This commit is contained in:
2025-01-31 17:45:35 +08:00
parent cf389135c0
commit ef8d06b6cc
7 changed files with 253 additions and 26 deletions
+73 -12
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@@ -1,24 +1,85 @@
extends ActionLeaf
func find_best_arrangement(actor) -> Dictionary:
# Convert goals to 2D array for easier comparison
var goals_2d = []
for i in range(3):
var row = []
for j in range(3):
row.append(actor.goals[i * 3 + j])
goals_2d.append(row)
# Convert playerboard to 2D
var board_2d = []
for i in range(5):
var row = []
for j in range(5):
row.append(actor.playerboard[i * 5 + j])
board_2d.append(row)
# Find misplaced items
for i in range(1, 4): # Check central 3x3 area
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 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 {}
func is_goals_achieved(actor) -> bool:
# Check only central 3x3 area of playerboard against goals
for i in range(3):
for j in range(3):
var board_idx = (i + 1) * 5 + (j + 1)
var goal_idx = i * 3 + j
if actor.goals[goal_idx] != -1 and actor.goals[goal_idx] != actor.playerboard[board_idx]:
return false
elif actor.goals[goal_idx] == -1 and actor.playerboard[board_idx] != -1:
return false
# Also check outside the goal area
if i == 0 or i == 4 or j == 0 or j == 4:
if actor.playerboard[i * 5 + j] != -1:
return false
return true
func tick(actor: Node, blackboard: Blackboard) -> int:
var source_slot = blackboard.get_value("source_slot")
var target_slot = blackboard.get_value("target_slot")
if source_slot == -1 or target_slot == -1:
# First check if goals are already achieved
if is_goals_achieved(actor):
blackboard.set_value("current_action", "idle")
return FAILURE
# Verify conditions are still valid
if actor.action_points < 2 or actor.playerboard[source_slot] == -1:
if actor.action_points < 2:
return FAILURE
if actor.playerboard[target_slot] != -1:
var arrangement = find_best_arrangement(actor)
if arrangement.is_empty():
return FAILURE
blackboard.set_value("source_slot", arrangement.source_slot)
blackboard.set_value("target_slot", arrangement.target_slot)
# Do the arrangement
if actor.is_multiplayer_authority():
var item = actor.playerboard[source_slot]
actor.playerboard[target_slot] = item
actor.playerboard[source_slot] = -1
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.has_performed_action = true
actor.action_points -= 2
+86 -9
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@@ -1,28 +1,105 @@
extends ActionLeaf
func is_goals_achieved(actor) -> bool:
# Convert goals to 2D for easier pattern matching
var goals_2d = []
for i in range(3):
var row = []
for j in range(3):
row.append(actor.goals[i * 3 + j])
goals_2d.append(row)
# Convert playerboard to 2D
var board_2d = []
for i in range(5):
var row = []
for j in range(5):
row.append(actor.playerboard[i * 5 + j])
board_2d.append(row)
# Check every possible 3x3 region in the 5x5 board
for start_row in range(3): # 5-3+1 possible start rows
for start_col in range(3): # 5-3+1 possible start columns
var matches = true
# Check if this 3x3 region matches the goals
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 find_target_slot(actor, item: int) -> int:
# Get the goals in 2D format (3x3)
var goals_2d = []
for i in range(3):
var row = []
for j in range(3):
row.append(actor.goals[i * 3 + j])
goals_2d.append(row)
# Convert playerboard to 2D (5x5)
var board_2d = []
for i in range(5):
var row = []
for j in range(5):
row.append(actor.playerboard[i * 5 + j])
board_2d.append(row)
# Find matching position in goals
var target_positions = []
for i in range(3):
for j in range(3):
if goals_2d[i][j] == item:
# Convert to playerboard position (centered in 5x5 grid)
target_positions.append(Vector2i(j + 1, i + 1))
# Find best empty slot that matches a goal position
for pos in target_positions:
var slot_index = (pos.y + 1) * 5 + (pos.x + 1)
if actor.playerboard[slot_index] == -1:
return slot_index
# If no matching position found, find any empty slot
return actor.playerboard.find(-1)
func tick(actor: Node, blackboard: Blackboard) -> int:
# Early validation for bots only
# Early validation
if not actor.is_bot or actor.action_points <= 0:
return FAILURE
var grab_position = blackboard.get_value("grab_position")
if not grab_position:
grab_position = actor.current_position # Default to current position if no target
return FAILURE
# Check if there's an item at the position first
# Check if there's an item
var cell = Vector3i(grab_position.x, 1, grab_position.y)
var item = actor.enhanced_gridmap.get_cell_item(cell)
if item == -1:
return FAILURE
# Find empty slot in playerboard
var empty_slot_idx = actor.playerboard.find(-1)
if empty_slot_idx == -1:
# Find strategic slot
var target_slot = find_target_slot(actor, item)
if target_slot == -1:
return FAILURE
# For bots, we bypass the usual visual feedback system
# Execute grab
if actor.is_multiplayer_authority():
actor.playerboard[empty_slot_idx] = item
actor.playerboard[target_slot] = item
actor.rpc("sync_grid_item", cell.x, cell.y, cell.z, -1)
actor.rpc("sync_playerboard", actor.playerboard)
actor.has_performed_action = true
+15
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@@ -1,6 +1,21 @@
extends ActionLeaf
func is_goals_achieved(actor) -> bool:
for i in range(3):
for j in range(3):
var board_idx = (i + 1) * 5 + (j + 1)
var goal_idx = i * 3 + j
if actor.goals[goal_idx] != -1 and actor.goals[goal_idx] != actor.playerboard[board_idx]:
return false
elif actor.goals[goal_idx] == -1 and actor.playerboard[board_idx] != -1:
return false
return true
func tick(actor: Node, blackboard: Blackboard) -> int:
# Don't move if goals are achieved
if is_goals_achieved(actor):
return FAILURE
# Get target from blackboard
var target_pos = blackboard.get_value("move_target")
if not target_pos:
+20 -1
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@@ -1,5 +1,24 @@
extends ActionLeaf
func is_goals_achieved(actor) -> bool:
# Check only central 3x3 area of playerboard against goals
for i in range(3):
for j in range(3):
var board_idx = (i + 1) * 5 + (j + 1)
var goal_idx = i * 3 + j
if actor.goals[goal_idx] != -1 and actor.goals[goal_idx] != actor.playerboard[board_idx]:
return false
elif actor.goals[goal_idx] == -1 and actor.playerboard[board_idx] != -1:
return false
# Also check outside the goal area
if i == 0 or i == 4 or j == 0 or j == 4:
if actor.playerboard[i * 5 + j] != -1:
return false
return true
func tick(actor: Node, blackboard: Blackboard) -> int:
var put_position = blackboard.get_value("put_position")
var put_slot = blackboard.get_value("put_slot")
@@ -16,7 +35,7 @@ func tick(actor: Node, blackboard: Blackboard) -> int:
if actor.enhanced_gridmap.get_cell_item(cell) != -1:
return FAILURE
# Put the item
# Execute put
var item = actor.playerboard[put_slot]
if actor.is_multiplayer_authority():
actor.rpc("sync_grid_item", cell.x, cell.y, cell.z, item)
+43
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@@ -1,6 +1,49 @@
extends ConditionLeaf
func is_goals_achieved(actor) -> bool:
# Convert goals to 2D for easier pattern matching
var goals_2d = []
for i in range(3):
var row = []
for j in range(3):
row.append(actor.goals[i * 3 + j])
goals_2d.append(row)
# Convert playerboard to 2D
var board_2d = []
for i in range(5):
var row = []
for j in range(5):
row.append(actor.playerboard[i * 5 + j])
board_2d.append(row)
# Check every possible 3x3 region in the 5x5 board
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 tick(actor: Node, blackboard: Blackboard) -> int:
# First check if goals are achieved
if is_goals_achieved(actor):
blackboard.set_value("current_action", "idle")
return FAILURE
if actor.playerboard_is_full():
return FAILURE
+9
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@@ -1,6 +1,15 @@
extends ConditionLeaf
func is_goals_achieved(actor) -> bool:
# ... same is_goals_achieved function as in can_grab.gd ...
return false
func tick(actor: Node, blackboard: Blackboard) -> int:
# First check if goals are achieved
if is_goals_achieved(actor):
blackboard.set_value("current_action", "idle")
return FAILURE
# Find an item in playerboard that matches goals
var put_slot = -1
for i in range(actor.playerboard.size()):