update bot experimental

This commit is contained in:
2025-01-28 16:34:46 +08:00
parent 5a9092adfc
commit f3d720d91d
16 changed files with 272 additions and 375 deletions
+29 -12
View File
@@ -232,11 +232,19 @@ func _on_join_pressed():
func _on_peer_connected(new_peer_id):
if multiplayer.is_server():
await get_tree().create_timer(1).timeout
rpc("add_newly_connected_player_character", new_peer_id)
rpc_id(new_peer_id, "add_previously_connected_player_characters", connected_peer_ids)
# Increase delay to ensure scene is ready
await get_tree().create_timer(1.5).timeout
# Sync full state first
rpc_id(new_peer_id, "sync_game_state", players, bots, game_started, turn_based_mode)
# Then add players in correct order
for peer_id in connected_peer_ids:
rpc_id(new_peer_id, "add_player_character", peer_id)
# Finally add the new player
add_player_character(new_peer_id)
rpc("add_newly_connected_player_character", new_peer_id)
replace_bot_with_player(new_peer_id)
func _on_peer_disconnected(peer_id):
@@ -270,23 +278,32 @@ func add_bot(bot_id):
@rpc("call_local")
func create_bot(bot_id):
# Ensure we're not duplicating bots
if has_node(str(bot_id)):
push_error("Bot already exists: " + str(bot_id))
return
var bot_character = player_scene.instantiate()
bot_character.set_multiplayer_authority(1)
if not bot_character:
push_error("Failed to instantiate bot scene")
return
bot_character.set_multiplayer_authority(1) # Server controls bots
bot_character.name = str(bot_id)
bot_character.is_bot = true # Set bot flag
add_child(bot_character)
# Add to scene tree
call_deferred("add_child", bot_character)
# Add to groups after adding to scene tree
bot_character.add_to_group("Players", true)
bot_character.add_to_group("Bots", true)
# Get behavior tree reference
var behavior_tree = bot_character.get_node_or_null("BehaviorTree")
if behavior_tree:
behavior_tree.enabled = true
behavior_tree.actor = bot_character
if multiplayer.is_server():
bots.append(bot_id)
players.append(bot_id)
# Sync bot status after a short delay to ensure node is ready
await get_tree().create_timer(0.1).timeout
bot_character.rpc("sync_bot_status", true)
func replace_bot_with_player(player_id):
if multiplayer.is_server() and bots.size() > 0:
+88 -44
View File
@@ -36,7 +36,6 @@ var rotation_speed: float = 10.0
rpc("display_message", "It's your turn!")
@export var has_moved_this_turn = false
@onready var main_scene = get_tree().current_scene
var highlighted_cells = []
@@ -44,40 +43,53 @@ func _ready():
name = str(get_multiplayer_authority())
$Name.text = str(name)
enhanced_gridmap = get_node(enhanced_gridmap_path)
if main_scene:
enhanced_gridmap = main_scene.get_node("EnhancedGridMap")
else:
# More robust way to get the main scene
var main_scene = get_tree().get_root().get_node_or_null("Main")
if not main_scene:
push_error("Main scene not found")
if not enhanced_gridmap:
push_error("EnhancedGridMap node not found")
return
enhanced_gridmap.initialize_astar()
enhanced_gridmap.set_diagonal_movement(use_diagonal_movement)
# Ensure proper initialization order
enhanced_gridmap = get_node(enhanced_gridmap_path)
if main_scene:
enhanced_gridmap = main_scene.get_node("EnhancedGridMap")
current_position = find_valid_starting_position()
update_player_position(current_position)
# Initialize behavior tree for bots
var behavior_tree = $BehaviorTree
# Set bot flag if in Bots group
if is_in_group("Bots"):
is_bot = true
if is_in_group("Bots") and behavior_tree:
behavior_tree.enabled = true
behavior_tree.actor = self
# Only process input if not a bot and is authority
set_process_unhandled_input(not is_bot and is_multiplayer_authority())
rpc("sync_bot_status", true)
# Rest of initialization
if enhanced_gridmap:
enhanced_gridmap.initialize_astar()
enhanced_gridmap.set_diagonal_movement(use_diagonal_movement)
current_position = find_valid_starting_position()
update_player_position(current_position)
set_process_unhandled_input(not is_in_group("Bots") and is_multiplayer_authority())
