Mob visibility, pathing, targeting, and ai. Also small tweaks, and added a wait action.

This commit is contained in:
Relintai 2020-07-15 21:34:14 +02:00
parent ae86236870
commit 7f8cd1a3ba
5 changed files with 182 additions and 158 deletions

View File

@ -56,6 +56,8 @@ var visibility_update_timer : float = randi()
var tile_size : int = 32
var nameplate : Node
func _enter_tree() -> void:
world = get_node(world_path) as Node2D
tile_size = get_node("/root/Main").get_tile_size()
@ -77,99 +79,18 @@ func _enter_tree() -> void:
transform = entity.get_transform_2d(true)
# set_physics_process(true)
func set_visibility(val : bool) -> void:
if val:
show()
func _process(delta : float) -> void:
if entity.ai_state == EntityEnums.AI_STATE_OFF:
return
if nameplate:
nameplate.show()
elif !val:
hide()
visibility_update_timer += delta
if visibility_update_timer < 1:
return
visibility_update_timer = 0
if nameplate:
nameplate.hide()
var vpos : Vector2 = -get_tree().root.canvas_transform.get_origin() + (get_tree().root.get_visible_rect().size / 2) - position
var l : float = vpos.length_squared()
var rs : float = get_tree().root.size.x * get_tree().root.size.x
rs *= 0.3
if l < rs:
if not visible:
show()
# set_physics_process(true)
else:
if visible:
hide()
# set_physics_process(false)
#func _physics_process(delta : float) -> void:
# if entity.sentity_data == null:
# return
#
# if dead:
# return
#
# if entity.c_is_controlled:
# process_movement(delta)
# else:
# if sleep:
# sleep_recheck_timer += delta
#
# if sleep_recheck_timer < 0.5:
# return
#
# sleep_recheck_timer = 0
#
## if world != null:
## if not world.is_position_walkable(transform.origin):
## return
#
# process_movement(delta)
func process_movement(delta : float) -> void:
var state : int = entity.getc_state()
if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
return
#
# if (input_dir.length_squared() > 0.1):
# moving = true
## entity.moved()
# else:
# moving = false
#
# var hvel = vel
#
# var target = dir
# target *= entity.get_speed().ccurrent
#
# var accel
# if dir.dot(hvel) > 0:
# accel = ACCEL
# else:
# accel = DEACCEL
#
# hvel = hvel.linear_interpolate(target, accel*delta)
# vel = hvel
# vel = move_and_slide(vel)
# if input_length > 0.1:
# #handle_graphic_facing(abs(dir.dot(Vector2(0, 1))) > 0.9)
# character_skeleton.update_facing(input_dir)
#
# character_skeleton.get_animation_tree().set("parameters/walking/blend_amount", input_dir.length())
#
# if multiplayer.has_network_peer():
# if not multiplayer.is_network_server():
# rpc_id(1, "sset_position", position)
# else:
# sset_position(position)
func _unhandled_input(event: InputEvent) -> void:
#Not sure why yet, but _unhandled_input gets called even after set_process_unhandled_input(false)
if !entity.c_is_controlled:
@ -177,19 +98,28 @@ func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("left"):
try_move(-1, 0)
get_tree().set_input_as_handled()
return
elif event.is_action_pressed("right"):
try_move(1, 0)
get_tree().set_input_as_handled()
return
elif event.is_action_pressed("up"):
try_move(0, -1)
get_tree().set_input_as_handled()
return
elif event.is_action_pressed("down"):
try_move(0, 1)
get_tree().set_input_as_handled()
return
elif event.is_action_pressed("wait"):
world.player_moved()
get_tree().set_input_as_handled()
return
if event is InputEventMouseMotion and event.device != -1:
cmouseover(event)
cmouseover(event.position)
get_tree().set_input_as_handled()
if event is InputEventMouseButton:
if event.button_index == BUTTON_WHEEL_DOWN and event.device != -1:
@ -218,14 +148,22 @@ func _unhandled_input(event: InputEvent) -> void:
if event.pressed and event.button_index == BUTTON_RIGHT and event.device != -1:
target(event.position)
get_tree().set_input_as_handled()
if event is InputEventScreenTouch and event.pressed:
target(event.position)
get_tree().set_input_as_handled()
func try_move(dx, dy):
var state : int = entity.getc_state()
if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
return
var tp : Vector2 = get_tile_position()
tp.x += dx
tp.y += dy
@ -241,57 +179,81 @@ func try_move(dx, dy):
if entity.c_is_controlled:
world.player_moved()
func get_tile_position() -> Vector2:
var v : Vector2 = Vector2(int(transform.origin.x / tile_size), int(transform.origin.y / tile_size))
