Files
ludum_dare_46/src/Overlap/AI/AI_Hero.gd
2020-04-20 14:41:29 +02:00

372 lines
9.4 KiB
GDScript

extends KinematicBody2D
class_name Hero
const PrioQueue = preload("prio_queue.gd") # Relative path
const Grid = preload("res://Maps/Grid.gd")
var grid
enum{
STEP,
ROLL,
ATTAC,
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 = [7,0,6,5,4,3,2,1,1,4]
var targetFieldCur = [0,0]
var targetFieldUsed = false
var actionKind = Grid.Kind.TERMINAL_SYMBOL
var actionFieldUsed = false
var areaRefList = []
var threadTime = 0.4
var threadDelta = 0.0
var hitDelta = 0.0
var hitTreshhold = 0.1
var aiDelta = 0.0
var aiTreshhold = 0.4
#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):
var prioVal = 20.0 - (float(currentHealth)/float(maxHealth))*20.0
var bonfire = prioVal + 1
var hearts = prioVal
if(hearts < 0):
hearts = 0
prios[Grid.Kind.BONFIRE]=bonfire
prios[Grid.Kind.HEART]=hearts
#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):
var cost = 0
for i in grid.object_grid[field.x][field.y]:
match i:
Grid.Kind.DAMAGE:
cost += 15
Grid.Kind.SLOW:
cost += 4
return cost
#return an heurestic of distance
# curr - current position
# targ - a target position
func h_fn(curr, target):
return 0
var h = min(target[0]-curr[0],target[1]-curr[1])
return h
# 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 = true):
var adj := []
#adj.append([STEP, Vector2(0,0)])
var p = currentPosition
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]-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()):
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._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):
continue
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):
continue
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):
continue
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):
continue
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])
for i in range(pot_adj_roll.size()):
var next = pot_adj_roll[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._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):
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]),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]),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]),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])
var current_field = 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
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 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)
if hitDelta >= hitTreshhold && randf() <0.5:
hitDelta -= hitTreshhold
var currentPixel = global_position
var hitPixelTarget = is_hittable()
if hitPixelTarget!=null:
hit_or_miss(hitPixelTarget, currentPixel, delta*4)
return
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(kindOfStep==ROLL):
roll(Vector2(target[0]-currentPosition[0], target[1]-currentPosition[1]), delta*4)
targetFieldCur = target
targetFieldUsed = true
ExecutionState = EXECUTING
func movement_execution(delta):
if hitDelta >= hitTreshhold && randf() <0.5:
hitDelta -= hitTreshhold
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):
hitDelta += delta
aiDelta+=delta
if(aiDelta>aiTreshhold):
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)
if ExecutionState == EXECUTING:
movement_execution(delta)
reset_exeution_state(delta)
# API Interface for ai_hero -> methods are handled in player.gd
func attac(direction, delta):
pass
func roll(direction, delta):
pass
func run(direction, delta):
pass
#todo