THE ENTITY (Entity.gd) borrows from three places and each borrowing does a job:
SLENDERMAN it does not move while you look at it, and has closed the distance every
time you look back. Looking is ALSO what builds the static — so the safe
option (keep it in view) kills you slowly and the fast option (run) lets
it catch up. That's the trap, and it's why Slender worked.
XENOMORPH it hunts SOUND, and the thing you came here to do is smash furniture.
Every break and every puff of powder drops a marker it walks toward.
Playing well is what feeds it. A loud enough noise overrides the freeze,
because staring is a valid answer to a stalker and not a valid answer to
something that just heard a sledgehammer hit a filing cabinet.
BLAIR WITCH the level wraps: walk far enough and you come out of the opposite wall
into the same room, because every room here IS the same room. A wrap is
also when it repositions, so "I've been here before" and "it's already
here" land in the same second.
It can't be fought. Getting caught doesn't kill you — it costs a lungful, a spike of
rage, and the knowledge that it can do that whenever it likes.
Deliberately unresolved design: 2.5 m, faceless, arms past the knees, cranium swept
backwards. Slenderman from the front, something else in profile. A silhouette your brain
finishes beats a monster it recognises. Blair Witch stick totems hang in the maze.
THE TAPE (Dread.gd) — one shader: grain, scanlines, chroma split, a wandering tracking
tear, an edge that breathes when it's near but unseen, and Slender interference driven
straight off the stare. The static IS the read-out; there's no meter for it.
TWO BUGS WORTH THE COMMIT MESSAGE
1. `seen_now` was a pure view-cone test with NO line of sight, so it built static
through walls — and in a maze that's most of the time.
2. Fixing that exposed the real one: the generated maze was so dense there was no
sightline longer than a few metres ANYWHERE, which kills the entity outright, since
a stalker you can never see can never be stared at. Thinned the generator — skip a
third of the lattice lines, much bigger gaps — which also matches the reference
photographs far better. They're mostly open floor with occasional slabs, not
corridors.
dev/probe_horror.gd verifies all of it headlessly, including hunting for a clear
sightline first (otherwise the Slender test silently tests nothing).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
297 lines
9.7 KiB
GDScript
297 lines
9.7 KiB
GDScript
extends Node3D
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class_name Entity
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## The thing in LEVEL 0.
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##
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## It borrows from three places, and the borrowings do different jobs:
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##
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## SLENDERMAN — it does not move while you are looking at it. Look away and it has
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## closed the distance. Looking at it is also what builds the STATIC, so
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## the safe option (keep it in view) is the one that kills you slowly and
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## the fast option (run) is the one that lets it catch up. That's the
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## whole trap, and it's why Slender worked.
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##
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## XENOMORPH — it hunts by SOUND. And the thing you came to LEVEL 0 to do is smash
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## furniture, so the game's own objective feeds it. Every break and every
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## puff of the extinguisher drops a noise marker it walks toward.
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##
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## BLAIR WITCH— it uses the loop. When the level wraps you round to the far side, it
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## gets to reposition, so "I've been here before" and "it's already here"
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## arrive together.
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##
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## It cannot be fought. Weapons pass through it. The only outs are distance, silence, and
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## not looking at it — three things the rest of the game actively discourages.
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##
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## Godot 4.7 GDScript 2.0.
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const MODEL := "res://assets/store/entity.glb"
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enum S { DORMANT, STALKING, HUNTING, LUNGE }
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## How far it can be seen from; beyond this it simply isn't rendered.
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const SEE_DIST := 34.0
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## Inside this, a lunge begins.
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const LUNGE_DIST := 3.6
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## Cone (dot product) within which the player counts as LOOKING at it.
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const LOOK_DOT := 0.55
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@export var stalk_speed := 2.5
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@export var hunt_speed := 4.4
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@export var lunge_speed := 9.5
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## Static gained per second while it is on screen, scaled by how close it is.
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@export var stare_static := 0.28
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@export var static_decay := 0.22
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var state: int = S.DORMANT
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var static_level := 0.0 ## 0..1 — Slender's interference. At 1.0 it takes you.
