add beehave
This commit is contained in:
+146
-139
@@ -14,10 +14,10 @@ var max_players = 4
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var bots = []
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@export var turn_based_mode: bool = true
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var bot_move_timer: float = 0.0
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const BOT_MOVE_INTERVAL: float = 2.0
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#var bot_move_timer: float = 0.0
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#const BOT_MOVE_INTERVAL: float = 2.0
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var moving_bots = {}
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#var moving_bots = {}
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enum ActionState {
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NONE,
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@@ -57,13 +57,14 @@ func _process(delta):
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if turn_based_mode:
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rpc("sync_turn_index", current_turn_index)
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else:
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bot_move_timer += delta
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if bot_move_timer >= BOT_MOVE_INTERVAL:
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bot_move_timer = 0.0
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var current_bots = bots.duplicate()
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for bot_id in current_bots:
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if not moving_bots.get(bot_id, false):
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move_bot(bot_id)
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pass
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#bot_move_timer += delta
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#if bot_move_timer >= BOT_MOVE_INTERVAL:
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#bot_move_timer = 0.0
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#var current_bots = bots.duplicate()
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#for bot_id in current_bots:
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#if not moving_bots.get(bot_id, false):
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#move_bot(bot_id)
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func setup_action_buttons():
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move_button.pressed.connect(func(): set_action_state(ActionState.MOVING))
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@@ -265,27 +266,33 @@ func add_player_character(peer_id):
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func add_bot(bot_id):
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if multiplayer.is_server():
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rpc("create_bot", bot_id)
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moving_bots[bot_id] = false
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#moving_bots[bot_id] = false
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@rpc("call_local")
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func create_bot(bot_id):
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var bot_character = player_scene.instantiate()
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bot_character.set_multiplayer_authority(1)
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bot_character.name = str(bot_id)
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# Add Beehave tree
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var behavior_tree = preload("res://scripts/bot_behavior_tree.gd").new()
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bot_character.add_child(behavior_tree)
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behavior_tree.name = "BehaviorTree"
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add_child(bot_character)
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bot_character.add_to_group("Players", true)
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bot_character.add_to_group("Bots", true)
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if multiplayer.is_server():
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bots.append(bot_id)
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players.append(bot_id)
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moving_bots[bot_id] = false
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func replace_bot_with_player(player_id):
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if multiplayer.is_server() and bots.size() > 0:
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var bot_id = bots.pop_front()
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players.erase(bot_id)
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players.append(player_id)
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moving_bots.erase(bot_id)
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#moving_bots.erase(bot_id)
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rpc("remove_bot", bot_id)
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rpc("sync_players", players)
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@@ -350,8 +357,8 @@ func next_turn():
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if multiplayer.is_server() and turn_based_mode:
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current_turn_index = (current_turn_index + 1) % players.size()
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rpc("set_current_turn", players[current_turn_index])
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if players[current_turn_index] in bots:
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move_bot(players[current_turn_index])
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#if players[current_turn_index] in bots:
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#move_bot(players[current_turn_index])
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func request_next_turn():
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if multiplayer.is_server():
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@@ -384,130 +391,130 @@ func end_current_turn():
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next_turn()
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rpc("sync_turn_index", current_turn_index)
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func move_bot(bot_id):
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if not multiplayer.is_server() or moving_bots.get(bot_id, false):
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return
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var bot = get_node_or_null(str(bot_id))
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if not is_instance_valid(bot) or bot.is_player_moving:
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moving_bots.erase(bot_id)
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return
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if bot.action_points <= 0:
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if turn_based_mode:
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moving_bots[bot_id] = false
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end_current_turn()
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else:
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bot.action_points = 2
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bot.has_moved_this_turn = false
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bot.has_performed_action = false
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moving_bots[bot_id] = false
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await get_tree().create_timer(0.5).timeout
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move_bot(bot_id)
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return
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moving_bots[bot_id] = true
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await get_tree().create_timer(0.5).timeout
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if not is_instance_valid(bot):
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moving_bots.erase(bot_id)
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return
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var best_move = evaluate_bot_move(bot)
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execute_bot_move(bot, bot_id, best_move)
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#func move_bot(bot_id):
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#if not multiplayer.is_server() or moving_bots.get(bot_id, false):
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#return
