mirror of
https://github.com/creyD/ludum_dare_46.git
synced 2026-06-16 15:10:20 +02:00
sturr doggo
This commit is contained in:
@@ -7,6 +7,7 @@ const Grid = preload("res://Maps/Grid.gd")
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var grid
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enum{
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LENGTH,
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WAY
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@@ -24,7 +25,7 @@ enum{
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}
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var ExecutionState = AI_MOVE
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var movmentState = NOTHING
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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 = [7,0,6,5,4,3,2,1,1,4]
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@@ -33,8 +34,14 @@ var totalPrioTurn = 0
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var executesTurn = false
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var abortProb = 0.01
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var targetField = [0,0]
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var targetFieldCur = [0,0]
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var targetFieldUsed = false
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var actionField = [0,0]
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var actionFieldUsed = false
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var threadTime = 0.8
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var threadDelta = 0.0
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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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@@ -66,10 +73,10 @@ 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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var prioVal = 1000 - (float(currentHealth)/float(maxHealth))*1000
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var prioVal = 40.0 - (float(currentHealth)/float(maxHealth))*40.0
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var bonfire = prioVal
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var hearts = prioVal - 1
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if(hearts < 0):
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@@ -93,23 +100,23 @@ func getMoveDescription(myPosition : Vector2, targetPositions):
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func getCost(field):
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var cost = 0
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for i in grid.prio_grid[field.x][field.y]:
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for i in grid.object_grid[field.x][field.y]:
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match i:
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Grid.Kind.DAMAGE:
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cost += prios[Grid.Kind.BONFIRE] * 6
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cost += prios[Grid.Kind.BONFIRE] * 32
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Grid.Kind.SLOW:
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cost += 2
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cost += 1
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return cost
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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(curr, target):
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return min(abs(target[0]-curr[0]),abs(target[0]-curr[0]))
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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(currCost, target):
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func g_fn(currCost, target):
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return currCost + getCost(target)
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# Returns the list of adjacent nodes
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@@ -117,15 +124,17 @@ 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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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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var pot_adj_roll = [[p[0]-2, p[1]-2], [p[0]-2, p[1]-0], [p[0]-2, p[1]+2],
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[p[0]+0, p[1]-2], [p[0]+0, p[1]+2],
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[p[0]+2, p[1]-2], [p[0]+2, p[1]+0], [p[0]+2, p[1]+2]]
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for next in pot_adj_step:
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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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@@ -137,10 +146,30 @@ func adjacent(currentPosition, can_roll = false):
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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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adj.append([STEP, Vector2(next[0],next[1])])
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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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if not can_roll:
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return adj
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return adj
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for next in pot_adj_roll:
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if(next[0]<0):
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@@ -154,7 +183,7 @@ func adjacent(currentPosition, can_roll = false):
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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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adj.append([ROLL, Vector2(next[0],next[1])])
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adj.append([ROLL, Vector2(next[0],next[1]),2.0])
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return adj
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@@ -179,14 +208,10 @@ func AStar(source, target):
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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 = 0
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if (i[0] == STEP):
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move_cost = 1
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else:
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move_cost = 2
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var move_cost = i[2]
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var g_val = g(node[1]+move_cost, i[1])
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var h_val = h(i[1], target)
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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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@@ -194,43 +219,68 @@ func AStar(source, target):
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return [NOTHING, [0,0]]
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func makeMove(delta):
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#if(actionFieldUsed==true):
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# var random = randf()
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# if(random < mindChangeProbability):
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# ExecutionState = AI_MOVE
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if ExecutionState == AI_MOVE:
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threadDelta = 0
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var currentPosition = grid._pixel_to_grid_coords(global_position)
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var enemyKind = calcEnemyKind()
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if(enemyKind==Grid.Kind.TERMINAL_SYMBOL):
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return
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var target = grid.get_nearest(currentPosition, enemyKind)
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var MoveAdvice = getMoveDescription(currentPosition, target)
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var calcNew = false
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var target
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var MoveAdvice
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if(actionFieldUsed==false):
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calcNew = true
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if(calcNew==true):
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var enemyKind = calcEnemyKind()
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if(enemyKind==Grid.Kind.TERMINAL_SYMBOL):
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return
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target = grid.get_nearest(currentPosition, enemyKind)
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actionField = target
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actionFieldUsed = true
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MoveAdvice = getMoveDescription(currentPosition, target)
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else:
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MoveAdvice = getMoveDescription(currentPosition, actionField)
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grid.reset_history()
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target = MoveAdvice[1]
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if(MoveAdvice[0]==STEP):
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run(Vector2(target[0]-currentPosition[0], target[1]-currentPosition[1]), delta*10)
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targetField = target
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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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movmentState = STEP
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ai_movement_state = STEP
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elif(MoveAdvice[0]==ROLL):
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roll(Vector2(target[0]-currentPosition[0], target[1]-currentPosition[1]), delta*10)
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roll(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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targetField = target
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ExecutionState = EXECUTING
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grid.reset_history()
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elif ExecutionState == EXECUTING:
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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]-targetField[0],2)+ pow(cur[1]-targetField[1],2))
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if(distance<0.01):
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var distance = sqrt(pow(cur[0]-targetFieldCur[0],2)+ pow(cur[1]-targetFieldCur[1],2))
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if(distance<0.4):
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targetFieldUsed = false
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ExecutionState = AI_MOVE
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if(targetFieldCur[0]==actionField[0]&&targetFieldCur[1]==actionField[1]):
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actionFieldUsed = false
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else:
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var currentPosition = grid._pixel_to_grid_coords(global_position)
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if(movmentState==STEP):
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run(Vector2(targetField[0]-currentPosition[0], targetField[1]-currentPosition[1]), delta*10)
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elif(movmentState==ROLL):
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roll(Vector2(targetField[0]-currentPosition[0], targetField[1]-currentPosition[1]), delta*10)
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else:
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if(ai_movement_state==STEP):
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run(Vector2(targetFieldCur[0]-currentPosition[0], targetFieldCur[1]-currentPosition[1]), delta*4)
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elif(ai_movement_state==ROLL):
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run(Vector2(targetFieldCur[0]-currentPosition[0], targetFieldCur[1]-currentPosition[1]), delta*4)
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threadDelta = threadDelta + delta
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if(threadDelta>threadTime):
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ExecutionState = AI_MOVE
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pass
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actionFieldUsed = false
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# API Interface for ai_hero -> methods are handled in player.gd
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func attac(direction, delta):
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