Merge pull request #7 from creyD/dev-ai

Neue AI Änderungen
This commit is contained in:
Jonas Mucke
2020-04-20 13:34:39 +02:00
committed by GitHub
18 changed files with 693 additions and 213 deletions

View File

@@ -31,14 +31,17 @@ hframes = 60
[node name="Hitbox" parent="." instance=ExtResource( 2 )]
collision_layer = 0
collision_mask = 65
[node name="CollisionShape2D" parent="Hitbox" index="0"]
position = Vector2( 0, -15 )
shape = SubResource( 1 )
[node name="Hurtbox" parent="." instance=ExtResource( 1 )]
[node name="Hurtbox" parent="." groups=[
"HittableByPlayer",
] instance=ExtResource( 1 )]
collision_layer = 4
collision_mask = 0
collision_mask = 128
[node name="CollisionShape2D" parent="Hurtbox" index="0"]
position = Vector2( 0, -15 )

66
src/Boss/Minion.gd Normal file
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@@ -0,0 +1,66 @@
extends Minion
var velocity := Vector2.ZERO
# This is how you export variables with ranges to the editor window
export(int, 0, 500) var ACCELERATION := 450
# Reference for the current player
onready var player_stats := $Stats
onready var debug_label := $DebugLabel
var damage_per_second := 0.0
var totaldamage := 0.0
var rollvector = Vector2.ZERO
func _debug_update():
debug_label.text = str(player_stats.health) + "/" + str(player_stats.max_health) + " HP\n"
func _ready():
grid = get_tree().current_scene.get_node("Grid")
# IMPORTANT: If you are using move_and_slide don't multiply by delta
# Godots physics system does that internally
# In move_and_collide(...) you have to multiply by delta.
func move():
move_and_slide(velocity)
func _physics_process(delta):
totaldamage += damage_per_second * delta
player_stats.speed += 10 * delta
while (totaldamage > 1):
totaldamage -= 1
player_stats.health -= 1
while (totaldamage <- 1):
totaldamage += 1
player_stats.health += 1
_debug_update()
run(Vector2.ZERO, delta)
makeMove(delta)
move()
func _on_Stats_no_health():
queue_free()
func _on_Hurtbox_area_entered(area):
player_stats.health -= area.damage
damage_per_second += area.damage
func _on_Hurtbox_area_exited(area):
damage_per_second -= area.damage
# API Interface for ai_hero
func run(direction, delta):
direction = direction.normalized()
rollvector = direction
velocity = velocity.move_toward(player_stats.speed * rollvector, ACCELERATION * delta)
if direction == Vector2.ZERO:
pass
else:
pass

73
src/Boss/Minion.tscn Normal file
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@@ -0,0 +1,73 @@
[gd_scene load_steps=10 format=2]
[ext_resource path="res://Overlap/HurtHit_Box/Hurtbox.tscn" type="PackedScene" id=1]
[ext_resource path="res://Overlap/HurtHit_Box/Hitbox.tscn" type="PackedScene" id=2]
[ext_resource path="res://Overlap/Kind.tscn" type="PackedScene" id=3]
[ext_resource path="res://Overlap/Stats/Stats.tscn" type="PackedScene" id=4]
[ext_resource path="res://testSprites/white_minion_dog.png" type="Texture" id=5]
[ext_resource path="res://Boss/Minion.gd" type="Script" id=6]
[sub_resource type="CircleShape2D" id=1]
radius = 6.0
[sub_resource type="CapsuleShape2D" id=2]
radius = 11.0
height = 1.0
[sub_resource type="CapsuleShape2D" id=3]
radius = 11.0
height = 1.0
[node name="Minion" type="KinematicBody2D"]
script = ExtResource( 6 )
ACCELERATION = 500
[node name="Kind" parent="." instance=ExtResource( 3 )]
kind = 3
[node name="Sprite" type="Sprite" parent="."]
position = Vector2( 0, -10.2123 )
texture = ExtResource( 5 )
hframes = 60
[node name="Body" type="CollisionShape2D" parent="."]
shape = SubResource( 1 )
[node name="Hitbox" parent="." instance=ExtResource( 2 )]
collision_layer = 0
collision_mask = 65
[node name="CollisionShape2D" parent="Hitbox" index="0"]
position = Vector2( 0.110184, -4.81305 )
shape = SubResource( 2 )
[node name="Hurtbox" parent="." groups=[
"HittableByPlayer",
] instance=ExtResource( 1 )]
collision_layer = 8
collision_mask = 128
[node name="CollisionShape2D" parent="Hurtbox" index="0"]
position = Vector2( 0.110184, -4.81305 )
shape = SubResource( 3 )
[node name="DebugLabel" type="Label" parent="."]
margin_left = -50.8637
margin_top = -41.3944
margin_right = 51.1363
margin_bottom = -27.3944
text = "the white dog"
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Stats" parent="." instance=ExtResource( 4 )]
max_health = 2
max_speed = 80.0
[connection signal="area_entered" from="Hurtbox" to="." method="_on_Hurtbox_area_entered"]
[connection signal="area_exited" from="Hurtbox" to="." method="_on_Hurtbox_area_exited"]
[connection signal="no_health" from="Stats" to="." method="_on_Stats_no_health"]
[editable path="Hitbox"]
[editable path="Hurtbox"]