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#
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#var bot = get_node_or_null(str(bot_id))
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#if not is_instance_valid(bot) or bot.is_player_moving:
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#moving_bots.erase(bot_id)
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#return
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#
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#if bot.action_points <= 0:
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#if turn_based_mode:
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#moving_bots[bot_id] = false
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#end_current_turn()
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#else:
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#bot.action_points = 2
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#bot.has_moved_this_turn = false
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#bot.has_performed_action = false
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#moving_bots[bot_id] = false
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#await get_tree().create_timer(0.5).timeout
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#move_bot(bot_id)
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#return
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#
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#moving_bots[bot_id] = true
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#await get_tree().create_timer(0.5).timeout
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#
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#if not is_instance_valid(bot):
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#moving_bots.erase(bot_id)
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#return
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#
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#var best_move = evaluate_bot_move(bot)
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#execute_bot_move(bot, bot_id, best_move)
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func execute_bot_move(bot, bot_id, move):
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match move.action:
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"arrange":
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if bot.action_points >= 2:
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bot.arrange_playerboard_item(bot.find_best_arrangement_slot())
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bot.action_points -= 2
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moving_bots[bot_id] = false
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if bot.action_points > 0 or not turn_based_mode:
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move_bot(bot_id)
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elif turn_based_mode:
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end_current_turn()
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"grab", "put":
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var success = bot.grab_item(move.position) if move.action == "grab" else bot.put_item(move.position)
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if success:
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bot.action_points -= 1
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moving_bots[bot_id] = false
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if bot.action_points > 0 or not turn_based_mode:
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move_bot(bot_id)
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elif turn_based_mode:
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end_current_turn()
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"move":
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if is_instance_valid(bot) and bot.action_points >= 1:
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var path = bot.enhanced_gridmap.find_path(Vector2(bot.current_position), Vector2(move.position))
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if path.size() > 1:
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path.pop_front()
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var trimmed_path = path.slice(0, bot.movement_range)
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bot.rotate_towards_target(move.position)
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bot.move_bot_along_path(trimmed_path, bot_id)
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bot.action_points -= 1
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else:
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moving_bots[bot_id] = false
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if bot.action_points > 0 or not turn_based_mode:
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move_bot(bot_id)
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elif turn_based_mode:
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end_current_turn()
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else:
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moving_bots[bot_id] = false
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if bot.action_points > 0 or not turn_based_mode:
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move_bot(bot_id)
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elif turn_based_mode:
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end_current_turn()
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_:
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moving_bots[bot_id] = false
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if turn_based_mode:
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end_current_turn()
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else:
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move_bot(bot_id)
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#func execute_bot_move(bot, bot_id, move):
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#match move.action:
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#"arrange":
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#if bot.action_points >= 2:
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#bot.arrange_playerboard_item(bot.find_best_arrangement_slot())
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#bot.action_points -= 2
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#moving_bots[bot_id] = false
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#if bot.action_points > 0 or not turn_based_mode:
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#move_bot(bot_id)
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#elif turn_based_mode:
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#end_current_turn()
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#
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#"grab", "put":
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#var success = bot.grab_item(move.position) if move.action == "grab" else bot.put_item(move.position)
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#if success:
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#bot.action_points -= 1
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#moving_bots[bot_id] = false
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#if bot.action_points > 0 or not turn_based_mode:
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#move_bot(bot_id)
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#elif turn_based_mode:
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#end_current_turn()
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#
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#"move":
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#if is_instance_valid(bot) and bot.action_points >= 1:
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#var path = bot.enhanced_gridmap.find_path(Vector2(bot.current_position), Vector2(move.position))
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#if path.size() > 1:
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#path.pop_front()
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#var trimmed_path = path.slice(0, bot.movement_range)
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#bot.rotate_towards_target(move.position)
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#bot.move_bot_along_path(trimmed_path, bot_id)
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#bot.action_points -= 1
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#else:
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#moving_bots[bot_id] = false
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#if bot.action_points > 0 or not turn_based_mode:
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#move_bot(bot_id)
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#elif turn_based_mode:
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#end_current_turn()
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#else:
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#moving_bots[bot_id] = false
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#if bot.action_points > 0 or not turn_based_mode:
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#move_bot(bot_id)
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#elif turn_based_mode:
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#end_current_turn()
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#
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#_:
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#moving_bots[bot_id] = false
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#if turn_based_mode:
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#end_current_turn()
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#else:
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#move_bot(bot_id)
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func evaluate_bot_move(bot: Node) -> Dictionary:
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if not is_instance_valid(bot) or bot.action_points <= 0:
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return { "action": "none", "position": Vector2i.ZERO, "value": -1 }
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#func evaluate_bot_move(bot: Node) -> Dictionary:
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#if not is_instance_valid(bot) or bot.action_points <= 0:
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#return { "action": "none", "position": Vector2i.ZERO, "value": -1 }
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#
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#var moves = []
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#
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#if bot.action_points >= 2 and bot.check_playerboard_arrangement(bot):
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#moves.append({ "action": "arrange", "position": bot.current_position, "value": 20 })
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#
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#if bot.action_points >= 1:
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#var put_position = bot.find_best_put_position(bot)
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#if put_position != Vector2i(-1, -1):
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#moves.append({ "action": "put", "position": put_position, "value": 18 })
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#
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#if bot.action_points >= 1 and not bot.playerboard_is_full():
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#var grab_position = bot.find_best_grab_position()
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#if grab_position != Vector2i(-1, -1):
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#moves.append({ "action": "grab", "position": grab_position, "value": 15 })
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#
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#if bot.action_points >= 1 and not bot.has_moved_this_turn:
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#var random_pos = bot.find_random_valid_position_in_range()
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#if random_pos != bot.current_position:
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#moves.append({ "action": "move", "position": random_pos, "value": 5 })
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#
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#moves.sort_custom(func(a, b): return a.value > b.value)
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#return moves[0] if moves.size() > 0 else { "action": "none", "position": bot.current_position, "value": 0 }
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var moves = []
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if bot.action_points >= 2 and bot.check_playerboard_arrangement(bot):
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moves.append({ "action": "arrange", "position": bot.current_position, "value": 20 })
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if bot.action_points >= 1:
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var put_position = bot.find_best_put_position(bot)
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if put_position != Vector2i(-1, -1):
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moves.append({ "action": "put", "position": put_position, "value": 18 })
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if bot.action_points >= 1 and not bot.playerboard_is_full():
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var grab_position = bot.find_best_grab_position()
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if grab_position != Vector2i(-1, -1):
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moves.append({ "action": "grab", "position": grab_position, "value": 15 })
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if bot.action_points >= 1 and not bot.has_moved_this_turn:
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var random_pos = bot.find_random_valid_position_in_range()
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if random_pos != bot.current_position:
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moves.append({ "action": "move", "position": random_pos, "value": 5 })
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moves.sort_custom(func(a, b): return a.value > b.value)
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return moves[0] if moves.size() > 0 else { "action": "none", "position": bot.current_position, "value": 0 }
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func bot_movement_completed(bot_id):
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if not multiplayer.is_server():
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return
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moving_bots[bot_id] = false
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var bot = get_node_or_null(str(bot_id))
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if not is_instance_valid(bot):
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moving_bots.erase(bot_id)
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return
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if bot.action_points > 0 or not turn_based_mode:
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await get_tree().create_timer(0.5).timeout
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if is_instance_valid(bot):
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move_bot(bot_id)
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else:
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end_current_turn()
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#func bot_movement_completed(bot_id):
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#if not multiplayer.is_server():
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#return
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#
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#moving_bots[bot_id] = false
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#var bot = get_node_or_null(str(bot_id))
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#
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#if not is_instance_valid(bot):
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#moving_bots.erase(bot_id)
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#return
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#
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#if bot.action_points > 0 or not turn_based_mode:
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#await get_tree().create_timer(0.5).timeout
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#if is_instance_valid(bot):
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#move_bot(bot_id)
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#else:
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#end_current_turn()
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@@ -17,6 +17,7 @@
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[node name="Main" type="Node3D"]
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script = ExtResource("1_xcpe3")
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players = null
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turn_based_mode = false
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[node name="EnhancedGridMap" type="GridMap" parent="."]
