer
+
+const MIN_STRUCTURE: int = 0
+const MAX_STRUCTURE: int = 4
+
+var structure_count: int:
+ set = _set_structure_count,
+ get = _get_structure_count
+
+@onready var _structure_nodes: Array[Control] = [
+ $StructureIcon4, $StructureIcon3, $StructureIcon2, $StructureIcon1
+]
+
+
+func _set_structure_count(value: int) -> void:
+ for node_idx: int in _structure_nodes.size():
+ _structure_nodes[node_idx].visible = node_idx < value
+
+
+func _get_structure_count() -> int:
+ return _structure_nodes.filter(func(n: Control) -> bool: return n.visible).size()
diff --git a/src/ui/ui.tscn b/src/ui/ui.tscn
new file mode 100644
index 0000000..1b36cd4
--- /dev/null
+++ b/src/ui/ui.tscn
@@ -0,0 +1,402 @@
+[gd_scene load_steps=30 format=3 uid="uid://boswew1ihrw7p"]
+
+[ext_resource type="Script" path="res://src/ui/crosshair.gd" id="1_6vonm"]
+[ext_resource type="Shader" path="res://src/shaders/invert.gdshader" id="2_q710s"]
+[ext_resource type="Texture2D" uid="uid://bepxfquua1v6" path="res://assets/textures/crosshair_circle.png" id="3_sofbx"]
+[ext_resource type="Texture2D" uid="uid://hmt7s15m7eto" path="res://assets/textures/crosshair_dot.png" id="4_uuure"]
+[ext_resource type="Script" path="res://src/ui/compass.gd" id="5_kawl0"]
+[ext_resource type="Texture2D" uid="uid://mmit1txxkbvb" path="res://assets/textures/compass.png" id="6_lhld6"]
+[ext_resource type="Script" path="res://src/ui/overlay_effects.gd" id="7_5y016"]
+[ext_resource type="Theme" uid="uid://cq6k0lttfws5w" path="res://src/HUD_theme.tres" id="8_y74gd"]
+[ext_resource type="Shader" path="res://src/shaders/speed_lines.gdshader" id="9_5roxj"]
+[ext_resource type="Shader" path="res://src/shaders/death_fade_compat.gdshader" id="10_xxkgw"]
+[ext_resource type="Script" path="res://src/ui/structure_meter.gd" id="11_j8d8e"]
+[ext_resource type="Texture2D" uid="uid://bgujaq21oq2mm" path="res://assets/textures/structure.png" id="12_jbttb"]
+
+[sub_resource type="ShaderMaterial" id="ShaderMaterial_ag8l2"]
+shader = ExtResource("2_q710s")
+
+[sub_resource type="ShaderMaterial" id="ShaderMaterial_csvvm"]
+shader = ExtResource("2_q710s")
+
+[sub_resource type="ShaderMaterial" id="ShaderMaterial_hre76"]
+shader = ExtResource("2_q710s")
+
+[sub_resource type="ShaderMaterial" id="ShaderMaterial_c6880"]
+shader = ExtResource("2_q710s")
+
+[sub_resource type="FastNoiseLite" id="FastNoiseLite_gkq2g"]
+noise_type = 0
+frequency = 0.1344
+
+[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_jnd2r"]
+noise = SubResource("FastNoiseLite_gkq2g")
+
+[sub_resource type="ShaderMaterial" id="ShaderMaterial_d76dl"]
+shader = ExtResource("9_5roxj")
+shader_parameter/line_count = 2.0
+shader_parameter/line_density = 0.0
+shader_parameter/line_falloff = 0.0
+shader_parameter/mask_size = 0.166
+shader_parameter/mask_edge = 1.0
+shader_parameter/animation_speed = 20.0
+shader_parameter/noise = SubResource("NoiseTexture2D_jnd2r")
+
+[sub_resource type="ShaderMaterial" id="ShaderMaterial_rpcp4"]
+shader = ExtResource("10_xxkgw")
+shader_parameter/threshold = 1.0
+shader_parameter/dimensions = Vector2(64, 32)
+shader_parameter/speed = 0.5
+shader_parameter/color_hi = Color(1, 1, 1, 1)
+shader_parameter/color_low = Color(0, 0, 0, 0)
+
+[sub_resource type="ShaderMaterial" id="ShaderMaterial_3nxtv"]
+shader = ExtResource("2_q710s")
+
+[sub_resource type="ShaderMaterial" id="ShaderMaterial_r85sm"]
+shader = ExtResource("2_q710s")
+
+[sub_resource type="ShaderMaterial" id="ShaderMaterial_say15"]
+shader = ExtResource("2_q710s")
+
+[sub_resource type="ShaderMaterial" id="ShaderMaterial_klw0t"]
+shader = ExtResource("2_q710s")
+
+[sub_resource type="Animation" id="Animation_4ygdu"]
+length = 0.001
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("OverlayEffects/SpeedLinesOverlay:material:shader_parameter/line_density")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [0.0]
