update bot logic

This commit is contained in:
2024-10-24 18:06:10 +08:00
parent 8fe13a42ca
commit df436e7af0
3 changed files with 284 additions and 23 deletions
+13
View File
@@ -23,3 +23,16 @@ window/size/viewport_height=720
[editor_plugins] [editor_plugins]
enabled=PackedStringArray("res://addons/enhanced_gridmap/plugin.cfg") enabled=PackedStringArray("res://addons/enhanced_gridmap/plugin.cfg")
[input]
grab_item={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
]
}
put_item={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194326,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
+123 -21
View File
@@ -214,37 +214,139 @@ func _on_message_input_text_submitted(new_text):
$MessageInput.text = "" $MessageInput.text = ""
$MessageInput.release_focus() $MessageInput.release_focus()
# ---------
# Bot Logic
# ---------
func evaluate_bot_move(bot: Node) -> Dictionary:
var best_move = {
"action": "none",
"position": bot.current_position,
"value": -1
}
# If no action performed yet, prioritize grab/put
if not bot.has_performed_action:
# Check current position for grabbing
var current_cell = Vector3i(bot.current_position.x, 1, bot.current_position.y)
var current_item = bot.enhanced_gridmap.get_cell_item(current_cell)
# Evaluate grabbing current item if it matches goals
if current_item != -1 and current_item in bot.goals and bot.playerboard.find(-1) != -1:
return {
"action": "grab",
"position": bot.current_position,
"value": 10
}
# Evaluate putting item from playerboard
for goal in bot.goals:
var item_index = bot.playerboard.find(goal)
if item_index != -1 and current_item == -1:
return {
"action": "put",
"position": bot.current_position,
"value": 15
}
else:
# Bot has performed action, look for movement
var neighbors = bot.enhanced_gridmap.get_neighbors(bot.current_position, 1)
for neighbor in neighbors:
if not neighbor.is_walkable:
continue
if not bot.is_within_movement_range(neighbor.position):
continue
var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y)
var item = bot.enhanced_gridmap.get_cell_item(cell)
# Evaluate position for next turn
if item in bot.goals or item == -1:
var value = 8
if value > best_move.value:
best_move = {
"action": "move",
"position": neighbor.position,
"value": value
}
return best_move
#func move_bot(bot_id):
#if multiplayer.is_server():
#if moving_bots.get(bot_id, false):
#return # Skip if bot is already moving
#
#var bot = get_node(str(bot_id))
#if bot and (turn_based_mode or not bot.is_player_moving):
#moving_bots[bot_id] = true # Mark bot as moving
#var target_position = bot.find_random_valid_position_in_range() # Use the new function
#if target_position != bot.current_position:
#var path = bot.enhanced_gridmap.find_path(Vector2(bot.current_position), Vector2(target_position))
#
#if path.size() > 1:
#path.pop_front()
## Trim path to respect movement range
#var trimmed_path = path.slice(0, bot.movement_range)
#bot.move_bot_along_path(trimmed_path, bot_id)
#else:
#print("No valid path found for bot")
#moving_bots[bot_id] = false
#if turn_based_mode:
#end_current_turn()
#else:
#print("No new valid position found for bot")
#moving_bots[bot_id] = false
#if turn_based_mode:
#end_current_turn()
#else:
#print("Bot not found or is moving")
#if turn_based_mode:
#end_current_turn()
func move_bot(bot_id): func move_bot(bot_id):
if multiplayer.is_server(): if multiplayer.is_server():
if moving_bots.get(bot_id, false): if moving_bots.get(bot_id, false):
return # Skip if bot is already moving return
var bot = get_node(str(bot_id)) var bot = get_node(str(bot_id))
if bot and (turn_based_mode or not bot.is_player_moving): if bot and (turn_based_mode or not bot.is_player_moving):
moving_bots[bot_id] = true # Mark bot as moving moving_bots[bot_id] = true
var target_position = bot.find_random_valid_position_in_range() # Use the new function
if target_position != bot.current_position:
var path = bot.enhanced_gridmap.find_path(Vector2(bot.current_position), Vector2(target_position))
if path.size() > 1: var best_move = evaluate_bot_move(bot)
path.pop_front()
# Trim path to respect movement range match best_move.action:
var trimmed_path = path.slice(0, bot.movement_range) "grab":
bot.move_bot_along_path(trimmed_path, bot_id) if bot.grab_item():
else: bot.has_performed_action = true
print("No valid path found for bot") moving_bots[bot_id] = false
# Don't end turn, allow movement after grab
move_bot(bot_id) # Try to move after grabbing
"put":
if bot.put_item():
bot.has_performed_action = true
moving_bots[bot_id] = false
# Don't end turn, allow movement after put
move_bot(bot_id) # Try to move after putting
"move":
if bot.has_performed_action:
var path = bot.enhanced_gridmap.find_path(Vector2(bot.current_position), Vector2(best_move.position))