View File

@@ -7,7 +7,7 @@ var prio_grid : Array = []
var used_grid : Array = []
var time_passed := 0.0
var offset
export(float, 0, 42.0) var refresh_rate = 1
export(float, 0, 42.0) var refresh_rate = 0.0
func _draw_object_grid():
@@ -38,6 +38,7 @@ func _reset_grids():
func _ready():
var walls = get_tree().current_scene.get_node("FloorTileMap")
offset = walls.global_position
#todo put in grid_lul
@@ -64,6 +65,9 @@ func reset_history():
func countTargets(table):
for i in range(table.size()):
table[i]=0
for x in range(14):
for y in range(7):
for i in prio_grid[x][y]:
@@ -99,6 +103,8 @@ func get_nearest(position, kind):
for i in prio_grid[x][y]:
if(i == kind):
list.append([x, y])
if list.size() == 0:
return[-1,-1]
var dist = []
for field in list:
var tmp = sqrt(pow(position[0] - field[0], 2) + pow(position[1] - field[1], 2))
@@ -112,9 +118,9 @@ func get_nearest(position, kind):
func _update_grid():
_reset_grids()
var world = get_tree().current_scene.get_child(2)
var world = get_tree().current_scene.get_node("../YSort")
for node in world.get_children():
var node_kind = node.get_child(0)
var node_kind = node.get_node("Kind")
var grid_corrds = _pixel_to_grid_coords(node.global_position)
if (_is_in_grid(grid_corrds)):
if(node_kind.general != Kind.FIELD and node_kind.general != Kind.WALL):

View File

@@ -1,15 +1,19 @@
extends StaticBody2D
var GreenDrop = 0.5
var BlueDrop = 0.4
var RedDrop = 0.2
export(int,1,10) var health = 1
var GreenDrop = 0.4
var BlueDrop = 0.5
var RedDrop = 0.8
var Heart = 0.2
func offset_vec():
var offset = 20
var offset = 16
return Vector2((randf()-0.5)*offset, (randf()-0.5)*offset)
func _on_Hurtbox_area_entered(area):
health -= area.damage
if(health>0):
return
queue_free()
var GreenRubies = load("res://Objects/Rubies/Green.tscn")
var BlueRubies = load("res://Objects/Rubies/Blue.tscn")
@@ -17,7 +21,7 @@ func _on_Hurtbox_area_entered(area):
var Hearts = load("res://Objects/Heart/Heart.tscn")
#index of ysort
var world = get_tree().current_scene.get_child(2)
var world = get_tree().current_scene.get_node("YSort")
if(randf()<GreenDrop):
var green = GreenRubies.instance()
world.add_child(green)

View File

@@ -24,9 +24,11 @@ kind = 9
position = Vector2( 0.244171, -10.0111 )
texture = ExtResource( 3 )
[node name="Hurtbox" parent="." instance=ExtResource( 1 )]
[node name="Hurtbox" parent="." groups=[
"HittableByPlayer",
] instance=ExtResource( 1 )]
collision_layer = 8
collision_mask = 0
collision_mask = 128
[node name="CollisionShape2D" parent="Hurtbox" index="0"]
position = Vector2( 0.322258, -10.0297 )

View File

@@ -30,7 +30,7 @@ texture = ExtResource( 3 )
[node name="Hurtbox" parent="." instance=ExtResource( 1 )]
position = Vector2( 1.54256, -4.73786 )
collision_layer = 8
collision_layer = 64
collision_mask = 0
[node name="CollisionShape2D" parent="Hurtbox" index="0"]

View File

@@ -11,9 +11,10 @@ extents = Vector2( 16, 16 )
[node name="Kind" parent="." instance=ExtResource( 3 )]
general = 2
kind = 2
kind = 10
[node name="Sprite" type="Sprite" parent="."]
position = Vector2( 0, 1.90735e-06 )
texture = ExtResource( 1 )
[node name="Hurtbox" parent="." instance=ExtResource( 2 )]

View File

@@ -1,24 +1,27 @@
extends Node2D
export(int, 1, 5) var lifePoints = 3
export(int, 1, 30) var spawnRate = 5
export(float, 0, 30) var spawnRate = 5.0
var Minion = load("res://Boss/Minion.tscn")
var elapsedTime = 0.0
func offset_vec():
var offset = 16
return Vector2((randf()-0.5)*offset, (randf()-0.5)*offset)
func _physics_process(delta):
elapsedTime += delta
#if(elapsedTime>=spawnRate):
# elapsedTime-=spawnRate
# var Minion = load("")
# var world = get_tree().current_scene.get_child(2)
# #TODO minions
# var minion = Minion.instance()
# world.add_child(minion)
# minion.global_position = global_position
if(elapsedTime>=spawnRate):
elapsedTime-=spawnRate
var world = get_tree().current_scene.get_child(2)
var minion = Minion.instance()
world.add_child(minion)
minion.global_position = global_position+offset_vec()
func _on_Hurtbox_area_entered(area):
lifePoints -= area.damage
if(lifePoints<0):
if(lifePoints<=0):
queue_free()
pass

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=6 format=2]
[gd_scene load_steps=7 format=2]
[ext_resource path="res://Overlap/HurtHit_Box/Hurtbox.tscn" type="PackedScene" id=1]
[ext_resource path="res://testSprites/fackel.png" type="Texture" id=2]
@@ -13,19 +13,22 @@ height = 12.0
[node name="Torch" type="Node2D"]
script = ExtResource( 3 )
[node name="FireEffect" parent="." instance=ExtResource( 4 )]
position = Vector2( 1.88936, -12.4698 )
[node name="Kind" parent="." instance=ExtResource( 5 )]
general = 4
kind = 2
[node name="FireEffect" parent="." instance=ExtResource( 4 )]
position = Vector2( 1.88936, -12.4698 )
[node name="Sprite" type="Sprite" parent="."]
position = Vector2( 0, -8 )
texture = ExtResource( 2 )
[node name="Hurtbox" parent="." instance=ExtResource( 1 )]
[node name="Hurtbox" parent="." groups=[
"HittableByPlayer",
] instance=ExtResource( 1 )]
collision_layer = 8
collision_mask = 0
collision_mask = 128
script = null
[node name="CollisionShape2D" parent="Hurtbox" index="0"]