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var seen_now := false
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var noise_at := Vector3.ZERO
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var noise_heat := 0.0
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var _player: Node3D
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var _cam: Camera3D
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var _bounds := 19.0
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var _mesh: Node3D
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var _cd := 0.0 ## seconds until it may act again after a scare
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var _think := 0.0
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var _breath: AudioStreamPlayer3D
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var _sting: AudioStreamPlayer
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signal caught_you() ## the jumpscare fires; Backrooms decides the cost
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func setup(player: Node3D, cam: Camera3D, half_extent: float) -> void:
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_player = player
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_cam = cam
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_bounds = half_extent
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if ResourceLoader.exists(MODEL):
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var packed := load(MODEL) as PackedScene
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if packed != null:
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_mesh = packed.instantiate()
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add_child(_mesh)
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visible = false
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# it breathes, and you hear it before you see it
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_breath = AudioStreamPlayer3D.new()
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_breath.stream = _noise_wav(1.6, 70.0, 1.4, true)
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_breath.unit_size = 14.0
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_breath.max_db = -2.0
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_breath.autoplay = false
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add_child(_breath)
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_sting = AudioStreamPlayer.new()
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_sting.stream = _sting_wav()
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_sting.volume_db = 2.0
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add_child(_sting)
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## Put it somewhere far from the player and switch it on.
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func wake() -> void:
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state = S.STALKING
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static_level = 0.0
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_cd = 0.0
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visible = true
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_reposition(18.0)
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if _breath != null and not _breath.playing:
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_breath.play()
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func sleep() -> void:
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state = S.DORMANT
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visible = false
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static_level = 0.0
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if _breath != null:
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_breath.stop()
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func is_awake() -> bool:
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return state != S.DORMANT
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## Something made a noise. The xenomorph half of it walks toward the last loud thing.
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func hear(at: Vector3, loudness: float) -> void:
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if state == S.DORMANT:
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return
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if loudness >= noise_heat * 0.6:
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noise_at = at
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noise_heat = clampf(noise_heat + loudness, 0.0, 3.0)
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# A loud enough noise overrides the Slender freeze. Standing still and staring at it
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# is a valid answer to a stalker; it is not a valid answer to something that just
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# heard you put a sledgehammer through a filing cabinet. The escalation is the point:
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# the quiet rules protect you right up until you do the thing the game is about.
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if noise_heat > 1.2 and state == S.STALKING:
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state = S.HUNTING
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## Teleport somewhere at least `min_dist` away, out of the player's current view if it
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## can manage it — being *found* somewhere new is better than being *seen* moving there.
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func _reposition(min_dist: float) -> void:
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if _player == null:
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return
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for attempt in 24:
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var p := Vector3(randf_range(-_bounds + 2.0, _bounds - 2.0), 0.0,
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randf_range(-_bounds + 2.0, _bounds - 2.0))
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if p.distance_to(_player.global_position) < min_dist:
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continue
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if attempt < 16 and _in_view(p):
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continue
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global_position = p
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return
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global_position = Vector3(randf_range(-_bounds, _bounds), 0.0,
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randf_range(-_bounds, _bounds))
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## In the view cone AND actually visible. The line-of-sight test is not optional: this
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## is a maze, so most of the time the cone contains a wall, and without the raycast the
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## static built while you stared at plasterboard with the thing quietly behind it.
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func _in_view(p: Vector3) -> bool:
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if _cam == null:
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return false
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var eye := _cam.global_position
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var to := p - eye
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if to.length() < 0.01:
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return true
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if to.normalized().dot(-_cam.global_transform.basis.z) <= LOOK_DOT:
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return false
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return _clear_line(eye, p + Vector3(0.0, 1.7, 0.0))
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## True if nothing static blocks the line. Only walls and fittings occlude — the loose
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## furniture is chest-high and shouldn't hide a two-and-a-half metre figure.
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func _clear_line(from: Vector3, to: Vector3) -> bool:
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var space := get_world_3d().direct_space_state
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if space == null:
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return true
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var q := PhysicsRayQueryParameters3D.create(from, to)
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q.collide_with_bodies = true
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q.collide_with_areas = false
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var hit := space.intersect_ray(q)
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if hit.is_empty():
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return true
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var col = hit.get("collider")
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return not (col is StaticBody3D)
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# ---------------------------------------------------------------- per-frame
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func _physics_process(dt: float) -> void:
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if state == S.DORMANT or _player == null or _cam == null:
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return
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_cd = maxf(0.0, _cd - dt)
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noise_heat = maxf(0.0, noise_heat - dt * 0.35)
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var to_player := _player.global_position - global_position
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var dist := to_player.length()
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seen_now = _in_view(global_position) and dist < SEE_DIST
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# always face you. It has no other business.
