extends State var threat: Node2D var threshold: float = 100 func enter(previous_state_path: String, data := {}) -> void: if data.has("threat"): threat = data["threat"] else: # default behaviour; do nothing threat = owner func physics_update(_delta: float) -> void: if owner.position.distance_to(threat.position) > threshold: finished.emit(owner.fsm.States.IDLE, {}) return owner.move(flee_from(threat.position)) func flee_from(pos: Vector2) -> Vector3: var diff = threat.position - owner.position diff = diff.normalized() * -1 return Vector3(diff.x, diff.y ,0)