append_random_goals()
playerboard.resize(25)
playerboard.fill(-1)
# Enable behavior tree if bot
@rpc("any_peer", "call_local")
func sync_bot_status(is_bot_status: bool):
is_bot = is_bot_status
if is_bot:
var behavior_tree = $BehaviorTree
add_to_group("Bots", true) # Persistent group addition
var behavior_tree = get_node_or_null("BehaviorTree")
if behavior_tree:
behavior_tree.enabled = true
behavior_tree.actor = self
if not is_multiplayer_authority():
behavior_tree.set_physics_process(false)
behavior_tree.set_process(false)
func _physics_process(_delta):
if is_multiplayer_authority():
@@ -87,7 +99,11 @@ func _unhandled_input(event):
#if is_in_group("Bots"):
#return
var main = get_node("/root/Main/")
# Use get_node_or_null for safer node access
var main = get_tree().get_root().get_node_or_null("Main")
if not main:
return
if not is_multiplayer_authority() or (main.turn_based_mode and (not is_my_turn or is_player_moving)):
return
@@ -102,7 +118,8 @@ func _unhandled_input(event):
func _on_slot_gui_input(event, slot_index, slot_ui) -> int:
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
var main = get_node("/root/Main")
var main = get_tree().get_root().get_node_or_null("Main")
if main.current_action_state == main.ActionState.ARRANGING:
if selected_playerboard_slot == -1:
select_playerboard_slot(slot_index)
@@ -120,8 +137,9 @@ func _on_slot_gui_input(event, slot_index, slot_ui) -> int:
return -1
func handle_grid_click(grid_position: Vector2i):
var main = get_node("/root/Main")
var main = get_tree().get_root().get_node_or_null("Main")
if not main:
push_error("Main node not found")
return
match main.current_action_state:
@@ -210,7 +228,7 @@ func move_player_to_clicked_position(grid_position: Vector2i):
if not is_multiplayer_authority() or is_player_moving or action_points <= 0:
return
var main = get_node("/root/Main")
var main = get_tree().get_root().get_node_or_null("Main")
if not main or main.current_action_state != main.ActionState.MOVING or not grid_position in highlighted_cells:
return
@@ -257,7 +275,7 @@ func start_movement_along_path(path: Array):
enhanced_gridmap.clear_path_visualization()
has_moved_this_turn = path.size() <= movement_range
var main = get_node("/root/Main")
var main = get_tree().get_root().get_node_or_null("Main")
main.set_action_state(main.ActionState.NONE)
if main.turn_based_mode:
@@ -367,7 +385,7 @@ func grab_item(grid_position: Vector2i = current_position) -> bool:
_after_action_completed()
return true
else:
var main = get_node("/root/Main")
var main = get_tree().get_root().get_node_or_null("Main")
if main:
selected_gridmap_position = grid_position
clear_highlights()
@@ -414,14 +432,14 @@ func put_item(grid_position: Vector2i = current_position) -> bool:
clear_playerboard_highlights()
selected_playerboard_slot = -1
var main = get_node("/root/Main")
var main = get_tree().get_root().get_node_or_null("Main")
if main:
main.set_action_state(main.ActionState.NONE)
_after_action_completed()
return true
func handle_put_action():
var main = get_node("/root/Main")
var main = get_tree().get_root().get_node_or_null("Main")
if not main or action_points < 1:
return
@@ -437,7 +455,7 @@ func handle_put_action():
highlighted_cells.append(i)
func handle_playerboard_slot_selected(slot_index: int):
var main = get_node("/root/Main")
var main = get_tree().get_root().get_node_or_null("Main")
if not main:
return
@@ -467,7 +485,7 @@ func handle_playerboard_slot_selected(slot_index: int):
# We also need to add handle_put_slot_selected:
func handle_put_slot_selected(slot_index: int):
var main = get_node("/root/Main")
var main = get_tree().get_root().get_node_or_null("Main")
if not main or main.current_action_state != main.ActionState.PUTTING:
return
@@ -483,7 +501,7 @@ func handle_put_slot_selected(slot_index: int):
#var selected_item = playerboard[slot_index]
#var adjacent_slots = get_adjacent_playerboard_slots(slot_index)
#
#var main = get_node("/root/Main")
#var main = get_tree().get_root().get_node_or_null("Main")