View File

@@ -7,15 +7,10 @@ const Grid = preload("res://Maps/Grid.gd")
var grid
enum{
LENGTH,
WAY
}
enum{
STEP,
ROLL,
ATTAC,
NOTHING
}
@@ -30,18 +25,17 @@ var ai_movement_state = NOTHING
var numbers = [0,0,0,0,0,0,0,0,0,0]
var prios = [7,0,6,5,4,3,2,1,1,4]
var totalPrioTurn = 0
var executesTurn = false
var abortProb = 0.01
var targetFieldCur = [0,0]
var targetFieldUsed = false
var actionField = [0,0]
var actionKind = Grid.Kind.TERMINAL_SYMBOL
var actionFieldUsed = false
var threadTime = 0.4
var areaRefList = []
var threadTime = 0.6
var threadDelta = 0.0
#calculates the sum of all present prios
func calcTotalPrio():
var sum = 0
@@ -76,9 +70,9 @@ func calcPrioTable():
#14+7 0.999
#updates heart and bonfire prio
func adjustPrio(currentHealth, maxHealth):
var prioVal = 40.0 - (float(currentHealth)/float(maxHealth))*40.0
var bonfire = prioVal
var hearts = prioVal - 1
var prioVal = 10.0 - (float(currentHealth)/float(maxHealth))*10.0
var bonfire = prioVal + 1
var hearts = prioVal
if(hearts < 0):
hearts = 0
prios[Grid.Kind.BONFIRE]=bonfire
@@ -103,16 +97,16 @@ func getCost(field):
for i in grid.object_grid[field.x][field.y]:
match i:
Grid.Kind.DAMAGE:
cost += prios[Grid.Kind.BONFIRE] * 32
cost += 100
Grid.Kind.SLOW:
cost += 1
cost += 1
return cost
#return an heurestic of distance
# curr - current position
# targ - a target position
func h_fn(curr, target):
return sqrt(pow(target[0]-curr[0],2)+pow(target[0]-curr[0],2))
return 0
# currCost - currentCost
# target - position of the field to move to
@@ -124,13 +118,13 @@ func adjacent(currentPosition, can_roll = true):
var adj := []
#adj.append([STEP, Vector2(0,0)])
var p = currentPosition
var pot_adj_step = [[p[0]-1, p[1]-1], [p[0]-1, p[1]-0], [p[0]-1, p[1]+1],
[p[0]+0, p[1]-1], [p[0]+0, p[1]+1],
[p[0]+1, p[1]-1], [p[0]+1, p[1]+0], [p[0]+1, p[1]+1]]
var pot_adj_step = [[p[0]-1, p[1]-1], [p[0]-0, p[1]-1], [p[0]+1, p[1]-1],
[p[0]-1, p[1]-0], [p[0]+1, p[1]+0],
[p[0]-1, p[1]+1], [p[0]+0, p[1]+1], [p[0]+1, p[1]+1]]
var pot_adj_roll = [[p[0]-2, p[1]-2], [p[0]-2, p[1]-0], [p[0]-2, p[1]+2],
[p[0]+0, p[1]-2], [p[0]+0, p[1]+2],
[p[0]+2, p[1]-2], [p[0]+2, p[1]+0], [p[0]+2, p[1]+2]]
var pot_adj_roll = [[p[0]-0, p[1]-2],
[p[0]-2, p[1]-0],[p[0]+2, p[1]+0],
[p[0]+0, p[1]+2]]
for i in range(pot_adj_step.size()):
@@ -145,6 +139,8 @@ func adjacent(currentPosition, can_roll = true):
continue
if(grid.used_grid[next[0]][next[1]]):
continue
if(grid._is_in_grid(Vector2(next[0], next[1])) ==false):
continue
if(grid.object_grid[next[0]][next[1]][0]!=Grid.Kind.WALL):
if(i==0):
if(grid.object_grid[pot_adj_step[1][0]][pot_adj_step[1][1]][0]!=Grid.Kind.WALL &&
@@ -169,6 +165,7 @@ func adjacent(currentPosition, can_roll = true):
adj.append([STEP, Vector2(next[0],next[1]),1.0])
for i in range(pot_adj_roll.size()):
var next = pot_adj_roll[i]
if(next[0]<0):
@@ -181,49 +178,21 @@ func adjacent(currentPosition, can_roll = true):
continue
if(grid.used_grid[next[0]][next[1]]):
continue
if(grid.object_grid[next[0]][next[1]][0]!=Grid.Kind.WALL):
continue
if(grid._is_in_grid(Vector2(next[0], next[1])) == false):
continue
if(grid.object_grid[next[0]][next[1]][0]!=Grid.Kind.WALL):
if(i==0):
if(grid.object_grid[next[0]+0][next[1]+1][0]!=Grid.Kind.WALL &&
grid.object_grid[next[0]+1][next[1]+0][0]!=Grid.Kind.WALL &&
grid.object_grid[next[0]+1][next[1]+1][0]!=Grid.Kind.WALL &&
grid.object_grid[next[0]+1][next[1]+2][0]!=Grid.Kind.WALL &&
grid.object_grid[next[0]+2][next[1]+1][0]!=Grid.Kind.WALL):
adj.append([ROLL, Vector2(next[0],next[1]),2.1])
if(i==1):
if(grid.object_grid[next[0]+0][next[1]+1][0]!=Grid.Kind.WALL):
adj.append([ROLL, Vector2(next[0],next[1]),2.0])
if(i==2):
if(grid.object_grid[next[0]-0][next[1]+1][0]!=Grid.Kind.WALL &&
grid.object_grid[next[0]-1][next[1]+0][0]!=Grid.Kind.WALL &&
grid.object_grid[next[0]-1][next[1]+1][0]!=Grid.Kind.WALL &&
grid.object_grid[next[0]-1][next[1]+2][0]!=Grid.Kind.WALL &&
grid.object_grid[next[0]-2][next[1]+1][0]!=Grid.Kind.WALL):
adj.append([ROLL, Vector2(next[0],next[1]),2.1])
if(i==3):
adj.append([ROLL, Vector2(next[0],next[1]),1.0])
if(i==1):
if(grid.object_grid[next[0]+1][next[1]+0][0]!=Grid.Kind.WALL):
adj.append([ROLL, Vector2(next[0],next[1]),2.0])
if(i==4):
adj.append([ROLL, Vector2(next[0],next[1]),1.0])
if(i==2):
if(grid.object_grid[next[0]-1][next[1]+0][0]!=Grid.Kind.WALL):
adj.append([ROLL, Vector2(next[0],next[1]),2.0])
if(i==5):
if(grid.object_grid[next[0]+0][next[1]-1][0]!=Grid.Kind.WALL &&
grid.object_grid[next[0]+1][next[1]-0][0]!=Grid.Kind.WALL &&
grid.object_grid[next[0]+1][next[1]-1][0]!=Grid.Kind.WALL &&
grid.object_grid[next[0]+1][next[1]-2][0]!=Grid.Kind.WALL &&
grid.object_grid[next[0]+2][next[1]-1][0]!=Grid.Kind.WALL):
adj.append([ROLL, Vector2(next[0],next[1]),2.1])
if(i==6):
adj.append([ROLL, Vector2(next[0],next[1]),1.0])
if(i==3):
if(grid.object_grid[next[0]+0][next[1]-1][0]!=Grid.Kind.WALL):
adj.append([ROLL, Vector2(next[0],next[1]),2.0])
if(i==7):
if(grid.object_grid[next[0]-0][next[1]-1][0]!=Grid.Kind.WALL &&
grid.object_grid[next[0]-1][next[1]-0][0]!=Grid.Kind.WALL &&
grid.object_grid[next[0]-1][next[1]-1][0]!=Grid.Kind.WALL &&
