New Slimes Just Dropped
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					 8 changed files with 120 additions and 96 deletions
				
			
		
										
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					@ -1,92 +1,2 @@
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extends SharedSlime
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					extends SharedSlime
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					class_name Villager
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var rng = RandomNumberGenerator.new()
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@onready var target_location_xz = transform.origin * Vector3(1, 0, 1)
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@onready var location_xz = transform.origin * Vector3(1, 0, 1)
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@onready var target_direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
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@onready var direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
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var task = "idle"
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# Percentage chances of the character performing certain actions while idle.
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@export var walk_chance = 0.1
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@export var spin_chance = 0.2
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@export var walk_speed = 0.5
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# Rate at which character corrects their direction after going off course (percentage).
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@export var dir_correction_rate = 0.95
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# Margin of accuracy to which the character will correct their direction when off course (radians).
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@export var dir_accuracy = deg_to_rad(0.1)
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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# Called when the node enters the scene tree for the first time.
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func _ready():
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	pass
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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	location_xz = transform.origin * Vector3(1, 0, 1)
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	direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
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	match task:
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		"idle":
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			idle()
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			task = rng.randf_range(0, 100)
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			# 3% chance to walk somewhere.
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			if task <= walk_chance:
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				task = "walk"
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				target_location_xz = transform.origin * Vector3(1, 0, 1) + (direction_xz * 4)
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			# 6% chance to rotate.
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			elif task > walk_chance and task <= (walk_chance + spin_chance):
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				task = "spin"
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				var rotation_angle = rng.randf_range(-2*PI, 2*PI)
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				var rotation_vector = Vector3(cos(rotation_angle), 0, sin(rotation_angle))
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				target_direction_xz = direction_xz + rotation_vector
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			# 90% chance to idle.
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			elif task > (spin_chance + walk_chance):
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				task = "idle"
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		"walk":
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			walk()
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			# Get the direction to the target in z-x plane.
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			target_direction_xz = (location_xz.direction_to(target_location_xz) * Vector3(1, 0, 1)).normalized()
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			# Continue to correct direction to within a margin of dir_accuracy degrees.
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			if direction_xz.angle_to(target_direction_xz) >= dir_accuracy:
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				# Rotate towards destination at specified percentage rate. 
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				rotate_y(direction_xz.angle_to(target_direction_xz) * dir_correction_rate)
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			if location_xz.distance_to(target_location_xz) <= (Vector2(direction_xz.x, direction_xz.z) * walk_speed).length():
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				target_direction_xz = direction_xz
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				target_location_xz = location_xz
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				task = "idle"
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		"spin":
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			# Continue to correct direction to within a margin of dir_accuracy degrees.
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			if direction_xz.angle_to(target_direction_xz) >= dir_accuracy:
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				# Rotate towards destination at specified percentage rate. 
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				rotate_y(direction_xz.angle_to(target_direction_xz) * dir_correction_rate)
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			else:
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				task = "idle"
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func _physics_process(delta):
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	# Add the gravity.
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	if not is_on_floor():
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		velocity.y -= gravity * delta
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	# Walk to target location.
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	if (location_xz.distance_to(target_location_xz) > walk_speed) and task == "walk":
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		velocity.x = direction_xz.x * walk_speed
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		velocity.z = direction_xz.z * walk_speed
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	else:
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		velocity.x = 0
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		velocity.z = 0
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	move_and_slide()
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										18
									
								
								godot/cultist.gd
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										18
									
								
								godot/cultist.gd
									
										
									
									
									
