overhaul bot

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2026-01-03 03:40:20 +08:00
parent 7423e29443
commit cbbe95e108
185 changed files with 989 additions and 6514 deletions
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extends Node
class_name BotController
# BotController - Standalone modular bot AI system (no Beehave dependency)
# Handles all bot decision-making: movement, grabbing, putting, arranging, and sabotage
# Configuration
@export var tick_rate: int = 60 # Ticks between AI updates (in frames)
@export var action_delay: float = 0.5 # Delay between actions
# References
var actor: Node3D # The player character this controller is attached to
var enhanced_gridmap: Node
var strategic_planner: RefCounted
# State tracking
var _tick_counter: int = 0
var _is_processing_action: bool = false
var _current_action: String = "idle"
# Tile constants
const GOAL_TILES = [7, 8, 9, 10]
const HOLO_TILES = [11, 12, 13, 14]
func _ready():
# print("[BotController] _ready called for parent: ", get_parent().name)
if Engine.is_editor_hint():
return
# Get parent (should be player character)
actor = get_parent()
if not actor:
push_error("[BotController] No parent node found")
queue_free()
return
# Only run for bots
# DEBUG: Print exact state of checks
# print("[BotController] Checking if %s is bot. in_group(Bots): %s, is_bot: %s" % [actor.name, actor.is_in_group("Bots"), actor.get("is_bot")])
if not actor.is_in_group("Bots") and not actor.get("is_bot"):
# print("[BotController] Actor is not a bot, removing controller.")
queue_free()
return
# Wait for actor to be fully ready
await get_tree().create_timer(1.0).timeout # Increased wait time to 1.0s to be safe
enhanced_gridmap = actor.enhanced_gridmap
if not enhanced_gridmap:
push_error("[BotController] EnhancedGridMap not found for " + actor.name)
return # Don't crash, just stop
# Initialize strategic planner
var BotStrategicPlanner = load("res://scripts/bot_strategic_planner.gd")
strategic_planner = BotStrategicPlanner.new(actor, enhanced_gridmap)
# Disable input processing for bots
actor.set_process_input(false)
actor.set_process_unhandled_input(false)
print("[BotController] SUCCESFULLY STARTED for bot: %s (Authority: %s)" % [actor.name, actor.get_multiplayer_authority()])
func _exit_tree():
# Ensure explicit cleanup to assist RefCounted cycle breaking
strategic_planner = null
actor = null
enhanced_gridmap = null
func _physics_process(_delta):
if not is_instance_valid(actor) or not strategic_planner:
return
# Only run on server/authority (Authority 1)
# NOTE: If we are not the server, we should not run logic
if not multiplayer.is_server():
return
# Rate limiting
_tick_counter += 1
if _tick_counter < tick_rate:
return
_tick_counter = 0
# Don't process if already doing something
if _is_processing_action:
return
# Run AI decision loop
print("[BotController] Running AI Tick for ", actor.name)
_run_ai_tick()
func _run_ai_tick():
"""Main AI decision loop - replaces Beehave behavior tree."""
if not is_instance_valid(actor) or _is_processing_action:
return
print("[BotController] AI Tick: evaluating priorities...")
# Priority 1: Use power-up sabotage if conditions are met
if await _try_use_powerup():
print("[BotController] Action Taken: PowerUp")
return
# Priority 2: Grab tiles (goal tiles or holo tiles)
if await _try_grab():
print("[BotController] Action Taken: Grab")
return
# Priority 3: Move toward needed tiles
if await _try_move():
print("[BotController] Action Taken: Move")
return
# Priority 4: Put tiles back on grid (rarely needed)
if await _try_put():
print("[BotController] Action Taken: Put")
return
# Priority 5: Arrange playerboard
if await _try_arrange():
print("[BotController] Action Taken: Arrange")
return
print("[BotController] No action taken (Idle). AP: %d, GoalsAchieved: %s" % [actor.action_points, _is_goals_achieved()])
# =============================================================================
# Power-Up / Sabotage
# =============================================================================
func _try_use_powerup() -> bool:
"""Check and execute power-up sabotage."""
var powerup_manager = actor.get_node_or_null("PowerUpManager")
if not powerup_manager or not powerup_manager.can_use_special():
return false
# Evaluate sabotage opportunity
var eval = strategic_planner.evaluate_sabotage_opportunity()
if not eval.should_sabotage:
return false
# Execute sabotage
_is_processing_action = true
_current_action = "sabotaging"
var success = powerup_manager.use_special_effect()
if success:
print("[BotController] %s used power-up (reason: %s)" % [actor.name, eval.reason])
var main = get_tree().get_root().get_node_or_null("Main")
if main and main.has_method("broadcast_message"):
main.rpc("broadcast_message", actor.display_name, "Used a special power!")
await get_tree().create_timer(action_delay).timeout
if not is_instance_valid(self): return true # Early exit if deleted
_is_processing_action = false
_current_action = "idle"
return success
# =============================================================================
# Grab Tiles
# =============================================================================
func _try_grab() -> bool:
"""Try to grab a tile from the grid."""
