mirror of
https://github.com/Relintai/broken_seals_roguelike.git
synced 2024-11-10 21:52:09 +01:00
Mob visibility, pathing, targeting, and ai. Also small tweaks, and added a wait action.
This commit is contained in:
parent
ae86236870
commit
7f8cd1a3ba
@ -56,6 +56,8 @@ var visibility_update_timer : float = randi()
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var tile_size : int = 32
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var nameplate : Node
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func _enter_tree() -> void:
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world = get_node(world_path) as Node2D
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tile_size = get_node("/root/Main").get_tile_size()
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@ -77,99 +79,18 @@ func _enter_tree() -> void:
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transform = entity.get_transform_2d(true)
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# set_physics_process(true)
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func set_visibility(val : bool) -> void:
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if val:
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show()
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func _process(delta : float) -> void:
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if entity.ai_state == EntityEnums.AI_STATE_OFF:
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return
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if nameplate:
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nameplate.show()
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elif !val:
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hide()
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visibility_update_timer += delta
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if visibility_update_timer < 1:
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return
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visibility_update_timer = 0
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if nameplate:
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nameplate.hide()
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var vpos : Vector2 = -get_tree().root.canvas_transform.get_origin() + (get_tree().root.get_visible_rect().size / 2) - position
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var l : float = vpos.length_squared()
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var rs : float = get_tree().root.size.x * get_tree().root.size.x
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rs *= 0.3
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if l < rs:
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if not visible:
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show()
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# set_physics_process(true)
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else:
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if visible:
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hide()
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# set_physics_process(false)
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#func _physics_process(delta : float) -> void:
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# if entity.sentity_data == null:
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# return
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#
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# if dead:
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# return
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#
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# if entity.c_is_controlled:
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# process_movement(delta)
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# else:
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# if sleep:
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# sleep_recheck_timer += delta
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#
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# if sleep_recheck_timer < 0.5:
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# return
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#
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# sleep_recheck_timer = 0
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#
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## if world != null:
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## if not world.is_position_walkable(transform.origin):
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## return
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#
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# process_movement(delta)
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func process_movement(delta : float) -> void:
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var state : int = entity.getc_state()
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if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
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return
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#
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# if (input_dir.length_squared() > 0.1):
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# moving = true
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## entity.moved()
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# else:
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# moving = false
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#
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# var hvel = vel
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#
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# var target = dir
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# target *= entity.get_speed().ccurrent
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#
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# var accel
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# if dir.dot(hvel) > 0:
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# accel = ACCEL
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# else:
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# accel = DEACCEL
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#
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# hvel = hvel.linear_interpolate(target, accel*delta)
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# vel = hvel
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# vel = move_and_slide(vel)
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# if input_length > 0.1:
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# #handle_graphic_facing(abs(dir.dot(Vector2(0, 1))) > 0.9)
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# character_skeleton.update_facing(input_dir)
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#
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# character_skeleton.get_animation_tree().set("parameters/walking/blend_amount", input_dir.length())
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#
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# if multiplayer.has_network_peer():
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# if not multiplayer.is_network_server():
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# rpc_id(1, "sset_position", position)
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# else:
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# sset_position(position)
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func _unhandled_input(event: InputEvent) -> void:
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#Not sure why yet, but _unhandled_input gets called even after set_process_unhandled_input(false)
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if !entity.c_is_controlled:
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@ -177,19 +98,28 @@ func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("left"):
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try_move(-1, 0)
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get_tree().set_input_as_handled()
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return
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elif event.is_action_pressed("right"):
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try_move(1, 0)
