basics of ai, ready for soundeffects

This commit is contained in:
Jonas Mucke
2020-04-19 17:41:57 +02:00
parent ac97b3b49e
commit 78af384563
6 changed files with 90 additions and 64 deletions

View File

@@ -5,19 +5,13 @@ class_name Hero
const PrioQueue = preload("prio_queue.gd") # Relative path
const Grid = preload("res://Maps/Grid.gd")
var grid
enum{
LENGTH,
WAY
}
enum{
DAMAGE,
HEALING,
SLOW,
WALL,
FIELD
}
enum{
STEP,
ROLL,
@@ -31,13 +25,15 @@ enum{
var ExecutionState = AI_MOVE
var numbers = [0,0,0,0,0,0,0,0,0]
var prios = [7,6,5,4,3,2,0,0,4]
var numbers = [0,0,0,0,0,0,0,0,0,0]
var prios = [7,0,6,5,4,3,2,0,0,4]
var totalPrioTurn = 0
var executesTurn = false
var abortProb = 0.01
var targetField = [0,0]
var targetFieldUsed = false
#calculates the sum of all present prios
func calcTotalPrio():
var sum = 0
@@ -49,18 +45,22 @@ func calcTotalPrio():
return sum
#calculates the relative porio
func calcRelPrio(index, sum):
return prios[index]/sum
func calcRelPrio(index, sum) -> float:
if(sum==0):
return 0.0
return float(prios[index])/float(sum)
#calucaltes the prio table of all enemies[0,1)
func calcPrioTable():
var table = [0,0,0,0,0,0,0,0,0]
var lower = 0
var table = [0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0]
numbers = grid.countTargets(numbers)
var lower = 0.0
var sum = calcTotalPrio()
var i = 0;
while i != Grid.Kind.TERMINAL_SYMBOL:
lower += calcRelPrio(i, sum)
if(numbers[i]!=0):
lower += calcRelPrio(i, sum)
table[i] = lower
i += 1
@@ -77,30 +77,27 @@ func adjustPrio(currentHealth, maxHealth):
prios[Grid.Kind.HEART]=hearts
#return the enemie which will be attacked
func calcEnemy():
func calcEnemyKind():
var table = calcPrioTable()
var number = randf()
var i = 0
while table[i] > number:
i=i+1
while table[i] <= number:
i += 1
return i
func getTargetField(currentField):
return Grid.prio_grid[currentField.x][currentField.y]
#returns a move
func getMoveDescription(myPosition : Vector2, targetPositions):
return AStar(myPosition, targetPositions[0])
return AStar(myPosition, targetPositions)
func getCost(field):
var cost = 0
for i in Grid.prio_grid[field.x][field.y]:
for i in grid.prio_grid[field.x][field.y]:
match i:
Grid.kind.DAMAGE : cost += prios[Grid.kind.BONFIRE] * 6
Grid.kind.SLOW : cost += 2
Grid.Kind.DAMAGE:
cost += prios[Grid.kind.BONFIRE] * 6
Grid.Kind.SLOW:
cost += 2
return cost
#return an heurestic of distance
@@ -136,9 +133,9 @@ func adjacent(currentPosition, can_roll = false):
continue
if(next[1]>6):
continue
if(Grid.used_grid[next[0]][next[1]]):
if(grid.used_grid[next[0]][next[1]]):
continue
if(Grid[next[0]][next[1]][0]!=WALL):
if(grid.object_grid[next[0]][next[1]][0]!=Grid.Kind.WALL):
adj.append([STEP, Vector2(next[0],next[1])])
if not can_roll:
@@ -153,9 +150,9 @@ func adjacent(currentPosition, can_roll = false):
continue
if(next[1]>6):
continue
if(Grid.used_grid[next[0]][next[1]]):
if(grid.used_grid[next[0]][next[1]]):
continue
if(Grid[next[0]][next[1]][0]!=WALL):
if(grid.object_grid[next[0]][next[1]][0]!=Grid.Kind.WALL):
adj.append([ROLL, Vector2(next[0],next[1])])
return adj
@@ -178,7 +175,7 @@ func AStar(source, target):
return [node[4], node[3]] # 4 is kind | 3 is from
# Set flag
Grid.used_grid[node[2][0]][node[2][1]] = true
grid.used_grid[node[2][0]][node[2][1]] = true
var adj_list = adjacent(node[2])
for i in adj_list:
var move_cost = 0
@@ -191,27 +188,30 @@ func AStar(source, target):
var h_val = h(i[1], target)
#[g+h(x), g(x), current, from, kind]
var new_node = [g_val+h_val, g_val,i[1], node, i[0]]
var new_node = [g_val+h_val, g_val,i[1], node[2], i[0]]
Q.insert(new_node)
return [NOTHING, [0,0]]
func makeMove(delta):
#match ExecutionState:
# EXECUTING:
# pass
# AI_MOVE:
# var field = [0.1 * prios[Grid.Kind.BONFIRE], 1]
# var decision = randf()
## var i = 0
#while field[i] > decision:
# i += 1
## if (i == 0):
# var targetField = getTargetField(Grid.prio_grid)
# run(targetField)
# else:
# pass
pass
if ExecutionState == AI_MOVE:
var currentPosition = grid._pixel_to_grid_coords(global_position)
var enemyKind = calcEnemyKind()
var targetField = grid.get_nearest(currentPosition, enemyKind)
var MoveAdvice = getMoveDescription(currentPosition, targetField)
print(MoveAdvice)
ExecutionState = EXECUTING
pass
elif ExecutionState == EXECUTING:
if(targetFieldUsed):
pass
var cur = grid._pixel_to_grid_coords(global_position)
var distance = sqrt(pow(cur[0]-targetField[0],2)+ pow(cur[1]-targetField[1],2))
if(distance<0.5):
targetFieldUsed = false
ExecutionState = AI_MOVE
pass