grid.object_grid[next[0]-1][next[1]-2][0]!=Grid.Kind.WALL &&
grid.object_grid[next[0]-2][next[1]-1][0]!=Grid.Kind.WALL):
adj.append([ROLL, Vector2(next[0],next[1]),2.1])
adj.append([ROLL, Vector2(next[0],next[1]),1.0])
return adj
@@ -247,6 +216,7 @@ func AStar(source, target):
# Set flag
grid.used_grid[node[2][0]][node[2][1]] = true
var adj_list = adjacent(node[2])
var current_field = node[2]
for i in adj_list:
var move_cost = i[2]
@@ -260,67 +230,109 @@ func AStar(source, target):
return [NOTHING, [0,0]]
func movement_calulcaotr():
var currentPosition = grid._pixel_to_grid_coords(global_position)
var enemyKind
numbers = grid.countTargets(numbers)
if(actionKind == grid.Kind.TERMINAL_SYMBOL || numbers[actionKind]==0 || actionFieldUsed==false):
enemyKind = calcEnemyKind()
actionKind = enemyKind
actionFieldUsed = true
else:
enemyKind = actionKind
if(enemyKind==Grid.Kind.TERMINAL_SYMBOL):
return
var targetField = grid.get_nearest(currentPosition, enemyKind)
if(targetField==[-1,-1]):
return
var MoveAdvice = getMoveDescription(currentPosition, targetField)
grid.reset_history()
return MoveAdvice
func makeMove(delta):
func is_hittable():
var length = areaRefList.size()
if length == 0:
return null
return instance_from_id(areaRefList[0]).global_position
func hit_or_miss(target, current, delta):
attac(Vector2(target[0]-current[0], target[1]-current[1]), delta*4)
func movement_decider_ai(target, kindOfStep, delta):
var currentPosition = grid._pixel_to_grid_coords(global_position)
var currentPixel = global_position
var hitPixelTarget = is_hittable()
#if(actionFieldUsed==true):
# var random = randf()
# if(random < mindChangeProbability):
# ExecutionState = AI_MOVE
if ExecutionState == AI_MOVE:
threadDelta = 0
var currentPosition = grid._pixel_to_grid_coords(global_position)
var calcNew = false
var target
var MoveAdvice
if(actionFieldUsed==false):
calcNew = true
if(calcNew==true):
var enemyKind = calcEnemyKind()
if(enemyKind==Grid.Kind.TERMINAL_SYMBOL):
return
target = grid.get_nearest(currentPosition, enemyKind)
actionField = target
actionFieldUsed = true
MoveAdvice = getMoveDescription(currentPosition, target)
else:
MoveAdvice = getMoveDescription(currentPosition, actionField)
grid.reset_history()
target = MoveAdvice[1]
if(MoveAdvice[0]==STEP):
if hitPixelTarget!=null:
hit_or_miss(hitPixelTarget, currentPixel, delta*4)
else:
if(kindOfStep==STEP):
run(Vector2(target[0]-currentPosition[0], target[1]-currentPosition[1]), delta*4)
targetFieldCur = target
targetFieldUsed = true
ai_movement_state = STEP
elif(MoveAdvice[0]==ROLL):
elif(kindOfStep==ROLL):
roll(Vector2(target[0]-currentPosition[0], target[1]-currentPosition[1]), delta*4)
targetFieldCur = target
targetFieldUsed = true
ExecutionState = EXECUTING
ExecutionState = EXECUTING
func movement_execution(delta):
var currentPixel = global_position
var hitPixelTarget = is_hittable()
if hitPixelTarget!=null:
hit_or_miss(hitPixelTarget, currentPixel, delta*4)
return
if(targetFieldUsed):
var cur = grid._pixel_to_grid_coords(global_position)
var distance = sqrt(pow(cur[0]-targetFieldCur[0],2)+ pow(cur[1]-targetFieldCur[1],2))
if(distance<0.1):
targetFieldUsed = false
ExecutionState = AI_MOVE
var actionField = grid.get_nearest(cur, actionKind)
if(targetFieldCur[0]==actionField[0]&&targetFieldCur[1]==actionField[1]):
actionFieldUsed = false
else:
var currentPosition = grid._pixel_to_grid_coords(global_position)
if(ai_movement_state==STEP):
run(Vector2(targetFieldCur[0]-currentPosition[0], targetFieldCur[1]-currentPosition[1]), delta*4)
elif(ai_movement_state==ROLL):
run(Vector2(targetFieldCur[0]-currentPosition[0], targetFieldCur[1]-currentPosition[1]), delta*4)
func reset_exeution_state(delta):
threadDelta = threadDelta + delta
if(threadDelta>threadTime):
ExecutionState = AI_MOVE
actionFieldUsed = false
func makeMove(delta):
if ExecutionState == AI_MOVE:
threadDelta = 0
var MoveAdvice = movement_calulcaotr()
if(MoveAdvice==null):
return
var target = MoveAdvice[1]
movement_decider_ai(target, MoveAdvice[0], delta)
elif ExecutionState == EXECUTING:
if(targetFieldUsed):
var cur = grid._pixel_to_grid_coords(global_position)
var distance = sqrt(pow(cur[0]-targetFieldCur[0],2)+ pow(cur[1]-targetFieldCur[1],2))
if(distance<0.4):
targetFieldUsed = false
ExecutionState = AI_MOVE
if(targetFieldCur[0]==actionField[0]&&targetFieldCur[1]==actionField[1]):
actionFieldUsed = false
else:
var currentPosition = grid._pixel_to_grid_coords(global_position)
if(ai_movement_state==STEP):
run(Vector2(targetFieldCur[0]-currentPosition[0], targetFieldCur[1]-currentPosition[1]), delta*4)
elif(ai_movement_state==ROLL):
run(Vector2(targetFieldCur[0]-currentPosition[0], targetFieldCur[1]-currentPosition[1]), delta*4)
threadDelta = threadDelta + delta
if(threadDelta>threadTime):
ExecutionState = AI_MOVE
actionFieldUsed = false
movement_execution(delta)
reset_exeution_state(delta)
# API Interface for ai_hero -> methods are handled in player.gd
func attac(direction, delta):
@@ -333,3 +345,5 @@ func roll(direction, delta):
func run(direction, delta):
pass
#todo

