mirror of
https://github.com/creyD/ludum_dare_46.git
synced 2026-06-11 21:22:22 +02:00
player and minion ai finished
This commit is contained in:
@@ -193,11 +193,11 @@ func _update_grid():
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for val in object_grid[neighboor.x][neighboor.y]:
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match val:
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Kind.DAMAGE:
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scale += 16
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Kind.HEALING:
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scale -= 8
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Kind.SLOW:
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scale += 8
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Kind.HEALING:
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scale -= 4
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Kind.SLOW:
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scale += 4
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if(scale<0):
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scale = 0
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aStar_node.set_point_weight_scale(index, scale)
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@@ -2,7 +2,6 @@ extends KinematicBody2D
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class_name Hero
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const PrioQueue = preload("prio_queue.gd") # Relative path
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const Grid = preload("res://Maps/Grid.gd")
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var grid
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@@ -2,10 +2,10 @@ extends KinematicBody2D
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class_name Minion
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const PrioQueue = preload("prio_queue.gd") # Relative path
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const Grid = preload("res://Maps/Grid.gd")
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var grid
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var lock = Mutex.new()
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enum{
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STEP,
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@@ -21,8 +21,7 @@ var ExecutionState = AI_MOVE
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var ai_movement_state = NOTHING
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var numbers = [0,0,0,0,0,0,0,0,0,0]
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var prios = [0,6,0,0,0,0,0,0,4,0]
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var prios = [0,7,0,0,0,0,0,0,3,0]
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var targetFieldCur = [0,0]
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var targetFieldUsed = false
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@@ -30,9 +29,17 @@ var targetFieldUsed = false
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var actionKind = Grid.Kind.TERMINAL_SYMBOL
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var actionFieldUsed = false
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var areaRefList = []
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var threadTime = 0.4
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var threadDelta = 0.0
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var hitDelta = 0.0
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var hitTreshhold = 0.1
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var aiDelta = 0.0
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var aiTreshhold = 0.4
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#calculates the sum of all present prios
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func calcTotalPrio():
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var sum = 0
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@@ -64,11 +71,6 @@ func calcPrioTable():
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i += 1
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return table
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#14+7 0.999
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#updates heart and bonfire prio
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func adjustPrio(currentHealth, maxHealth):
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return
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#return the enemie which will be attacked
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func calcEnemyKind():
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@@ -80,146 +82,53 @@ func calcEnemyKind():
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return i
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#returns a move
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func getMoveDescription(myPosition : Vector2, targetPositions):
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return AStar(myPosition, targetPositions)
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func getCost(field):
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return 0
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func getMoveDescription(myPosition : Vector2, targetPositions : Vector2):
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grid.path_start_position = myPosition
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grid.path_end_position = targetPositions
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grid.recalculate_path()
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if(grid._point_path.size()<=1):
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return [NOTHING, [0,0]]
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#return an heurestic of distance
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# curr - current position
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# targ - a target position
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func h_fn(curr, target):
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return sqrt(pow(target[0]-curr[0],2)+pow(target[0]-curr[0],2))
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# currCost - currentCost
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# target - position of the field to move to
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func g_fn(currCost, target):
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return currCost + getCost(target)
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var move = STEP
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return [move, grid._point_path[1]]
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# Returns the list of adjacent nodes
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func adjacent(currentPosition, can_roll = false):
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var adj := []
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#adj.append([STEP, Vector2(0,0)])
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var p = currentPosition
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var pot_adj_step = [[p[0]-1, p[1]-1], [p[0]-1, p[1]-0], [p[0]-1, p[1]+1],
