Prepare CPU Mode GOAP pattern; initial assign player event patterns

This commit is contained in:
2026-10-25 19:45:31 -05:00
parent cffc4de55f
commit 86434b26d5
10 changed files with 70 additions and 25 deletions
@@ -1,18 +1,28 @@
class_name CPUController extends BaseController
func _controller_message(_event: BaseEvent) -> void:
pass
func _process(_delta: float) -> void:
if not jets_collection: return
for jet: Jet in jets_collection.get_children():
if jet.controller.control_mode == Globals.ControlMode.PLAYER_MODE:
if Globals.ControlMode.PLAYER_MODE == jet.controller.control_mode:
continue
set_jet_action(jet)
process_jet_plan(jet.controller.cpu)
func set_jet_action(jet: Jet) -> void:
jet.controller.cpu.yaw_left()
func _controller_message(event: BaseEvent) -> void:
if event is InitSpawnsLoadedEvent:
handle_init_spawns_loaded_event()
func handle_init_spawns_loaded_event() -> void:
for jet: Jet in jets_collection.get_children():
if Globals.ControlMode.PLAYER_MODE == jet.controller.control_mode:
continue
create_jet_plan(jet)
func create_jet_plan(jet: Jet) -> void:
print(jet)
func process_jet_plan(jet: CPU) -> void:
jet.yaw_left()