if path.size() > 1:
path.pop_front()
var trimmed_path = path.slice(0, bot.movement_range)
bot.rotate_towards_target(best_move.position)
bot.move_bot_along_path(trimmed_path, bot_id)
else:
moving_bots[bot_id] = false
if turn_based_mode:
end_current_turn()
else:
moving_bots[bot_id] = false
if turn_based_mode:
end_current_turn()
_:
moving_bots[bot_id] = false moving_bots[bot_id] = false
if turn_based_mode: if turn_based_mode:
end_current_turn() end_current_turn()
else:
print("No new valid position found for bot")
moving_bots[bot_id] = false
if turn_based_mode:
end_current_turn()
else:
print("Bot not found or is moving")
if turn_based_mode:
end_current_turn()
# Called when a bot finishes moving # Called when a bot finishes moving
func bot_movement_completed(bot_id): func bot_movement_completed(bot_id):
+147 -1
View File
@@ -12,6 +12,16 @@ var is_player_moving: bool = false
@export var center_y: bool = false @export var center_y: bool = false
@export var center_z: bool = false @export var center_z: bool = false
# Goals & Playerboard Data
@export var goals: Array[int] = [0,0,0,0,0,0,0,0,0] # 9 length array for goals
@export var playerboard: Array[int] = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0] # 25 length array for holding items
var has_performed_action: bool = false # Track if grab/put action has been done
# Player Rotation Config
# Add these variables for rotation
var target_rotation: float = 0.0
var rotation_speed: float = 10.0 # Adjust this to control rotation speed
@export var movement_range: int = 1 # How many blocks can be moved at once @export var movement_range: int = 1 # How many blocks can be moved at once
@export var use_diagonal_movement: bool = false: # Allow diagonal movement @export var use_diagonal_movement: bool = false: # Allow diagonal movement
set(value): set(value):
@@ -50,6 +60,13 @@ func _ready():
set_process_unhandled_input(is_multiplayer_authority()) set_process_unhandled_input(is_multiplayer_authority())
# Initialize random goals
initialize_random_goals()
# Initialize playerboard with -1 (empty slots)
playerboard.resize(25)
playerboard.fill(-1)
func find_valid_starting_position() -> Vector2i: func find_valid_starting_position() -> Vector2i:
var rng = RandomNumberGenerator.new() var rng = RandomNumberGenerator.new()
rng.randomize() rng.randomize()
@@ -106,6 +123,16 @@ func _physics_process(_delta):
if is_multiplayer_authority(): if is_multiplayer_authority():
rpc("remote_set_position", global_position) rpc("remote_set_position", global_position)
# Add this to your _process function if you don't have one
func _process(delta):
if is_multiplayer_authority():
if Input.is_action_just_pressed("grab_item"): # Define this input in project settings
if grab_item():
rpc("display_message", "Item grabbed!")
elif Input.is_action_just_pressed("put_item"): # Define this input in project settings
if put_item():
rpc("display_message", "Item placed!")
func _unhandled_input(event): func _unhandled_input(event):
var main = get_node("/root/Main") var main = get_node("/root/Main")
if not is_multiplayer_authority() or (main.turn_based_mode and (not is_my_turn or is_player_moving)): if not is_multiplayer_authority() or (main.turn_based_mode and (not is_my_turn or is_player_moving)):
@@ -149,6 +176,32 @@ func is_within_movement_range(target_position: Vector2i) -> bool:
abs(target_position.y - current_position.y) abs(target_position.y - current_position.y)
return distance <= movement_range return distance <= movement_range
#func move_player_to_clicked_position(grid_position: Vector2i):
#if not is_multiplayer_authority():
#return
#
#if is_player_moving:
#return
#
## Check if the movement is within range
#if not is_within_movement_range(grid_position):
#print("Movement out of range")
#return
#
#var cell_item = enhanced_gridmap.get_cell_item(Vector3i(grid_position.x, 0, grid_position.y))
#
#if cell_item in enhanced_gridmap.non_walkable_items:
#print("Cannot move to non-walkable cell")
#return
#
#var path = enhanced_gridmap.find_path(Vector2(current_position), Vector2(grid_position))
#
#if path.size() > 1:
#path.pop_front()
#rpc("start_movement_along_path", path)
#else:
#print("No valid path found")
func move_player_to_clicked_position(grid_position: Vector2i): func move_player_to_clicked_position(grid_position: Vector2i):
if not is_multiplayer_authority(): if not is_multiplayer_authority():
return return
@@ -156,7 +209,11 @@ func move_player_to_clicked_position(grid_position: Vector2i):
if is_player_moving: if is_player_moving:
return return
# Check if the movement is within range # Check if player has performed grab/put action
if not has_performed_action and current_position != grid_position:
rpc("display_message", "Must grab or place item before moving!")