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[p[0]+0, p[1]-1], [p[0]+0, p[1]+1],
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[p[0]+1, p[1]-1], [p[0]+1, p[1]+0], [p[0]+1, p[1]+1]]
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for i in range(pot_adj_step.size()):
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var next = pot_adj_step[i]
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if(next[0]<0):
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continue
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if(next[0]>13):
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continue
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if(next[1]<0):
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continue
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if(next[1]>6):
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continue
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if(grid.used_grid[next[0]][next[1]]):
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continue
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if(grid.object_grid[next[0]][next[1]][0]!=Grid.Kind.WALL):
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if(i==0):
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if(grid.object_grid[pot_adj_step[1][0]][pot_adj_step[1][1]][0]!=Grid.Kind.WALL &&
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grid.object_grid[pot_adj_step[3][0]][pot_adj_step[3][1]][0]!=Grid.Kind.WALL):
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adj.append([STEP, Vector2(next[0],next[1]),1.1])
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continue
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if(i==2):
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if(grid.object_grid[pot_adj_step[1][0]][pot_adj_step[1][1]][0]!=Grid.Kind.WALL &&
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grid.object_grid[pot_adj_step[4][0]][pot_adj_step[4][1]][0]!=Grid.Kind.WALL):
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adj.append([STEP, Vector2(next[0],next[1]),1.1])
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continue
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if(i==5):
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if(grid.object_grid[pot_adj_step[3][0]][pot_adj_step[3][1]][0]!=Grid.Kind.WALL &&
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grid.object_grid[pot_adj_step[6][0]][pot_adj_step[6][1]][0]!=Grid.Kind.WALL):
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adj.append([STEP, Vector2(next[0],next[1]),1.1])
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continue
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if(i==7):
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if(grid.object_grid[pot_adj_step[4][0]][pot_adj_step[4][1]][0]!=Grid.Kind.WALL &&
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grid.object_grid[pot_adj_step[6][0]][pot_adj_step[6][1]][0]!=Grid.Kind.WALL):
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adj.append([STEP, Vector2(next[0],next[1]),1.1])
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continue
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adj.append([STEP, Vector2(next[0],next[1]),1.0])
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return adj
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func AStar(source, target):
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#swap rtarget and source, when target source istr reached, do inversxse step
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# node layout [g+h(x), g(x), current, from, kind]
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var tmp = source
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source = target
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target = tmp
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var Q = PrioQueue.new()
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Q.insert([0,0, [source[0], source[1]], [source[0], source[1]], NOTHING] )
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while !Q.empty():
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var node = Q.delMin()
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# Check if reached
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if(node[2][0] == target[0] and node[2][1] == target[1]):
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return [node[4], node[3]] # 4 is kind | 3 is from
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# Set flag
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grid.used_grid[node[2][0]][node[2][1]] = true
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var adj_list = adjacent(node[2])
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for i in adj_list:
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var move_cost = i[2]
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var g_val = g_fn(node[1]+move_cost, i[1])
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var h_val = h_fn(i[1], target)
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#[g+h(x), g(x), current, from, kind]
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var new_node = [g_val+h_val, g_val,i[1], node[2], i[0]]
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Q.insert(new_node)
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return [NOTHING, [0,0]]
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func movement_calulcaotr():
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var currentPosition = grid._pixel_to_grid_coords(global_position)
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var enemyKind
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if(actionFieldUsed==false):
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numbers = grid.countTargets(numbers)
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if(actionKind == grid.Kind.TERMINAL_SYMBOL || numbers[actionKind]==0 || actionFieldUsed==false):
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enemyKind = calcEnemyKind()
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actionKind = enemyKind
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actionFieldUsed = true
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if(enemyKind==Grid.Kind.TERMINAL_SYMBOL):
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return
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else:
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enemyKind = actionKind
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if(enemyKind==Grid.Kind.TERMINAL_SYMBOL):
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return
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var targetField = grid.get_nearest(currentPosition, enemyKind)
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if(targetField==[-1,-1]):
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return
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return
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var MoveAdvice = getMoveDescription(currentPosition, targetField)
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grid.reset_history()
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return MoveAdvice