265
src/Overlap/AI/AI_Minion.gd Normal file
View File

@@ -0,0 +1,265 @@
extends KinematicBody2D
class_name Minion
const PrioQueue = preload("prio_queue.gd") # Relative path
const Grid = preload("res://Maps/Grid.gd")
var grid
enum{
STEP,
NOTHING
}
enum{
EXECUTING,
AI_MOVE
}
var ExecutionState = AI_MOVE
var ai_movement_state = NOTHING
var numbers = [0,0,0,0,0,0,0,0,0,0]
var prios = [0,6,0,0,0,0,0,0,4,0]
var targetFieldCur = [0,0]
var targetFieldUsed = false
var actionKind = Grid.Kind.TERMINAL_SYMBOL
var actionFieldUsed = false
var threadTime = 0.4
var threadDelta = 0.0
#calculates the sum of all present prios
func calcTotalPrio():
var sum = 0
var i = Grid.Kind.BOSS
while i != Grid.Kind.TERMINAL_SYMBOL:
if(numbers[i]>0):
sum += prios[i]
i += 1
return sum
#calculates the relative porio
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 = [0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0]
numbers = grid.countTargets(numbers)
var lower = 0.0
var sum = calcTotalPrio()
var i = 0;
while i != Grid.Kind.TERMINAL_SYMBOL:
if(numbers[i]!=0):
lower += calcRelPrio(i, sum)
table[i] = lower
i += 1
return table
#14+7 0.999
#updates heart and bonfire prio
func adjustPrio(currentHealth, maxHealth):
return
#return the enemie which will be attacked
func calcEnemyKind():
var table = calcPrioTable()
var number = randf()
var i = 0
while i!=Grid.Kind.TERMINAL_SYMBOL and table[i] <= number:
i += 1
return i
#returns a move
func getMoveDescription(myPosition : Vector2, targetPositions):
return AStar(myPosition, targetPositions)
func getCost(field):
return 0
#return an heurestic of distance
# curr - current position
# targ - a target position
func h_fn(curr, target):
return sqrt(pow(target[0]-curr[0],2)+pow(target[0]-curr[0],2))
# currCost - currentCost
# target - position of the field to move to
func g_fn(currCost, target):
return currCost + getCost(target)
# Returns the list of adjacent nodes
func adjacent(currentPosition, can_roll = false):
var adj := []
#adj.append([STEP, Vector2(0,0)])
var p = currentPosition
var pot_adj_step = [[p[0]-1, p[1]-1], [p[0]-1, p[1]-0], [p[0]-1, p[1]+1],
[p[0]+0, p[1]-1], [p[0]+0, p[1]+1],
[p[0]+1, p[1]-1], [p[0]+1, p[1]+0], [p[0]+1, p[1]+1]]
for i in range(pot_adj_step.size()):
var next = pot_adj_step[i]
if(next[0]<0):
continue
if(next[0]>13):
continue
if(next[1]<0):
continue
if(next[1]>6):
continue
if(grid.used_grid[next[0]][next[1]]):
continue
if(grid.object_grid[next[0]][next[1]][0]!=Grid.Kind.WALL):
if(i==0):
if(grid.object_grid[pot_adj_step[1][0]][pot_adj_step[1][1]][0]!=Grid.Kind.WALL &&
grid.object_grid[pot_adj_step[3][0]][pot_adj_step[3][1]][0]!=Grid.Kind.WALL):
adj.append([STEP, Vector2(next[0],next[1]),1.1])
continue
if(i==2):
if(grid.object_grid[pot_adj_step[1][0]][pot_adj_step[1][1]][0]!=Grid.Kind.WALL &&
grid.object_grid[pot_adj_step[4][0]][pot_adj_step[4][1]][0]!=Grid.Kind.WALL):
adj.append([STEP, Vector2(next[0],next[1]),1.1])
continue
if(i==5):
if(grid.object_grid[pot_adj_step[3][0]][pot_adj_step[3][1]][0]!=Grid.Kind.WALL &&
grid.object_grid[pot_adj_step[6][0]][pot_adj_step[6][1]][0]!=Grid.Kind.WALL):
adj.append([STEP, Vector2(next[0],next[1]),1.1])
continue
if(i==7):
if(grid.object_grid[pot_adj_step[4][0]][pot_adj_step[4][1]][0]!=Grid.Kind.WALL &&
grid.object_grid[pot_adj_step[6][0]][pot_adj_step[6][1]][0]!=Grid.Kind.WALL):
adj.append([STEP, Vector2(next[0],next[1]),1.1])
continue
adj.append([STEP, Vector2(next[0],next[1]),1.0])
return adj
func AStar(source, target):
#swap rtarget and source, when target source istr reached, do inversxse step
# node layout [g+h(x), g(x), current, from, kind]
var tmp = source
source = target
target = tmp
var Q = PrioQueue.new()
Q.insert([0,0, [source[0], source[1]], [source[0], source[1]], NOTHING] )
while !Q.empty():
var node = Q.delMin()
# Check if reached
if(node[2][0] == target[0] and node[2][1] == target[1]):
return [node[4], node[3]] # 4 is kind | 3 is from
# Set flag
grid.used_grid[node[2][0]][node[2][1]] = true
var adj_list = adjacent(node[2])
for i in adj_list:
var move_cost = i[2]
var g_val = g_fn(node[1]+move_cost, i[1])
var h_val = h_fn(i[1], target)