func move_towards_target():
var state : int = entity.getc_state()
return v
if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
return
var t : Entity = entity.getc_target()
if !t:
return
var bp : Vector2 = t.get_body().get_tile_position()
var my_point = world.nav_graph.get_closest_point(get_tile_position())
var target_point = world.nav_graph.get_closest_point(bp)
var path = world.nav_graph.get_point_path(my_point, target_point)
if path:
assert(path.size() > 1)
var move_tile = Vector2(path[1].x, path[1].y)
if move_tile == bp:
return
for e in world.enemies:
if e.get_body().get_tile_position() == move_tile:
return
set_tile_position(move_tile)
func get_tile_position() -> Vector2:
return Vector2(int(transform.origin.x / tile_size), int(transform.origin.y / tile_size))
func set_tile_position(pos : Vector2) -> void:
transform.origin = pos * tile_size + Vector2(tile_size / 2, tile_size / 2)
func target(position : Vector2) -> bool:
# var space_state = get_world_2d().direct_space_state
# var results = space_state.intersect_point(world.make_canvas_position_local(position), 32, [], get_collision_layer())
# #var results = space_state.intersect_point(position, 32, [], 2)
#
# if results:
# for result in results:
# if result.collider and result.collider.owner is Entity:
# entity.target_crequest_change((result.collider.owner as Node).get_path())
# return true
#
# entity.target_crequest_change(NodePath())
# else:
# entity.target_crequest_change(NodePath())
#
return false
func target(position : Vector2) -> void:
#https://github.com/godotengine/godot/issues/32222
position = position - get_viewport_transform().origin
position *= camera.zoom
var pos : Vector2 = world.pixel_to_tile(position.x, position.y)
var enemy : Entity = world.get_enemy_at_tile(pos.x, pos.y)
func cmouseover(event):
# var space_state = get_world_2d().direct_space_state
# var results = space_state.intersect_point(world.make_canvas_position_local(position), 32, [], get_collision_layer())
# #var results = space_state.intersect_point(position, 32, [], 2)
#
# if results:
# for result in results:
# if result.collider and result.collider.owner is Entity:
# var mo : Entity = result.collider.owner as Entity
#
# if last_mouse_over != null and last_mouse_over != mo:
# if is_instance_valid(last_mouse_over):
# last_mouse_over.notification_cmouse_exit()
#
# last_mouse_over = null
#
# if last_mouse_over == null:
# mo.notification_cmouse_enter()
# last_mouse_over = mo
#
# return
#
# if last_mouse_over != null:
# last_mouse_over.notification_cmouse_exit()
# last_mouse_over = null
pass
if enemy:
if entity.getc_target() != enemy:
entity.target_crequest_change(enemy.get_path())
else:
entity.target_crequest_change(NodePath())
func cmouseover(position : Vector2):
#https://github.com/godotengine/godot/issues/32222
position = position - get_viewport_transform().origin
position *= camera.zoom
var pos : Vector2 = world.pixel_to_tile(position.x, position.y)
var enemy : Entity = world.get_enemy_at_tile(pos.x, pos.y)
if enemy:
if last_mouse_over != null and last_mouse_over != entity:
if is_instance_valid(last_mouse_over):
last_mouse_over.notification_cmouse_exit()
last_mouse_over = null
if last_mouse_over == null:
entity.notification_cmouse_enter()
last_mouse_over = entity
return
if last_mouse_over != null:
last_mouse_over.notification_cmouse_exit()
last_mouse_over = null
func on_c_controlled_changed(val):
@ -300,7 +262,6 @@ func on_c_controlled_changed(val):
if val:
camera = Camera2D.new()
# camera.zoom = Vector2(0.6, 0.6)
camera.zoom = get_node("/root/Main").get_world_scale()
add_child(camera)
camera.current = true
@ -311,6 +272,8 @@ func on_c_controlled_changed(val):
# set_process_input(true)
set_process_unhandled_input(true)
set_visibility(true)
else:
if camera:
camera.queue_free()
@ -319,9 +282,10 @@ func on_c_controlled_changed(val):
# set_process_input(false)
set_process_unhandled_input(false)
var nameplatescn : PackedScene = ResourceLoader.load("res://ui/nameplates/NamePlate.tscn")
var nameplate = nameplatescn.instance()
nameplate = nameplatescn.instance()
get_parent().add_child(nameplate)
set_visibility(false)
remote func sset_position(pposition : Vector2) -> void:

View File

@ -70,7 +70,7 @@ remote func creceive_spawn_for(data: String, global_name : String, position: Vec
ESS.request_entity_spawn(createinfo)
# print("Player spawned ")
return createinfo.created_entity
remote func creceive_despawn_for(path : NodePath) -> void:
@ -93,7 +93,7 @@ puppet func spawn_owned_player(data : String, position : Vector3) -> Entity:
ESS.request_entity_spawn(createinfo)
# print("Player spawned ")
return createinfo.created_entity
func load_player(file_name : String, position : Vector3, network_owner : int) -> Entity:
@ -154,7 +154,7 @@ func spawn_display_player(file_name : String, node_path : NodePath) -> Entity:
# print("Player spawned ")
ESS.request_entity_spawn(createinfo)
return createinfo.created_entity
func spawn_networked_player(class_id : int, position : Vector3, name : String, node_name : String, sid : int) -> Entity:
@ -182,7 +182,7 @@ func spawn_networked_player(class_id : int, position : Vector3, name : String,
createinfo.transform.origin = position
ESS.request_entity_spawn(createinfo)
# print("Player spawned " + str(createinfo))
return createinfo.created_entity
@ -211,7 +211,7 @@ func spawn_player(class_id : int, position : Vector3, name : String, node_name
createinfo.networked = false
ESS.request_entity_spawn(createinfo)
# print("Player spawned " + str(createinfo))
return createinfo.created_entity
@ -272,6 +272,7 @@ func _request_entity_spawn(createinfo : EntityCreateInfo):
get_scene_tree().root.get_node(createinfo.parent_path).add_child(entity_node)
entity_node.setup(createinfo)
entity_node.set_maunal_process(true)
createinfo.created_entity = entity_node

View File

@ -517,6 +517,11 @@ right={
"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)
]
}
wait={
"deadzone": 0.5,
"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)
]
}
[layer_names]

View File

@ -46,6 +46,7 @@ export(int) var enemy_count : int = 14
var map : Array = []
var rooms : Array = []
var enemies : Array = []
var nav_graph : AStar2D
onready var tile_map : TileMap = $Terrarin
onready var visibility_map : TileMap = $VisibilityMap
@ -59,9 +60,6 @@ func load_character(file_name: String) -> void:
randomize()
build_level()
# if spawn_mobs:
# generate()
#Place player
var start_room = rooms.front()
@ -97,6 +95,11 @@ func load_character(file_name: String) -> void:
call_deferred("update_visibility")
func player_moved():
_player.update(1)
for e in enemies:
e.update(1)
call_deferred("update_visibility")
func update_visibility():
@ -123,6 +126,42 @@ func update_visibility():
if !occlusion || (occlusion.position - test_point).length() < 1:
visibility_map.set_cell(x, y, -1)
for e in enemies:
var b = e.get_body()
if !b.visible:
var pos : Vector2 = b.transform.origin
var occlusion = space_state.intersect_ray(body.transform.origin, pos)
if !occlusion:
b.set_visibility(true)
e.sets_target(_player)
func clear_path(tile):
var new_point = nav_graph.get_available_point_id()
nav_graph.add_point(new_point, Vector2(tile.x, tile.y))
var points_to_conect = []
if tile.x > 0 && map[tile.x - 1][tile.y] == Tile.Floor:
points_to_conect.append(nav_graph.get_closest_point(Vector2(tile.x - 1, tile.y)))
if tile.y > 0 && map[tile.x][tile.y - 1] == Tile.Floor:
points_to_conect.append(nav_graph.get_closest_point(Vector2(tile.x, tile.y - 1)))
if tile.x < 0 && map[tile.x + 1][tile.y] == Tile.Floor:
points_to_conect.append(nav_graph.get_closest_point(Vector2(tile.x + 1, tile.y)))
if tile.y < 0 && map[tile.x][tile.y + 1] == Tile.Floor:
points_to_conect.append(nav_graph.get_closest_point(Vector2(tile.x, tile.y + 1)))
for point in points_to_conect:
nav_graph.connect_points(point, new_point)
func pixel_to_tile(x, y):
return tile_map.world_to_map(Vector2(x, y))
func tile_to_pixel_center(x, y):
return Vector2((x + 0.5) * tile_size, (y + 0.5) * tile_size)
@ -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 == "":

View File

@ -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