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+65
-65
@@ -71,8 +71,8 @@ func _physics_process(_delta):
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rpc("remote_set_position", global_position)
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func _unhandled_input(event):
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if is_in_group("Bots"):
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return
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#if is_in_group("Bots"):
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#return
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var main = get_node("/root/Main")
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if not is_multiplayer_authority() or (main.turn_based_mode and (not is_my_turn or is_player_moving)):
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@@ -576,28 +576,28 @@ func _on_slot_clicked(event: InputEvent, slot_index: int):
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main.set_action_state(main.ActionState.NONE)
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func check_playerboard_arrangement(bot: Node) -> bool:
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var goal_indices = [] # Store indices of non-empty goals
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var goal_items = [] # Store the actual goal items
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# Get all valid goals (non -1)
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for i in range(goals.size()):
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if goals[i] != -1:
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goal_indices.append(i)
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goal_items.append(goals[i])
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# Check if current arrangement matches goals
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var current_items = []
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for i in range(playerboard.size()):
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if playerboard[i] in goal_items:
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current_items.append(playerboard[i])
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# Compare current order with goal order
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for i in range(min(current_items.size(), goal_items.size())):
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if current_items[i] != goal_items[i]:
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return true
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return false
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#func check_playerboard_arrangement(bot: Node) -> bool:
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#var goal_indices = [] # Store indices of non-empty goals
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#var goal_items = [] # Store the actual goal items
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#
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## Get all valid goals (non -1)
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#for i in range(goals.size()):
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#if goals[i] != -1:
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#goal_indices.append(i)
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#goal_items.append(goals[i])
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#
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## Check if current arrangement matches goals
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#var current_items = []
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#for i in range(playerboard.size()):
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#if playerboard[i] in goal_items:
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#current_items.append(playerboard[i])
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#
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## Compare current order with goal order
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#for i in range(min(current_items.size(), goal_items.size())):
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#if current_items[i] != goal_items[i]:
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#return true
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#
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#return false
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func is_valid_arrangement_slot(from_slot: int, to_slot: int) -> bool:
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var from_row = from_slot / 5
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@@ -622,39 +622,39 @@ func get_adjacent_playerboard_slots(slot_index) -> Array:
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return adjacent
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func find_best_arrangement_slot() -> int:
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for i in range(playerboard.size()):
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if playerboard[i] != -1:
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var neighbors = get_adjacent_playerboard_slots(i)
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for adj_slot in neighbors:
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if playerboard[adj_slot] == -1 and playerboard[i] in goals:
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return adj_slot
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return playerboard.find(-1)
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#func find_best_arrangement_slot() -> int:
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#for i in range(playerboard.size()):
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#if playerboard[i] != -1:
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#var neighbors = get_adjacent_playerboard_slots(i)
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#for adj_slot in neighbors:
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#if playerboard[adj_slot] == -1 and playerboard[i] in goals:
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#return adj_slot
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#return playerboard.find(-1)
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func find_best_put_position(bot: Node) -> Vector2i:
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# Find the first empty cell adjacent to a matching item in the playerboard
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for i in range(playerboard.size()):
|
||||
if playerboard[i] in goals:
|
||||
var neighbors = enhanced_gridmap.get_neighbors(current_position, 1)
|
||||
for neighbor in neighbors:
|
||||
var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y)
|
||||
if enhanced_gridmap.get_cell_item(cell) == -1:
|
||||
return neighbor.position
|
||||
return Vector2i(-1, -1)
|
||||
#func find_best_put_position(bot: Node) -> Vector2i:
|
||||
## Find the first empty cell adjacent to a matching item in the playerboard
|
||||
#for i in range(playerboard.size()):
|
||||
#if playerboard[i] in goals:
|
||||
#var neighbors = enhanced_gridmap.get_neighbors(current_position, 1)
|
||||
#for neighbor in neighbors:
|
||||
#var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y)
|
||||
#if enhanced_gridmap.get_cell_item(cell) == -1:
|
||||
#return neighbor.position
|
||||
#return Vector2i(-1, -1)
|
||||
|
||||
func find_best_grab_position() -> Vector2i:
|
||||
# Find the first matching item in the grid or adjacent cells
|
||||
var current_cell = Vector3i(current_position.x, 1, current_position.y)
|
||||
if enhanced_gridmap.get_cell_item(current_cell) in goals:
|
||||
return current_position
|
||||
|
||||
var neighbors = enhanced_gridmap.get_neighbors(current_position, 1)
|
||||
for neighbor in neighbors:
|
||||
var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y)
|
||||
if enhanced_gridmap.get_cell_item(cell) in goals:
|
||||
return neighbor.position
|
||||
|
||||
return Vector2i(-1, -1)
|
||||
#func find_best_grab_position() -> Vector2i:
|
||||
## Find the first matching item in the grid or adjacent cells
|
||||
#var current_cell = Vector3i(current_position.x, 1, current_position.y)
|
||||
#if enhanced_gridmap.get_cell_item(current_cell) in goals:
|
||||
#return current_position
|
||||
#
|
||||
#var neighbors = enhanced_gridmap.get_neighbors(current_position, 1)
|
||||
#for neighbor in neighbors:
|
||||
#var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y)
|
||||
#if enhanced_gridmap.get_cell_item(cell) in goals:
|
||||
#return neighbor.position
|
||||
#
|
||||
#return Vector2i(-1, -1)
|
||||
|
||||
func has_item_at_current_position() -> bool:
|
||||
var current_cell = Vector3i(current_position.x, 1, current_position.y)
|
||||
@@ -667,8 +667,8 @@ func playerboard_is_full() -> bool:
|
||||
return playerboard.find(-1) == -1
|
||||
|
||||
func highlight_movement_range():
|
||||
if is_in_group("Bots"):
|
||||
return
|
||||
#if is_in_group("Bots"):
|
||||
#return
|
||||
|
||||
for x in range(enhanced_gridmap.columns):
|
||||
for z in range(enhanced_gridmap.rows):
|
||||
@@ -680,8 +680,8 @@ func highlight_movement_range():
|
||||
enhanced_gridmap.set_cell_item(Vector3i(x, 0, z), enhanced_gridmap.hover_item)
|
||||
|
||||
func highlight_adjacent_cells():
|
||||
if is_in_group("Bots"):
|
||||
return
|
||||
#if is_in_group("Bots"):
|
||||
#return
|
||||
|
||||
var current_cell = Vector3i(current_position.x, 1, current_position.y)
|
||||
if enhanced_gridmap.get_cell_item(current_cell) != -1:
|
||||
@@ -698,8 +698,8 @@ func highlight_adjacent_cells():
|
||||
|
||||
|
||||
func highlight_empty_adjacent_cells():
|
||||
if is_in_group("Bots"):
|
||||
return
|
||||
#if is_in_group("Bots"):
|
||||
#return
|
||||
|
||||
# Clear previous highlights
|
||||
clear_highlights()
|
||||
@@ -723,8 +723,8 @@ func highlight_empty_adjacent_cells():
|
||||
enhanced_gridmap.hover_item)
|
||||
|
||||
func highlight_random_valid_cells():
|
||||
if is_in_group("Bots"):
|
||||
return
|
||||
#if is_in_group("Bots"):
|
||||
#return
|
||||
|
||||
var valid_cells = []
|
||||
for x in range(enhanced_gridmap.columns):
|
||||
@@ -744,8 +744,8 @@ func highlight_random_valid_cells():
|
||||
valid_cells.remove_at(index)
|
||||
|
||||
func highlight_occupied_playerboard_slots():
|
||||
if is_in_group("Bots"):
|
||||
return
|
||||
#if is_in_group("Bots"):
|
||||
#return
|
||||
|
||||
var main = get_node("/root/Main")
|
||||
if not main or not main.playerboard_ui:
|
||||
|
||||
Reference in New Issue
Block a user