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return getMoveDescription(currentPosition, Vector2(targetField[0], targetField[1]))
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func movement_decider_ai(target, kindOfStep, delta):
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var currentPosition = grid._pixel_to_grid_coords(global_position)
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var field_of_movement = target
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var currentPixel = global_position
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if(kindOfStep==STEP):
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run(Vector2(target[0]-currentPosition[0], target[1]-currentPosition[1]), delta*4)
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targetFieldCur = target
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targetFieldUsed = true
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ai_movement_state = STEP
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run(Vector2(target[0]-currentPosition[0], target[1]-currentPosition[1]), delta*4)
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targetFieldCur = target
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ai_movement_state = STEP
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targetFieldCur = target
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targetFieldUsed = true
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ExecutionState = EXECUTING
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func movement_execution(delta):
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func movement_execution(delta):
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if(targetFieldUsed):
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var cur = grid._pixel_to_grid_coords(global_position)
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var distance = sqrt(pow(cur[0]-targetFieldCur[0],2)+ pow(cur[1]-targetFieldCur[1],2))
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@@ -243,7 +152,8 @@ func reset_exeution_state(delta):
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func makeMove(delta):
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func makeMove(delta):
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lock.lock()
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if ExecutionState == AI_MOVE:
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threadDelta = 0
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var MoveAdvice = movement_calulcaotr()
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@@ -252,10 +162,10 @@ func makeMove(delta):
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var target = MoveAdvice[1]
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movement_decider_ai(target, MoveAdvice[0], delta)
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elif ExecutionState == EXECUTING:
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if ExecutionState == EXECUTING:
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movement_execution(delta)
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reset_exeution_state(delta)
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lock.unlock()
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# API Interface for ai_hero -> methods are handled in player.gd
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@@ -631,8 +631,11 @@ font_data = ExtResource( 6 )
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]]
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collision_mask = 14
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script = ExtResource( 1 )
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debug = null
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ROLL_SPEED = 120
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FRICTION = 270
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ACCELERATION = null
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title_scene = null
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[node name="Kind" parent="." instance=ExtResource( 7 )]
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general = 4
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=11 format=2]
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[gd_scene load_steps=12 format=2]
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[ext_resource path="res://Player/Player.tscn" type="PackedScene" id=1]
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[ext_resource path="res://World.gd" type="Script" id=2]
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@@ -8,6 +8,7 @@
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[ext_resource path="res://Menus/DialogueBox/DialogueBox.tscn" type="PackedScene" id=6]
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[ext_resource path="res://Maps/Background/Background.tscn" type="PackedScene" id=7]
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[ext_resource path="res://Boss/SlimeBoss/SlimeBoss.tscn" type="PackedScene" id=8]
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[ext_resource path="res://Boss/Minion.tscn" type="PackedScene" id=9]
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[ext_resource path="res://Objects/Bonfire/Bonfire.tscn" type="PackedScene" id=10]
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[ext_resource path="res://Maps/Grid.tscn" type="PackedScene" id=18]
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@@ -21,7 +22,7 @@ region_enabled = true
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region_rect = Rect2( 0, 0, 1280, 720 )
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[node name="Background" parent="." instance=ExtResource( 7 )]
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frame = 4
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frame = 44
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[node name="FloorTileMap" type="TileMap" parent="."]
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visible = false
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@@ -46,11 +47,14 @@ position = Vector2( 448, 32 )
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position = Vector2( 344, 125.768 )
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scale = Vector2( 2, 2 )
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ROLL_SPEED = 140
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FRICTION = 200
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FRICTION = null
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[node name="SlimeBoss" parent="YSort" instance=ExtResource( 8 )]
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position = Vector2( 104, 80 )
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[node name="Minion" parent="YSort" instance=ExtResource( 9 )]
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position = Vector2( 24, 184 )
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[node name="Grid" parent="." instance=ExtResource( 18 )]
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[node name="CanvasLayer" type="CanvasLayer" parent="."]
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