+}
+tracks/1/type = "value"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("OverlayEffects/DestructureLabel:visible")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 1,
+"values": [false]
+}
+tracks/2/type = "value"
+tracks/2/imported = false
+tracks/2/enabled = true
+tracks/2/path = NodePath("OverlayEffects/DeathOverlay:visible")
+tracks/2/interp = 1
+tracks/2/loop_wrap = true
+tracks/2/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 1,
+"values": [false]
+}
+tracks/3/type = "value"
+tracks/3/imported = false
+tracks/3/enabled = true
+tracks/3/path = NodePath("OverlayEffects/DeathOverlay:material:shader_parameter/threshold")
+tracks/3/interp = 1
+tracks/3/loop_wrap = true
+tracks/3/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 0,
+"values": [1.0]
+}
+tracks/4/type = "value"
+tracks/4/imported = false
+tracks/4/enabled = true
+tracks/4/path = NodePath("MarginContainer:visible")
+tracks/4/interp = 1
+tracks/4/loop_wrap = true
+tracks/4/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 1,
+"values": [true]
+}
+
+[sub_resource type="Animation" id="Animation_lm3ec"]
+resource_name = "boost_lines"
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("OverlayEffects/SpeedLinesOverlay:material:shader_parameter/line_density")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0, 0.1, 1),
+"transitions": PackedFloat32Array(1, 1.4, 1),
+"update": 0,
+"values": [0.0, 0.4, 0.0]
+}
+
+[sub_resource type="Animation" id="Animation_cpxxb"]
+resource_name = "death_overlay"
+length = 2.0
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("OverlayEffects/DeathOverlay:visible")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0),
+"transitions": PackedFloat32Array(1),
+"update": 1,
+"values": [true]
+}
+tracks/1/type = "value"
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/path = NodePath("OverlayEffects/DeathOverlay:material:shader_parameter/threshold")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/keys = {
+"times": PackedFloat32Array(0, 2),
+"transitions": PackedFloat32Array(1, 1),
+"update": 0,
+"values": [1.0, 0.0]
+}
+tracks/2/type = "value"
+tracks/2/imported = false
+tracks/2/enabled = true
+tracks/2/path = NodePath("MarginContainer:visible")
+tracks/2/interp = 1
+tracks/2/loop_wrap = true
+tracks/2/keys = {
+"times": PackedFloat32Array(0, 0.9, 1, 1.4, 1.5, 1.6),
+"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1),
+"update": 1,
+"values": [true, false, true, false, true, false]
+}
+
+[sub_resource type="Animation" id="Animation_8kp5l"]
+resource_name = "destructure_alert"
+length = 5.0
+tracks/0/type = "value"
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/path = NodePath("OverlayEffects/DestructureLabel:visible")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/keys = {
+"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2, 2.5, 3, 5),
+"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1),
+"update": 1,
+"values": [true, false, true, false, true, false, true, false]
+}
+
+[sub_resource type="AnimationLibrary" id="AnimationLibrary_w4b5c"]
+_data = {
+"RESET": SubResource("Animation_4ygdu"),
+"boost_lines": SubResource("Animation_lm3ec"),
+"death_overlay": SubResource("Animation_cpxxb"),
+"destructure_alert": SubResource("Animation_8kp5l")
+}
+
+[node name="UI" type="Control"]
+z_index = 1
+custom_minimum_size = Vector2(1900, 512)
+layout_mode = 3
+anchors_preset = 0
+
+[node name="Crosshair" type="CenterContainer" parent="." groups=["CrosshairGroup"]]
+layout_mode = 0
+offset_right = 1900.0
+offset_bottom = 512.0
+script = ExtResource("1_6vonm")
+
+[node name="CrosshairContainer" type="Control" parent="Crosshair"]
+custom_minimum_size = Vector2(32, 32)
+layout_mode = 2
+
+[node name="CrosshairCircle" type="TextureRect" parent="Crosshair/CrosshairContainer"]