return
if not is_within_movement_range(grid_position): if not is_within_movement_range(grid_position):
print("Movement out of range") print("Movement out of range")
return return
@@ -167,6 +224,8 @@ func move_player_to_clicked_position(grid_position: Vector2i):
print("Cannot move to non-walkable cell") print("Cannot move to non-walkable cell")
return return
rotate_towards_target(grid_position)
var path = enhanced_gridmap.find_path(Vector2(current_position), Vector2(grid_position)) var path = enhanced_gridmap.find_path(Vector2(current_position), Vector2(grid_position))
if path.size() > 1: if path.size() > 1:
@@ -189,6 +248,7 @@ func start_movement_along_path(path: Array):
tween.tween_callback(func(): tween.tween_callback(func():
current_position = Vector2i(path[-1].x, path[-1].y) current_position = Vector2i(path[-1].x, path[-1].y)
is_player_moving = false is_player_moving = false
has_performed_action = false # Reset the action flag after movement
enhanced_gridmap.clear_path_visualization() enhanced_gridmap.clear_path_visualization()
has_moved_this_turn = true has_moved_this_turn = true
var main = get_node("/root/Main") var main = get_node("/root/Main")
@@ -196,6 +256,7 @@ func start_movement_along_path(path: Array):
end_turn() end_turn()
) )
func move_bot_along_path(path: Array, bot_id: int): func move_bot_along_path(path: Array, bot_id: int):
if not is_multiplayer_authority(): if not is_multiplayer_authority():
return return
@@ -250,6 +311,7 @@ func grid_to_world(grid_position: Vector2i) -> Vector3:
func start_turn(): func start_turn():
has_moved_this_turn = false has_moved_this_turn = false
has_performed_action = false # Reset action flag at start of turn
is_my_turn = true is_my_turn = true
if is_multiplayer_authority(): if is_multiplayer_authority():
rpc("display_message", "It's your turn!") rpc("display_message", "It's your turn!")
@@ -272,3 +334,87 @@ func display_message(message):
await get_tree().create_timer(3).timeout await get_tree().create_timer(3).timeout
$Bubble.hide() $Bubble.hide()
$Bubble/Message.hide() $Bubble/Message.hide()
func initialize_random_goals():
goals.clear()
var rng = RandomNumberGenerator.new()
rng.randomize()
for i in range(9):
goals.append(rng.randi_range(7, 10))
if is_multiplayer_authority():
rpc("sync_goals", goals)
func grab_item() -> bool:
if not enhanced_gridmap:
return false
var current_cell = Vector3i(current_position.x, 1, current_position.y)
var item = enhanced_gridmap.get_cell_item(current_cell)
if item == -1: # No item to grab
return false
var empty_slot = playerboard.find(-1)
if empty_slot == -1: # No empty slots
return false
playerboard[empty_slot] = item
enhanced_gridmap.set_cell_item(current_cell, -1)
if is_multiplayer_authority():
rpc("sync_playerboard", playerboard)
has_performed_action = true # Set action flag
return true
func put_item() -> bool:
if not enhanced_gridmap:
return false
var current_cell = Vector3i(current_position.x, 1, current_position.y)
if enhanced_gridmap.get_cell_item(current_cell) != -1:
return false # Cell is occupied
var item_to_put = -1
var item_index = -1
for goal in goals:
var index = playerboard.find(goal)
if index != -1:
item_to_put = goal
item_index = index
break
if item_to_put == -1:
return false
enhanced_gridmap.set_cell_item(current_cell, item_to_put)
playerboard[item_index] = -1
if is_multiplayer_authority():
rpc("sync_playerboard", playerboard)
has_performed_action = true # Set action flag
return true
@rpc("any_peer", "call_local")
func sync_goals(new_goals: Array):
goals = new_goals
@rpc("any_peer", "call_local")
func sync_playerboard(new_playerboard: Array):
playerboard = new_playerboard
func rotate_towards_target(target_pos: Vector2i):
var direction = Vector2(
target_pos.x - current_position.x,
target_pos.y - current_position.y
).normalized()
target_rotation = atan2(direction.x, direction.y)
# Create a tween for smooth rotation
var tween = create_tween()
tween.tween_property(self, "rotation:y", target_rotation, 0.2)