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get_tree().set_input_as_handled()
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return
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elif event.is_action_pressed("up"):
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try_move(0, -1)
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get_tree().set_input_as_handled()
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return
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elif event.is_action_pressed("down"):
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try_move(0, 1)
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get_tree().set_input_as_handled()
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return
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elif event.is_action_pressed("wait"):
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world.player_moved()
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get_tree().set_input_as_handled()
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return
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if event is InputEventMouseMotion and event.device != -1:
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cmouseover(event)
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cmouseover(event.position)
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get_tree().set_input_as_handled()
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if event is InputEventMouseButton:
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if event.button_index == BUTTON_WHEEL_DOWN and event.device != -1:
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@ -218,14 +148,22 @@ func _unhandled_input(event: InputEvent) -> void:
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if event.pressed and event.button_index == BUTTON_RIGHT and event.device != -1:
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target(event.position)
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get_tree().set_input_as_handled()
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if event is InputEventScreenTouch and event.pressed:
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target(event.position)
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get_tree().set_input_as_handled()
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func try_move(dx, dy):
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var state : int = entity.getc_state()
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if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
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return
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var tp : Vector2 = get_tile_position()
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tp.x += dx
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tp.y += dy
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@ -241,57 +179,81 @@ func try_move(dx, dy):
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if entity.c_is_controlled:
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world.player_moved()
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func get_tile_position() -> Vector2:
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var v : Vector2 = Vector2(int(transform.origin.x / tile_size), int(transform.origin.y / tile_size))
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func move_towards_target():
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var state : int = entity.getc_state()
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return v
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if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
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return
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var t : Entity = entity.getc_target()
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if !t:
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return
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var bp : Vector2 = t.get_body().get_tile_position()
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var my_point = world.nav_graph.get_closest_point(get_tile_position())
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var target_point = world.nav_graph.get_closest_point(bp)
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var path = world.nav_graph.get_point_path(my_point, target_point)
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if path:
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assert(path.size() > 1)
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var move_tile = Vector2(path[1].x, path[1].y)
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if move_tile == bp:
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return
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for e in world.enemies:
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if e.get_body().get_tile_position() == move_tile:
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return
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set_tile_position(move_tile)
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func get_tile_position() -> Vector2:
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return Vector2(int(transform.origin.x / tile_size), int(transform.origin.y / tile_size))
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func set_tile_position(pos : Vector2) -> void:
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transform.origin = pos * tile_size + Vector2(tile_size / 2, tile_size / 2)
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func target(position : Vector2) -> bool:
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# var space_state = get_world_2d().direct_space_state
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# var results = space_state.intersect_point(world.make_canvas_position_local(position), 32, [], get_collision_layer())
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# #var results = space_state.intersect_point(position, 32, [], 2)
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#
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# if results:
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# for result in results:
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# if result.collider and result.collider.owner is Entity:
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# entity.target_crequest_change((result.collider.owner as Node).get_path())
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# return true
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#
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# entity.target_crequest_change(NodePath())
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# else:
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# entity.target_crequest_change(NodePath())
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#
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return false
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func target(position : Vector2) -> void:
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#https://github.com/godotengine/godot/issues/32222
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position = position - get_viewport_transform().origin
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position *= camera.zoom
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var pos : Vector2 = world.pixel_to_tile(position.x, position.y)
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var enemy : Entity = world.get_enemy_at_tile(pos.x, pos.y)
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func cmouseover(event):
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# var space_state = get_world_2d().direct_space_state
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# var results = space_state.intersect_point(world.make_canvas_position_local(position), 32, [], get_collision_layer())
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# #var results = space_state.intersect_point(position, 32, [], 2)
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#
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# if results:
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# for result in results:
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# if result.collider and result.collider.owner is Entity:
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# var mo : Entity = result.collider.owner as Entity
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#
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# if last_mouse_over != null and last_mouse_over != mo:
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# if is_instance_valid(last_mouse_over):
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# last_mouse_over.notification_cmouse_exit()
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#
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# last_mouse_over = null
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#
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# if last_mouse_over == null:
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# mo.notification_cmouse_enter()
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# last_mouse_over = mo
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#
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# return
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#
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# if last_mouse_over != null:
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# last_mouse_over.notification_cmouse_exit()
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# last_mouse_over = null
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pass
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if enemy:
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if entity.getc_target() != enemy:
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entity.target_crequest_change(enemy.get_path())
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else:
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entity.target_crequest_change(NodePath())
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func cmouseover(position : Vector2):
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#https://github.com/godotengine/godot/issues/32222
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position = position - get_viewport_transform().origin
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position *= camera.zoom
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var pos : Vector2 = world.pixel_to_tile(position.x, position.y)
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var enemy : Entity = world.get_enemy_at_tile(pos.x, pos.y)
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if enemy:
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if last_mouse_over != null and last_mouse_over != entity:
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if is_instance_valid(last_mouse_over):
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last_mouse_over.notification_cmouse_exit()
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last_mouse_over = null
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if last_mouse_over == null:
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entity.notification_cmouse_enter()
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last_mouse_over = entity
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return
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if last_mouse_over != null:
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last_mouse_over.notification_cmouse_exit()
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last_mouse_over = null
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func on_c_controlled_changed(val):
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@ -300,7 +262,6 @@ func on_c_controlled_changed(val):
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if val:
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camera = Camera2D.new()
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# camera.zoom = Vector2(0.6, 0.6)
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camera.zoom = get_node("/root/Main").get_world_scale()
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add_child(camera)
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camera.current = true
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@ -311,6 +272,8 @@ func on_c_controlled_changed(val):
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# set_process_input(true)
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set_process_unhandled_input(true)
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set_visibility(true)
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else:
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if camera:
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camera.queue_free()
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@ -319,9 +282,10 @@ func on_c_controlled_changed(val):
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# set_process_input(false)
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set_process_unhandled_input(false)
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var nameplatescn : PackedScene = ResourceLoader.load("res://ui/nameplates/NamePlate.tscn")
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var nameplate = nameplatescn.instance()
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nameplate = nameplatescn.instance()
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get_parent().add_child(nameplate)
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set_visibility(false)
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remote func sset_position(pposition : Vector2) -> void:
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@ -70,7 +70,7 @@ remote func creceive_spawn_for(data: String, global_name : String, position: Vec
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ESS.request_entity_spawn(createinfo)
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# print("Player spawned ")
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return createinfo.created_entity
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remote func creceive_despawn_for(path : NodePath) -> void:
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@ -93,7 +93,7 @@ puppet func spawn_owned_player(data : String, position : Vector3) -> Entity:
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ESS.request_entity_spawn(createinfo)
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# print("Player spawned ")
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return createinfo.created_entity
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func load_player(file_name : String, position : Vector3, network_owner : int) -> Entity:
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@ -154,7 +154,7 @@ func spawn_display_player(file_name : String, node_path : NodePath) -> Entity:
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# print("Player spawned ")
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ESS.request_entity_spawn(createinfo)
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return createinfo.created_entity
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func spawn_networked_player(class_id : int, position : Vector3, name : String, node_name : String, sid : int) -> Entity:
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@ -182,7 +182,7 @@ func spawn_networked_player(class_id : int, position : Vector3, name : String,
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createinfo.transform.origin = position
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ESS.request_entity_spawn(createinfo)
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# print("Player spawned " + str(createinfo))
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return createinfo.created_entity
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@ -211,7 +211,7 @@ func spawn_player(class_id : int, position : Vector3, name : String, node_name
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createinfo.networked = false
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ESS.request_entity_spawn(createinfo)
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# print("Player spawned " + str(createinfo))
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return createinfo.created_entity
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@ -272,6 +272,7 @@ func _request_entity_spawn(createinfo : EntityCreateInfo):
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get_scene_tree().root.get_node(createinfo.parent_path).add_child(entity_node)