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					@ -0,0 +1,18 @@
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					extends SharedSlime
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					class_name Cultist
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					const SPEED = 5.0
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					const JUMP_VELOCITY = 4.
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					func _on_area_3d_body_entered(body):
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						var items_in_range = $Area3D.get_overlapping_bodies()
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						var villagers = []
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						for item in items_in_range:
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							if is_class("Villager"):
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								villagers.append(item)
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						var rng = RandomNumberGenerator.new()
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						var victim_num = rng.randi_range(0, villagers.size())
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					@ -1,5 +1,6 @@
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[gd_scene load_steps=5 format=3 uid="uid://e0s4phx2jiit"]
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					[gd_scene load_steps=7 format=3 uid="uid://e0s4phx2jiit"]
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					[ext_resource type="Script" path="res://cultist.gd" id="1_k6djk"]
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[ext_resource type="Texture2D" uid="uid://df0xror4t3gbc" path="res://Default Purple.png" id="1_x8j7f"]
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					[ext_resource type="Texture2D" uid="uid://df0xror4t3gbc" path="res://Default Purple.png" id="1_x8j7f"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_y0hcm"]
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					[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_y0hcm"]
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					@ -10,12 +11,21 @@ albedo_texture = ExtResource("1_x8j7f")
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[sub_resource type="CapsuleMesh" id="CapsuleMesh_17ljq"]
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					[sub_resource type="CapsuleMesh" id="CapsuleMesh_17ljq"]
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material = SubResource("StandardMaterial3D_vxnad")
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					material = SubResource("StandardMaterial3D_vxnad")
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[node name="Node3D" type="Node3D"]
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					[sub_resource type="SphereShape3D" id="SphereShape3D_rypky"]
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					radius = 20.0
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[node name="RigidBody3D" type="RigidBody3D" parent="."]
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					[node name="Cultist" type="CharacterBody3D"]
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					script = ExtResource("1_k6djk")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="RigidBody3D"]
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					[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("CapsuleShape3D_y0hcm")
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					shape = SubResource("CapsuleShape3D_y0hcm")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="RigidBody3D/CollisionShape3D"]
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					[node name="MeshInstance3D" type="MeshInstance3D" parent="CollisionShape3D"]
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mesh = SubResource("CapsuleMesh_17ljq")
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					mesh = SubResource("CapsuleMesh_17ljq")
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					[node name="Area3D" type="Area3D" parent="."]
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					[node name="CollisionShape3D" type="CollisionShape3D" parent="Area3D"]
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					shape = SubResource("SphereShape3D_rypky")
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					[connection signal="body_entered" from="Area3D" to="." method="_on_area_3d_body_entered"]
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					@ -3,11 +3,97 @@ class_name SharedSlime
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var is_holdable: bool = true
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					var is_holdable: bool = true
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					var rng = RandomNumberGenerator.new()
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					@onready var target_location_xz = transform.origin * Vector3(1, 0, 1)
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					@onready var location_xz = transform.origin * Vector3(1, 0, 1)
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					@onready var target_direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
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					@onready var direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
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					var task = "idle"
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					# Percentage chances of the character performing certain actions while idle.
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					@export var walk_chance = 0.1
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					@export var spin_chance = 0.2
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					@export var walk_speed = 0.5
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					# Rate at which character corrects their direction after going off course (percentage).
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					@export var dir_correction_rate = 0.95
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					# Margin of accuracy to which the character will correct their direction when off course (radians).
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					@export var dir_accuracy = deg_to_rad(0.1)
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					# Get the gravity from the project settings to be synced with RigidBody nodes.
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					var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _ready():
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					func _ready():
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	$slime.idle()
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						$slime.idle()
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func walk():
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					func walk():
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	$slime.walk()
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						$slime.walk()
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						# Get the direction to the target in z-x plane.
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						target_direction_xz = (location_xz.direction_to(target_location_xz) * Vector3(1, 0, 1)).normalized()
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						# Continue to correct direction to within a margin of dir_accuracy degrees.
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						if direction_xz.angle_to(target_direction_xz) >= dir_accuracy:
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							# Rotate towards destination at specified percentage rate. 
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							rotate_y(direction_xz.angle_to(target_direction_xz) * dir_correction_rate)
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						if location_xz.distance_to(target_location_xz) <= (Vector2(direction_xz.x, direction_xz.z) * walk_speed).length():
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							target_direction_xz = direction_xz
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							target_location_xz = location_xz
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							task = "idle"
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					func spin():
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						# Continue to correct direction to within a margin of dir_accuracy degrees.
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						if direction_xz.angle_to(target_direction_xz) >= dir_accuracy:
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							# Rotate towards destination at specified percentage rate. 
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							rotate_y(direction_xz.angle_to(target_direction_xz) * dir_correction_rate)
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						else:
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							task = "idle"
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func idle():
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					func idle():
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	$slime.idle()
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						$slime.idle()
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						task = rng.randf_range(0, 100)
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						# 3% chance to walk somewhere.
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						if task <= walk_chance:
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							task = "walk"
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							target_location_xz = transform.origin * Vector3(1, 0, 1) + (direction_xz * 4)
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							# 6% chance to rotate.
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						elif task > walk_chance and task <= (walk_chance + spin_chance):
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							task = "spin"
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							var rotation_angle = rng.randf_range(-2*PI, 2*PI)
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							var rotation_vector = Vector3(cos(rotation_angle), 0, sin(rotation_angle))
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							target_direction_xz = direction_xz + rotation_vector
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						# 90% chance to idle.
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						elif task > (spin_chance + walk_chance):
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							task = "idle"
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					# Called every frame. 'delta' is the elapsed time since the previous frame.
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					func _process(_delta):
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						location_xz = transform.origin * Vector3(1, 0, 1)
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						direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
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						match task:
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							"idle":
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								idle()
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							"walk":
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								walk()
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							"spin":
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								spin()
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					func _physics_process(delta):
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						# Add the gravity.
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						if not is_on_floor():
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							velocity.y -= gravity * delta
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						# Walk to target location.
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						if (location_xz.distance_to(target_location_xz) > walk_speed) and task == "walk":
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							velocity.x = direction_xz.x * walk_speed
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							velocity.z = direction_xz.z * walk_speed
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						else:
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							velocity.x = 0
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							velocity.z = 0
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						move_and_slide()
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