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var flat := Vector3(to_player.x, 0.0, to_player.z)
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if flat.length() > 0.05:
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var want := atan2(-flat.x, -flat.z)
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rotation.y = lerp_angle(rotation.y, want, clampf(dt * 6.0, 0.0, 1.0))
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# --- STATIC: looking at it is what hurts you ---
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if seen_now:
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var closeness := clampf(1.0 - dist / SEE_DIST, 0.0, 1.0)
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static_level = clampf(static_level + stare_static * (0.35 + closeness) * dt,
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0.0, 1.0)
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else:
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static_level = maxf(0.0, static_level - static_decay * dt)
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if static_level >= 1.0 and _cd <= 0.0:
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_catch()
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return
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match state:
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S.STALKING:
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_tick_stalk(dt, dist)
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S.HUNTING:
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_tick_hunt(dt, dist)
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S.LUNGE:
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_tick_lunge(dt, dist)
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## Slender's rule: frozen while watched, and closer every time you look back.
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func _tick_stalk(dt: float, dist: float) -> void:
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_think -= dt
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if seen_now:
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return # it does not move while you watch
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# closes ground, but toward the last noise if there was one — the two rules compose
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var goal := _player.global_position
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if noise_heat > 0.4:
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goal = noise_at
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_step_toward(goal, stalk_speed * dt)
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if dist < LUNGE_DIST * 2.2 or noise_heat > 1.6:
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state = S.HUNTING
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func _tick_hunt(dt: float, dist: float) -> void:
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# hunting, it no longer respects being watched. That escalation is the point.
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var goal := _player.global_position
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if noise_heat > 1.2:
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goal = noise_at
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_step_toward(goal, hunt_speed * dt)
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if dist < LUNGE_DIST:
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state = S.LUNGE
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elif dist > SEE_DIST * 0.8 and noise_heat < 0.3:
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state = S.STALKING
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func _tick_lunge(dt: float, dist: float) -> void:
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_step_toward(_player.global_position, lunge_speed * dt)
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if dist < 1.5 and _cd <= 0.0:
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_catch()
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func _step_toward(goal: Vector3, amount: float) -> void:
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var d := goal - global_position
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d.y = 0.0
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if d.length() < 0.05:
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return
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global_position += d.normalized() * amount
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func _catch() -> void:
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_cd = 3.0
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static_level = 0.0
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_sting.pitch_scale = randf_range(0.94, 1.06)
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_sting.play()
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caught_you.emit()
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state = S.STALKING
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_reposition(16.0)
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# ---------------------------------------------------------------- audio
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## A slow rasp for the breathing; `rough` doubles the noise and drops the tone.
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func _noise_wav(dur: float, tone: float, decay: float, rough: bool) -> AudioStreamWAV:
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var rate := 22050
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var n := int(rate * dur)
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var out := PackedFloat32Array()
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out.resize(n)
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for i in n:
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var t := float(i) / float(rate)
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var env := exp(-fposmod(t, 0.8) * decay) * 0.8
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var s := sin(TAU * tone * t) * 0.4 * env
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if rough:
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s += (randf() * 2.0 - 1.0) * 0.35 * env
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s += sin(TAU * tone * 0.5 * t) * 0.25 * env
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out[i] = clampf(s, -1.0, 1.0)
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return _wav(out, rate, true)
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## The jumpscare sting: a downward shriek over a hit of noise.
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func _sting_wav() -> AudioStreamWAV:
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var rate := 22050
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var dur := 1.15
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var n := int(rate * dur)
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var out := PackedFloat32Array()
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out.resize(n)
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for i in n:
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var t := float(i) / float(rate)
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var env := exp(-t * 3.2)
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var f := 1800.0 - 1500.0 * clampf(t / dur, 0.0, 1.0)
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var s := sin(TAU * f * t) * 0.45 * env
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s += sin(TAU * f * 1.5 * t) * 0.20 * env
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s += (randf() * 2.0 - 1.0) * 0.55 * exp(-t * 11.0)
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s += sin(TAU * 46.0 * t) * 0.35 * exp(-t * 2.0)
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out[i] = clampf(s, -1.0, 1.0)
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return _wav(out, rate, false)
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func _wav(samples: PackedFloat32Array, rate: int, loop: bool) -> AudioStreamWAV:
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var w := AudioStreamWAV.new()
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w.format = AudioStreamWAV.FORMAT_16_BITS
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w.mix_rate = rate
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w.stereo = false
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var b := PackedByteArray()
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b.resize(samples.size() * 2)
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for i in samples.size():
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b.encode_s16(i * 2, int(samples[i] * 32767.0))
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w.data = b
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if loop:
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w.loop_mode = AudioStreamWAV.LOOP_FORWARD
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w.loop_end = samples.size()
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return w
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