#[g+h(x), g(x), current, from, kind]
var new_node = [g_val+h_val, g_val,i[1], node[2], i[0]]
Q.insert(new_node)
return [NOTHING, [0,0]]
func movement_calulcaotr():
var currentPosition = grid._pixel_to_grid_coords(global_position)
var enemyKind
if(actionFieldUsed==false):
enemyKind = calcEnemyKind()
actionKind = enemyKind
actionFieldUsed = true
else:
enemyKind = actionKind
if(enemyKind==Grid.Kind.TERMINAL_SYMBOL):
return
var targetField = grid.get_nearest(currentPosition, enemyKind)
if(targetField==[-1,-1]):
return
var MoveAdvice = getMoveDescription(currentPosition, targetField)
grid.reset_history()
return MoveAdvice
func movement_decider_ai(target, kindOfStep, delta):
var currentPosition = grid._pixel_to_grid_coords(global_position)
var field_of_movement = target
var currentPixel = global_position
if(kindOfStep==STEP):
run(Vector2(target[0]-currentPosition[0], target[1]-currentPosition[1]), delta*4)
targetFieldCur = target
targetFieldUsed = true
ai_movement_state = STEP
ExecutionState = EXECUTING
func movement_execution(delta):
if(targetFieldUsed):
var cur = grid._pixel_to_grid_coords(global_position)
var distance = sqrt(pow(cur[0]-targetFieldCur[0],2)+ pow(cur[1]-targetFieldCur[1],2))
if(distance<0.1):
targetFieldUsed = false
ExecutionState = AI_MOVE
var actionField = grid.get_nearest(cur, actionKind)
if(targetFieldCur[0]==actionField[0]&&targetFieldCur[1]==actionField[1]):
actionFieldUsed = false
else:
var currentPosition = grid._pixel_to_grid_coords(global_position)
if(ai_movement_state==STEP):
run(Vector2(targetFieldCur[0]-currentPosition[0], targetFieldCur[1]-currentPosition[1]), delta*4)
func reset_exeution_state(delta):
threadDelta = threadDelta + delta
if(threadDelta>threadTime):
ExecutionState = AI_MOVE
actionFieldUsed = false
func makeMove(delta):
if ExecutionState == AI_MOVE:
threadDelta = 0
var MoveAdvice = movement_calulcaotr()
if(MoveAdvice==null):
return
var target = MoveAdvice[1]
movement_decider_ai(target, MoveAdvice[0], delta)
elif ExecutionState == EXECUTING:
movement_execution(delta)
reset_exeution_state(delta)
# API Interface for ai_hero -> methods are handled in player.gd
func run(direction, delta):
pass
#todo

View File

@@ -4,7 +4,7 @@ class_name Player
This is an example player controller script created by Paul
"""
var velocity := Vector2.ZERO
var rollvector := Vector2.ZERO
var rollvector := Vector2(-1,0)
# This is how you export variables with ranges to the editor window
export(bool) var debug := false
@@ -77,7 +77,7 @@ func _physics_process(delta):
elif movementState == moveState.IDLE:
movement_idle()
else:
movement_run(Vector2(0,0), delta)
movement_run(Vector2.ZERO, delta)
makeMove(delta)
move()
$"Effects/HealEffect".emitting = heal_per_second > 0
@@ -148,8 +148,11 @@ func movement_hit():
func hit_finished():
grid._update_grid()
movementState = moveState.IDLE
ExecutionState = AI_MOVE
ai_movement_state = STEP
ExecutionState = EXECUTING
actionFieldUsed = false
func movement_roll():
@@ -174,21 +177,23 @@ func roll_finished():
func _on_Hurtbox_area_entered(area):
if area.is_in_group("hitbox"):
player_stats.health -= area.damage
if area.damage > 0:
damage_per_second += area.damage
else:
heal_per_second += abs(area.damage)
player_stats.health -= area.damage
if area.damage > 0:
damage_per_second += area.damage
pass
else:
heal_per_second += abs(area.damage)
pass
func _on_Hurtbox_area_exited(area):
if area.is_in_group("hitbox"):
if area.damage > 0:
damage_per_second -= area.damage
else:
heal_per_second -= abs(area.damage)
if area.damage > 0:
damage_per_second -= area.damage
pass
else:
heal_per_second -= abs(area.damage)
pass
func _on_Stats_no_health():
@@ -209,4 +214,14 @@ func movement_run(direction, delta):
func movement_idle():
movementState = moveState.IDLE
velocity = Vector2.ZERO
animation_state.change_scene("idle")
animation_state.change_state("idle")
func _on_SwordRange_area_entered(area):
if(area.is_in_group("HittableByPlayer")):
areaRefList.push_back(area.get_instance_id())
func _on_SwordRange_area_exited(area):
if(area.is_in_group("HittableByPlayer")):
areaRefList.erase(area.get_instance_id())