# Check AP only if turn-based
if TurnManager.turn_based_mode and actor.action_points <= 0:
return false
if _is_playerboard_full():
# print("[BotController] Grab failed: Board full")
return false
# Check if goals already achieved
if _is_goals_achieved():
return false
# Get tiles we need
var tiles_needed = strategic_planner.get_tiles_needed()
# Check current position and adjacent cells for tiles
var grab_info = _find_tile_to_grab(tiles_needed)
if not grab_info.position:
# print("[BotController] Grab failed: No valid tile found in range")
return false
# Execute grab
_is_processing_action = true
_current_action = "grabbing"
var cell = Vector3i(grab_info.position.x, 1, grab_info.position.y)
var item = enhanced_gridmap.get_cell_item(cell)
# Handle holo tiles (power-up)
if item in HOLO_TILES:
if actor.is_multiplayer_authority():
actor.rpc("sync_grid_item", cell.x, cell.y, cell.z, -1)
var powerup_manager = actor.get_node_or_null("PowerUpManager")
if powerup_manager:
powerup_manager.add_holo_pickup()
# Only consume AP in turn-based mode
if TurnManager.turn_based_mode:
actor.action_points -= 1
print("[BotController] %s collected holo tile!" % actor.name)
else:
# Regular tile - place in playerboard
var target_slot = strategic_planner.find_best_slot_for_tile(item)
if target_slot != -1 and actor.is_multiplayer_authority():
actor.playerboard[target_slot] = item
actor.rpc("sync_grid_item", cell.x, cell.y, cell.z, -1)
actor.rpc("sync_playerboard", actor.playerboard)
if TurnManager.turn_based_mode:
actor.action_points -= 1
print("[BotController] %s grabbed tile %d -> slot %d" % [actor.name, item, target_slot])
# Check goal completion
if _is_goals_achieved():
_handle_goal_completion()
await get_tree().create_timer(action_delay).timeout
if not is_instance_valid(self): return true
_is_processing_action = false
_current_action = "idle"
return true
func _find_tile_to_grab(tiles_needed: Array) -> Dictionary:
"""Find best tile to grab from current or adjacent positions."""
var result = {"position": null, "type": - 1}
# Check current position first
var current_cell = Vector3i(actor.current_position.x, 1, actor.current_position.y)
var item = enhanced_gridmap.get_cell_item(current_cell)
# Priority: needed tiles > holo tiles > any goal tile
if item in tiles_needed:
return {"position": actor.current_position, "type": item}
if item in HOLO_TILES:
result = {"position": actor.current_position, "type": item}
# Check adjacent cells
var neighbors = enhanced_gridmap.get_neighbors(actor.current_position, 0)
for neighbor in neighbors:
if not neighbor.is_walkable:
continue
var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y)
item = enhanced_gridmap.get_cell_item(cell)
if item in tiles_needed:
return {"position": neighbor.position, "type": item}
if item in HOLO_TILES and not result.position:
result = {"position": neighbor.position, "type": item}
# Third pass: any goal tile
if not result.position:
for neighbor in neighbors:
if not neighbor.is_walkable:
continue
var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y)
item = enhanced_gridmap.get_cell_item(cell)
if item in actor.goals and item != -1:
return {"position": neighbor.position, "type": item}
return result
# =============================================================================
# Movement
# =============================================================================
func _try_move() -> bool:
"""Try to move toward needed tiles."""
if TurnManager.turn_based_mode and actor.action_points <= 0:
return false
if _is_goals_achieved():
return false
# Find optimal movement target
var target_pos = strategic_planner.find_optimal_move_target()
if target_pos == Vector2i(-1, -1) or target_pos == actor.current_position:
print("[BotController] Move failed: No valid target or already at target. Pos: %s" % actor.current_position)
return false
# Check if within movement range
if not actor.is_within_movement_range(target_pos):
print("[BotController] Move failed: Target %s out of range" % target_pos)
return false
# Execute movement
_is_processing_action = true
_current_action = "moving"
if actor.is_multiplayer_authority():
var path = enhanced_gridmap.find_path(
Vector2(actor.current_position),
Vector2(target_pos),
0,
false
)
if path.size() > 1:
path.pop_front()
actor.rpc("start_movement_along_path", path, false)
if TurnManager.turn_based_mode:
actor.action_points -= 1
var tiles_needed = strategic_planner.get_tiles_needed()
print("[BotController] %s moving toward tiles %s (Target: %s)" % [actor.name, tiles_needed, target_pos])
await get_tree().create_timer(action_delay * 2).timeout # Movement takes longer
if not is_instance_valid(self): return true
_is_processing_action = false
_current_action = "idle"
return true
# =============================================================================
# Put Tiles Back
# =============================================================================
func _try_put() -> bool:
"""Try to put a tile from playerboard onto grid."""