+material = SubResource("ShaderMaterial_ag8l2")
+layout_mode = 2
+offset_right = 32.0
+offset_bottom = 32.0
+texture = ExtResource("3_sofbx")
+stretch_mode = 2
+
+[node name="CrosshairDot" type="TextureRect" parent="Crosshair/CrosshairContainer"]
+material = SubResource("ShaderMaterial_csvvm")
+layout_mode = 2
+offset_right = 32.0
+offset_bottom = 32.0
+texture = ExtResource("4_uuure")
+
+[node name="Compass" type="Control" parent="." groups=["CompassGroup"]]
+clip_contents = true
+anchors_preset = 0
+offset_left = 760.0
+offset_top = 20.0
+offset_right = 1140.0
+offset_bottom = 52.0
+script = ExtResource("5_kawl0")
+
+[node name="CompassTexture" type="TextureRect" parent="Compass"]
+material = SubResource("ShaderMaterial_hre76")
+custom_minimum_size = Vector2(2304, 32)
+layout_mode = 0
+offset_right = 2304.0
+offset_bottom = 32.0
+texture = ExtResource("6_lhld6")
+stretch_mode = 1
+
+[node name="OverlayEffects" type="Control" parent="." groups=["OverlayEffectsGroup"]]
+anchors_preset = 0
+offset_right = 1900.0
+offset_bottom = 512.0
+script = ExtResource("7_5y016")
+
+[node name="DestructureLabel" type="Label" parent="OverlayEffects"]
+visible = false
+material = SubResource("ShaderMaterial_c6880")
+layout_mode = 2
+offset_left = 443.0
+offset_top = 295.0
+offset_right = 1457.0
+offset_bottom = 372.0
+theme = ExtResource("8_y74gd")
+theme_override_font_sizes/font_size = 76
+text = "hull destructured
+"
+
+[node name="SpeedLinesOverlay" type="ColorRect" parent="OverlayEffects"]
+material = SubResource("ShaderMaterial_d76dl")
+layout_mode = 0
+offset_right = 1900.0
+offset_bottom = 512.0
+
+[node name="DeathOverlay" type="ColorRect" parent="OverlayEffects"]
+visible = false
+material = SubResource("ShaderMaterial_rpcp4")
+layout_mode = 0
+offset_right = 1900.0
+offset_bottom = 512.0
+
+[node name="MarginContainer" type="MarginContainer" parent="."]
+layout_mode = 0
+offset_right = 192.0
+offset_bottom = 512.0
+theme_override_constants/margin_left = 32
+theme_override_constants/margin_top = 32
+theme_override_constants/margin_right = 32
+theme_override_constants/margin_bottom = 32
+
+[node name="HBoxContainer" type="HBoxContainer" parent="MarginContainer"]
+layout_mode = 2
+theme_override_constants/separation = 32
+
+[node name="HeatContainer" type="VBoxContainer" parent="MarginContainer/HBoxContainer"]
+custom_minimum_size = Vector2(48, 0)
+layout_mode = 2
+size_flags_horizontal = 4
+
+[node name="HeatMeter" type="ProgressBar" parent="MarginContainer/HBoxContainer/HeatContainer" groups=["HeatMeterGroup"]]
+material = SubResource("ShaderMaterial_3nxtv")
+layout_mode = 2
+size_flags_vertical = 3
+theme = ExtResource("8_y74gd")
+fill_mode = 3
+show_percentage = false
+
+[node name="Control" type="Control" parent="MarginContainer/HBoxContainer/HeatContainer"]
+custom_minimum_size = Vector2(48, 17)
+layout_mode = 2
+
+[node name="Label" type="Label" parent="MarginContainer/HBoxContainer/HeatContainer/Control"]
+material = SubResource("ShaderMaterial_r85sm")
+layout_mode = 2
+offset_left = -1.0
+offset_right = 51.0
+offset_bottom = 17.0
+size_flags_horizontal = 0
+theme = ExtResource("8_y74gd")
+text = "heat"
+
+[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer/HBoxContainer"]
+custom_minimum_size = Vector2(48, 0)
+layout_mode = 2
+size_flags_horizontal = 4
+
+[node name="StructureContainer" type="HBoxContainer" parent="MarginContainer/HBoxContainer/VBoxContainer"]
+layout_mode = 2
+size_flags_vertical = 10
+
+[node name="LabelRotation" type="Control" parent="MarginContainer/HBoxContainer/VBoxContainer/StructureContainer"]
+custom_minimum_size = Vector2(11, 128)
+layout_mode = 2
+size_flags_vertical = 8
+
+[node name="Label" type="Label" parent="MarginContainer/HBoxContainer/VBoxContainer/StructureContainer/LabelRotation"]