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=63 format=2]
[gd_scene load_steps=64 format=2]
[ext_resource path="res://Player/Player.gd" type="Script" id=1]
[ext_resource path="res://Player/player.png" type="Texture" id=2]
@@ -617,17 +617,23 @@ height = 0.2
[sub_resource type="CapsuleShape2D" id=48]
radius = 4.03497
height = 6.99104
height = 9.42006
[sub_resource type="DynamicFont" id=49]
[sub_resource type="CircleShape2D" id=51]
radius = 13.3924
[sub_resource type="DynamicFont" id=50]
size = 12
font_data = ExtResource( 6 )
[node name="Player" type="KinematicBody2D" groups=[
"hero",
]]
collision_mask = 14
script = ExtResource( 1 )
ROLL_SPEED = 120
FRICTION = 270
[node name="Kind" parent="." instance=ExtResource( 7 )]
@@ -693,7 +699,7 @@ position = Vector2( 1.90735e-06, 0.000833988 )
shape = SubResource( 47 )
[node name="Pivot" type="Position2D" parent="."]
position = Vector2( 0, -4.16248 )
position = Vector2( 0, -4 )
rotation = 3.14159
__meta__ = {
"_gizmo_extents_": 20.0
@@ -701,19 +707,31 @@ __meta__ = {
[node name="SwordHitbox" parent="Pivot" instance=ExtResource( 4 )]
collision_layer = 0
collision_mask = 12
collision_mask = 76
[node name="CollisionShape2D" parent="Pivot/SwordHitbox" index="0"]
position = Vector2( 8.43416, 0.0698299 )
shape = SubResource( 48 )
disabled = true
[node name="SwordRange" parent="Pivot" instance=ExtResource( 4 )]
position = Vector2( 1.15451e-05, -4.16248 )
rotation = -3.14159
scale = Vector2( 0.909091, 0.909091 )
collision_layer = 128
collision_mask = 0
damage = 0.0
[node name="CollisionShape2D" parent="Pivot/SwordRange" index="0"]
position = Vector2( 0, -4.56405 )
shape = SubResource( 51 )
[node name="DebugLabel" type="Label" parent="."]
margin_left = -8.01196
margin_top = -21.2223
margin_right = 8.98804
margin_bottom = -9.22228
custom_fonts/font = SubResource( 49 )
margin_left = -8.12021
margin_top = -21.9801
margin_right = 12.8798
margin_bottom = -9.98004
custom_fonts/font = SubResource( 50 )
text = "Held"
__meta__ = {
"_edit_use_anchors_": false
@@ -747,6 +765,8 @@ emitting = false
[connection signal="area_entered" from="Hitbox" to="." method="_on_Hitbox_area_entered"]
[connection signal="area_entered" from="Hurtbox" to="." method="_on_Hurtbox_area_entered"]
[connection signal="area_exited" from="Hurtbox" to="." method="_on_Hurtbox_area_exited"]
[connection signal="area_entered" from="Pivot/SwordRange" to="." method="_on_SwordRange_area_entered"]
[connection signal="area_exited" from="Pivot/SwordRange" to="." method="_on_SwordRange_area_exited"]
[connection signal="no_health" from="Stats" to="." method="_on_Stats_no_health"]
[editable path="Hitbox"]
@@ -754,3 +774,5 @@ emitting = false
[editable path="Hurtbox"]
[editable path="Pivot/SwordHitbox"]
[editable path="Pivot/SwordRange"]