if actor.action_points <= 0:
return false
# Find a tile in playerboard that we could put
var put_slot = -1
for i in range(actor.playerboard.size()):
if actor.playerboard[i] in GOAL_TILES:
put_slot = i
break
if put_slot == -1:
return false
# Find empty adjacent cell
var put_position = _find_empty_adjacent_cell()
if not put_position:
return false
# Execute put
_is_processing_action = true
_current_action = "putting"
if actor.is_multiplayer_authority():
var item = actor.playerboard[put_slot]
var cell = Vector3i(put_position.x, 1, put_position.y)
actor.rpc("sync_grid_item", cell.x, cell.y, cell.z, item)
actor.playerboard[put_slot] = -1
actor.rpc("sync_playerboard", actor.playerboard)
actor.action_points -= 1
print("[BotController] %s put tile %d at %s" % [actor.name, item, put_position])
await get_tree().create_timer(action_delay).timeout
if not is_instance_valid(self): return true
_is_processing_action = false
_current_action = "idle"
return true
func _find_empty_adjacent_cell() -> Vector2i:
"""Find an empty cell adjacent to player."""
var current_cell = Vector3i(actor.current_position.x, 1, actor.current_position.y)
if enhanced_gridmap.get_cell_item(current_cell) == -1:
return actor.current_position
var neighbors = enhanced_gridmap.get_neighbors(actor.current_position, 0)
for neighbor in neighbors:
if not neighbor.is_walkable:
continue
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)
# =============================================================================
# Arrange Playerboard
# =============================================================================
func _try_arrange() -> bool:
"""Try to rearrange tiles in playerboard."""
if actor.action_points < 2:
return false
if _is_goals_achieved():
return false
# Find misplaced item and better position
var arrangement = _find_best_arrangement()
if arrangement.is_empty():
return false
# Execute arrangement
_is_processing_action = true
_current_action = "arranging"
if actor.is_multiplayer_authority():
var item = actor.playerboard[arrangement.source_slot]
actor.playerboard[arrangement.target_slot] = item
actor.playerboard[arrangement.source_slot] = -1
actor.rpc("sync_playerboard", actor.playerboard)
actor.action_points -= 2
print("[BotController] %s arranged slot %d -> %d" % [actor.name, arrangement.source_slot, arrangement.target_slot])
await get_tree().create_timer(action_delay).timeout
if not is_instance_valid(self): return true
_is_processing_action = false
_current_action = "idle"
return true
func _find_best_arrangement() -> Dictionary:
"""Find a tile that can be moved to a better position."""
for i in range(1, 4): # Check central 3x3
for j in range(1, 4):
var board_idx = i * 5 + j
var goal_idx = (i - 1) * 3 + (j - 1)
var current_item = actor.playerboard[board_idx]
var goal_item = actor.goals[goal_idx] if goal_idx < actor.goals.size() else -1
if current_item != goal_item and current_item != -1:
# Find better position for this item
for gi in range(3):
for gj in range(3):
if actor.goals[gi * 3 + gj] == current_item:
var target_slot = (gi + 1) * 5 + (gj + 1)
if actor.playerboard[target_slot] == -1:
return {"source_slot": board_idx, "target_slot": target_slot}
return {}
# =============================================================================
# Utility Functions
# =============================================================================
func _is_playerboard_full() -> bool:
for item in actor.playerboard:
if item == -1:
return false
return true
func _is_goals_achieved() -> bool:
"""Check if goal pattern is complete in any 3x3 region of playerboard."""
var goals_2d = []
for i in range(3):
var row = []
for j in range(3):
row.append(actor.goals[i * 3 + j] if i * 3 + j < actor.goals.size() else -1)
goals_2d.append(row)
var board_2d = []
for i in range(5):
var row = []
for j in range(5):
row.append(actor.playerboard[i * 5 + j] if i * 5 + j < actor.playerboard.size() else -1)
board_2d.append(row)
for start_row in range(3):
for start_col in range(3):
var matches = true
for i in range(3):
for j in range(3):
var board_item = board_2d[start_row + i][start_col + j]
var goal_item = goals_2d[i][j]
if goal_item != -1 and goal_item != board_item:
matches = false
break
elif goal_item == -1 and board_item != -1:
matches = false
break
if not matches:
break
if matches:
return true
return false
func _handle_goal_completion():
"""Handle goal completion - trigger scoring."""
var main = get_tree().get_root().get_node_or_null("Main")
if main:
var goals_cycle_manager = main.get_node_or_null("GoalsCycleManager")
if goals_cycle_manager:
var time_remaining = goals_cycle_manager.get_time_remaining()
goals_cycle_manager.on_goal_completed(actor, time_remaining)
var powerup_manager = actor.get_node_or_null("PowerUpManager")
if powerup_manager:
powerup_manager.add_goal_completion_reward()
print("[BotController] %s COMPLETED GOAL!" % actor.name)