+material = SubResource("ShaderMaterial_say15")
+layout_mode = 2
+offset_right = 90.0
+offset_bottom = 11.0
+rotation = 1.5708
+pivot_offset = Vector2(0, 13)
+theme = ExtResource("8_y74gd")
+text = "structure"
+
+[node name="StructureMeter" type="VBoxContainer" parent="MarginContainer/HBoxContainer/VBoxContainer/StructureContainer" groups=["StructureMeterGroup"]]
+layout_mode = 2
+alignment = 2
+script = ExtResource("11_j8d8e")
+
+[node name="StructureIcon1" type="TextureRect" parent="MarginContainer/HBoxContainer/VBoxContainer/StructureContainer/StructureMeter"]
+material = SubResource("ShaderMaterial_klw0t")
+layout_mode = 2
+texture = ExtResource("12_jbttb")
+
+[node name="StructureIcon2" type="TextureRect" parent="MarginContainer/HBoxContainer/VBoxContainer/StructureContainer/StructureMeter"]
+material = SubResource("ShaderMaterial_klw0t")
+layout_mode = 2
+texture = ExtResource("12_jbttb")
+
+[node name="StructureIcon3" type="TextureRect" parent="MarginContainer/HBoxContainer/VBoxContainer/StructureContainer/StructureMeter"]
+material = SubResource("ShaderMaterial_klw0t")
+layout_mode = 2
+texture = ExtResource("12_jbttb")
+
+[node name="StructureIcon4" type="TextureRect" parent="MarginContainer/HBoxContainer/VBoxContainer/StructureContainer/StructureMeter"]
+material = SubResource("ShaderMaterial_klw0t")
+layout_mode = 2
+texture = ExtResource("12_jbttb")
+
+[node name="DamageContainer" type="VBoxContainer" parent="MarginContainer/HBoxContainer/VBoxContainer"]
+custom_minimum_size = Vector2(0, 256)
+layout_mode = 2
+
+[node name="DamageMeter" type="ProgressBar" parent="MarginContainer/HBoxContainer/VBoxContainer/DamageContainer" groups=["DamageMeterGroup"]]
+material = SubResource("ShaderMaterial_3nxtv")
+layout_mode = 2
+size_flags_vertical = 3
+theme = ExtResource("8_y74gd")
+fill_mode = 3
+show_percentage = false
+
+[node name="CenterContainer" type="CenterContainer" parent="MarginContainer/HBoxContainer/VBoxContainer/DamageContainer"]
+layout_mode = 2
+
+[node name="Label" type="Label" parent="MarginContainer/HBoxContainer/VBoxContainer/DamageContainer/CenterContainer"]
+material = SubResource("ShaderMaterial_r85sm")
+layout_mode = 2
+size_flags_horizontal = 4
+theme = ExtResource("8_y74gd")
+text = "dmg"
+
+[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
+libraries = {
+"": SubResource("AnimationLibrary_w4b5c")
+}
diff --git a/src/util/shadow_listener.gd b/src/util/shadow_listener.gd
new file mode 100644
index 0000000..0302a52
--- /dev/null
+++ b/src/util/shadow_listener.gd
@@ -0,0 +1,20 @@
+class_name ShadowListener
+extends Area3D
+
+var _colliders: Dictionary = {}
+
+
+func in_shadow() -> bool:
+ return len(_colliders) > 0
+
+
+func _on_body_shape_entered(
+ body_rid: RID, _body: Node3D, _body_shape_index: int, _local_shape_index: int
+) -> void:
+ _colliders[body_rid] = true
+
+
+func _on_body_shape_exited(
+ body_rid: RID, _body: Node3D, _body_shape_index: int, _local_shape_index: int
+) -> void:
+ _colliders.erase(body_rid)
diff --git a/src/util/shadow_listener.tscn b/src/util/shadow_listener.tscn
new file mode 100644
index 0000000..3e75991
--- /dev/null
+++ b/src/util/shadow_listener.tscn
@@ -0,0 +1,17 @@
+[gd_scene load_steps=3 format=3 uid="uid://bg450j3javgoj"]
+
+[ext_resource type="Script" path="res://src/util/shadow_listener.gd" id="1_qtob8"]
+
+[sub_resource type="BoxShape3D" id="BoxShape3D_ib4dh"]
+size = Vector3(0.01, 0.01, 0.01)
+
+[node name="ShadowListener" type="Area3D"]
+collision_layer = 0
+collision_mask = 2
+script = ExtResource("1_qtob8")
+
+[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
+shape = SubResource("BoxShape3D_ib4dh")
+
+[connection signal="body_shape_entered" from="." to="." method="_on_body_shape_entered"]
+[connection signal="body_shape_exited" from="." to="." method="_on_body_shape_exited"]