View File

@@ -1,3 +1,4 @@
[gd_scene load_steps=13 format=2]
[ext_resource path="res://Player/Player.tscn" type="PackedScene" id=1]
@@ -6,18 +7,22 @@
[ext_resource path="res://testSprites/dark.png" type="Texture" id=4]
[ext_resource path="res://Menus/DragNDrop/DragNDropUI.tscn" type="PackedScene" id=5]
[ext_resource path="res://Menus/DialogueBox/DialogueBox.tscn" type="PackedScene" id=6]
[ext_resource path="res://Maps/Background/Background.tscn" type="PackedScene" id=7]
[ext_resource path="res://Boss/SlimeBoss/SlimeBoss.tscn" type="PackedScene" id=8]
[ext_resource path="res://Debug/BossStateDisplay.gd" type="Script" id=9]
[ext_resource path="res://Objects/Bonfire/Bonfire.tscn" type="PackedScene" id=10]
[ext_resource path="res://Fonts/Harmonic/Harmonic12.tres" type="DynamicFont" id=11]
[ext_resource path="res://Maps/Grid.tscn" type="PackedScene" id=18]
[sub_resource type="AnimationNodeStateMachinePlayback" id=1]
[node name="World" type="Node2D"]
script = ExtResource( 2 )
[node name="WallSprite" type="Sprite" parent="."]
position = Vector2( 355.382, 175.62 )
position = Vector2( 360, 176 )
texture = ExtResource( 4 )
region_enabled = true
region_rect = Rect2( 0, 0, 1280, 720 )
@@ -33,6 +38,7 @@ cell_size = Vector2( 32, 32 )
collision_layer = 2
collision_mask = 0
format = 1
tile_data = PoolIntArray( -1, -1610612689, 4, -65536, -1610612689, 196609, -65535, -1610612689, 196609, -65534, -1610612689, 196609, -65533, -1610612689, 196609, -65532, -1610612689, 196609, -65531, -1610612689, 196609, -65530, -1610612689, 196609, -65529, -1610612689, 196609, -65528, -1610612689, 196609, -65527, -1610612689, 196609, -65526, -1610612689, 196609, -65525, -1610612689, 196609, -65524, -1610612689, 196609, -65523, -1610612689, 196610, -65522, -1610612720, 131073, 65535, -1610612689, 65539, 14, -1610612689, 3, 131071, 47, 65539, 65550, -1610612689, 65539, 196607, 47, 65539, 131086, -1610612689, 65539, 262143, 47, 65539, 196622, -1610612689, 65539, 327679, 47, 65539, 262158, -1610612689, 65539, 393215, 47, 65539, 327694, -1610612689, 65539, 458751, -1610612689, 131076, 393216, -1610612689, 1, 393217, -1610612689, 1, 393218, -1610612689, 1, 393219, -1610612689, 1, 393220, -1610612689, 1, 393221, -1610612689, 1, 393222, -1610612689, 1, 393223, -1610612689, 1, 393224, -1610612689, 1, 393225, -1610612689, 1, 393226, -1610612689, 1, 393227, -1610612689, 1, 393228, -1610612689, 1, 393229, -1610612689, 1, 393230, -1610612689, 131079, 524287, -1610612689, 131072, 458752, 47, 131073, 458753, 47, 131073, 458754, 47, 131073, 458755, 47, 131073, 458756, 47, 131073, 458757, 47, 131073, 458758, 47, 131073, 458759, 47, 131073, 458760, 47, 131073, 458761, 47, 131073, 458762, 47, 131073, 458763, 47, 131073, 458764, 47, 131073, 458765, 47, 131073, 458766, -1610612689, 131074 )
__meta__ = {
"_edit_group_": true,
@@ -41,6 +47,7 @@ __meta__ = {
[node name="YSort" type="YSort" parent="."]
[node name="Bonfire" parent="YSort" instance=ExtResource( 10 )]
position = Vector2( 265.543, -16 )
@@ -62,50 +69,4 @@ position = Vector2( 104, 80 )
visible = false
[node name="DragNDropUI" parent="CanvasLayer" instance=ExtResource( 5 )]
margin_top = -0.735092
margin_bottom = -0.735107
ObjectParent = NodePath("../../YSort")
[node name="DebugInterface" type="Control" parent="CanvasLayer"]
anchor_right = 1.0
anchor_bottom = 1.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="BossStateDisplay" type="Panel" parent="CanvasLayer/DebugInterface"]
anchor_left = 1.0
anchor_right = 1.0
margin_left = -80.0
margin_bottom = 60.0
script = ExtResource( 9 )
[node name="VBoxContainer" type="VBoxContainer" parent="CanvasLayer/DebugInterface/BossStateDisplay"]
margin_right = 40.0
margin_bottom = 40.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Title" type="Label" parent="CanvasLayer/DebugInterface/BossStateDisplay/VBoxContainer"]
margin_right = 40.0
margin_bottom = 12.0
custom_fonts/font = ExtResource( 11 )
text = "Boss"
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Phase" type="Label" parent="CanvasLayer/DebugInterface/BossStateDisplay/VBoxContainer"]
margin_top = 16.0
margin_right = 40.0
margin_bottom = 28.0
custom_fonts/font = ExtResource( 11 )
[node name="State" type="Label" parent="CanvasLayer/DebugInterface/BossStateDisplay/VBoxContainer"]
margin_top = 32.0
margin_right = 40.0
margin_bottom = 44.0
custom_fonts/font = ExtResource( 11 )
[connection signal="phase_changed" from="YSort/SlimeBoss" to="CanvasLayer/DebugInterface/BossStateDisplay" method="_on_SlimeBoss_phase_changed"]
[connection signal="state_changed" from="YSort/SlimeBoss" to="CanvasLayer/DebugInterface/BossStateDisplay" method="_on_SlimeBoss_state_changed"]

View File

@@ -24,6 +24,11 @@ _global_script_classes=[ {
"language": "GDScript",
"path": "res://Overlap/AI/AI_Hero.gd"
}, {
"base": "KinematicBody2D",
"class": "Minion",
"language": "GDScript",
"path": "res://Overlap/AI/AI_Minion.gd"
}, {
"base": "Hero",
"class": "Player",
"language": "GDScript",
@@ -43,6 +48,7 @@ _global_script_class_icons={
"Boss": "",
"DialougeBox": "",
"Hero": "",
"Minion": "",
"Player": "",
"TitleSceenButton": "",
"TitleScreen": ""
@@ -142,6 +148,8 @@ attack={
2d_physics/layer_4="monster"
2d_physics/layer_5="trap"
2d_physics/layer_6="collectable"
2d_physics/layer_7="Bonfire"
2d_physics/layer_8="SwordRange"
[rendering]

Binary file not shown.

After

Width:  |  Height:  |  Size: 15 KiB

View File

@@ -0,0 +1,34 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/white_minion_dog.png-4b59df758535e1f8bd50b861a164b220.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://testSprites/white_minion_dog.png"
dest_files=[ "res://.import/white_minion_dog.png-4b59df758535e1f8bd50b861a164b220.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=false
svg/scale=1.0