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entity_node.setup(createinfo)
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entity_node.set_maunal_process(true)
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createinfo.created_entity = entity_node
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@ -517,6 +517,11 @@ right={
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"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":68,"unicode":0,"echo":false,"script":null)
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]
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}
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wait={
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"deadzone": 0.5,
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"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":69,"unicode":0,"echo":false,"script":null)
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]
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}
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[layer_names]
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@ -46,6 +46,7 @@ export(int) var enemy_count : int = 14
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var map : Array = []
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var rooms : Array = []
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var enemies : Array = []
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var nav_graph : AStar2D
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onready var tile_map : TileMap = $Terrarin
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onready var visibility_map : TileMap = $VisibilityMap
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@ -59,9 +60,6 @@ func load_character(file_name: String) -> void:
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randomize()
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build_level()
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# if spawn_mobs:
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# generate()
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#Place player
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var start_room = rooms.front()
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@ -97,6 +95,11 @@ func load_character(file_name: String) -> void:
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call_deferred("update_visibility")
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func player_moved():
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_player.update(1)
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for e in enemies:
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e.update(1)
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call_deferred("update_visibility")
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func update_visibility():
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@ -123,6 +126,42 @@ func update_visibility():
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if !occlusion || (occlusion.position - test_point).length() < 1:
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visibility_map.set_cell(x, y, -1)
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for e in enemies:
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var b = e.get_body()
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if !b.visible:
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var pos : Vector2 = b.transform.origin
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var occlusion = space_state.intersect_ray(body.transform.origin, pos)
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if !occlusion:
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b.set_visibility(true)
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e.sets_target(_player)
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func clear_path(tile):
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var new_point = nav_graph.get_available_point_id()
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nav_graph.add_point(new_point, Vector2(tile.x, tile.y))
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var points_to_conect = []
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if tile.x > 0 && map[tile.x - 1][tile.y] == Tile.Floor:
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points_to_conect.append(nav_graph.get_closest_point(Vector2(tile.x - 1, tile.y)))
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if tile.y > 0 && map[tile.x][tile.y - 1] == Tile.Floor:
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points_to_conect.append(nav_graph.get_closest_point(Vector2(tile.x, tile.y - 1)))
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if tile.x < 0 && map[tile.x + 1][tile.y] == Tile.Floor:
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points_to_conect.append(nav_graph.get_closest_point(Vector2(tile.x + 1, tile.y)))
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if tile.y < 0 && map[tile.x][tile.y + 1] == Tile.Floor:
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points_to_conect.append(nav_graph.get_closest_point(Vector2(tile.x, tile.y + 1)))
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for point in points_to_conect:
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nav_graph.connect_points(point, new_point)
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func pixel_to_tile(x, y):
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return tile_map.world_to_map(Vector2(x, y))
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func tile_to_pixel_center(x, y):
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return Vector2((x + 0.5) * tile_size, (y + 0.5) * tile_size)
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@ -141,6 +180,14 @@ func is_position_walkable(x : int, y : int) -> bool:
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
func get_enemy_at_tile(x : int, y : int) -> Entity:
|
||||
for e in enemies:
|
||||
var pos : Vector2 = e.get_body().get_tile_position()
|
||||
if pos.x == x && pos.y == y:
|
||||
return e
|
||||
|
||||
return null
|
||||
|
||||
func build_level():
|
||||
rooms.clear()
|
||||
@ -152,6 +199,8 @@ func build_level():
|
||||
|
||||
enemies.clear()
|
||||
|
||||
nav_graph = AStar2D.new()
|
||||
|
||||
for x in range(level_size.x):
|
||||
map.append([])
|
||||
for y in range(level_size.y):
|
||||
@ -373,11 +422,9 @@ func cut_regions(free_regions, region_to_remove):
|
||||
func set_tile(x, y, type):
|
||||
map[x][y] = type
|
||||
tile_map.set_cell(x, y, type)
|
||||
|
||||
func generate() -> void:
|
||||
for x in range(-5, 5):
|
||||
for y in range(-5, 5):
|
||||
ESS.entity_spawner.spawn_mob(1, 50, Vector3(x * 200, y * 200, 0))
|
||||
|
||||
if type == Tile.Floor:
|
||||
clear_path(Vector2(x, y))
|
||||
|
||||
func save() -> void:
|
||||
if _player == null or _player_file_name == "":
|
||||
|
@ -36,6 +36,8 @@ func _on_set_owner():
|
||||
if not is_instance_valid(owner):
|
||||
return
|
||||
|
||||
owner.connect("starget_changed", self, "starget_changed")
|
||||
|
||||
if not owner.sentity_data:
|
||||
return
|
||||
|
||||
@ -76,7 +78,9 @@ func attack(delta):
|
||||
|
||||
if target == null:
|
||||
owner.ai_state = EntityEnums.AI_STATE_REGENERATE
|
||||
owner.get_body().target_movement_direction = Vector2()
|
||||
return
|
||||
|
||||
if owner.cast_is_castings():
|
||||
return
|
||||
|
||||
var cast : bool = false
|
||||
@ -116,19 +120,22 @@ func attack(delta):
|
||||
break
|
||||
|
||||
if owner.cast_is_castings():
|
||||
owner.get_body().target_movement_direction = Vector2()
|
||||
return
|
||||
|
||||
owner.get_body().target_movement_direction = Vector2()
|
||||
|
||||
var dir : Vector2 = target.get_body().position - owner.get_body().position
|
||||
var dir : Vector2 = target.get_body().get_tile_position() - owner.get_body().get_tile_position()
|
||||
var l = dir.length()
|
||||
|
||||
if l > 2.5:
|
||||
owner.get_body().target_movement_direction = Vector2(dir.x, dir.y)
|
||||
if l > 1:
|
||||
owner.get_body().move_towards_target()
|
||||
|
||||
func sort_spells_by_rank(a, b):
|
||||
if a == null or b == null:
|
||||
return true
|
||||
|
||||
return a["rank"] > b["rank"]
|
||||
|
||||
func starget_changed(entity: Entity, old_target: Entity):
|
||||
if entity:
|
||||
owner.ai_state = EntityEnums.AI_STATE_ATTACK
|
||||
else:
|
||||
owner.ai_state = EntityEnums.AI_STATE_OFF
|
||||
|
Loading…
Reference in New Issue
Block a user