#if not main or not main.playerboard_ui:
#return
#
@@ -528,7 +546,7 @@ func arrange_playerboard_item(slot_index: int):
var selected_item = playerboard[slot_index]
var adjacent_slots = get_adjacent_playerboard_slots(slot_index)
var main = get_node("/root/Main")
var main = get_tree().get_root().get_node_or_null("Main")
if not main or not main.playerboard_ui:
return
@@ -558,7 +576,7 @@ func _on_slot_clicked(event: InputEvent, slot_index: int):
if not event is InputEventMouseButton or not event.pressed or event.button_index != MOUSE_BUTTON_LEFT:
return
var main = get_node("/root/Main")
var main = get_tree().get_root().get_node_or_null("Main")
if not main or main.current_action_state != main.ActionState.ARRANGING:
return
@@ -760,7 +778,7 @@ func highlight_occupied_playerboard_slots():
#if is_in_group("Bots"):
#return
var main = get_node("/root/Main")
var main = get_tree().get_root().get_node_or_null("Main")
if not main or not main.playerboard_ui:
return
@@ -791,7 +809,7 @@ func clear_highlights():
highlighted_cells.clear()
var main = get_node("/root/Main")
var main = get_tree().get_root().get_node_or_null("Main")
if main and main.playerboard_ui:
for i in range(main.playerboard_ui.get_child_count()):
var slot = main.playerboard_ui.get_child(i)
@@ -799,7 +817,7 @@ func clear_highlights():
child.hide()
func clear_playerboard_highlights():
var main = get_node("/root/Main")
var main = get_tree().get_root().get_node_or_null("Main")
if main and main.playerboard_ui:
for i in range(main.playerboard_ui.get_child_count()):
var slot = main.playerboard_ui.get_child(i)
@@ -853,7 +871,7 @@ func can_move_to_target_playerboard_slot() -> bool:
return adjacent_slots.has(targeted_playerboard_slot)
func _update_playerboard_slot_visual(slot_index: int):
var main = get_node("/root/Main")
var main = get_tree().get_root().get_node_or_null("Main")
if not main or not main.playerboard_ui:
return
@@ -867,7 +885,7 @@ func _update_playerboard_slot_visual(slot_index: int):
slot.get_child(2).visible = selected_playerboard_slot != -1 and get_adjacent_playerboard_slots(selected_playerboard_slot).has(slot_index)
func _highlight_adjacent_playerboard_slots():
var main = get_node("/root/Main")
var main = get_tree().get_root().get_node_or_null("Main")
if not main or not main.playerboard_ui:
return
@@ -902,14 +920,34 @@ func sync_playerboard(new_playerboard: Array):
playerboard = new_playerboard
_after_action_completed()
@rpc("any_peer", "call_local")
func sync_behavior_tree(enabled: bool):
var behavior_tree = $BehaviorTree
if behavior_tree:
behavior_tree.enabled = enabled
behavior_tree.actor = self
#behavior_tree.blackboard = blackboard
## Ensure blackboard has required values
#blackboard.set_value("action_points", action_points)
#blackboard.set_value("goals", goals)
#blackboard.set_value("playerboard", playerboard)
func _after_action_completed():
if multiplayer.get_unique_id() == get_multiplayer_authority():
var main = get_node("/root/Main")
var main = get_tree().get_root().get_node_or_null("Main")
if main:
if not main.turn_based_mode and action_points <= 0:
action_points = 2
# Add this condition for bots
if not main.turn_based_mode and (action_points <= 0 or is_bot):
action_points = 20 # For bots in non-turn-based mode, this will keep refreshing
has_performed_action = false
has_moved_this_turn = false
# Update blackboard after action points change
#var blackboard = $Blackboard
#if blackboard:
#blackboard.set_value("action_points", action_points)
main.update_button_states()
main.update_playerboard_ui()
@@ -917,11 +955,17 @@ func consume_action_points(points: int):
if not is_instance_valid(self) or not is_multiplayer_authority():
return
action_points -= points
var main = get_node("/root/Main")
var main = get_tree().get_root().get_node_or_null("Main")
if not main:
return
# Don't consume points for bots in non-turn-based mode
if is_bot and not main.turn_based_mode:
_after_action_completed()
return
action_points -= points
if action_points <= 0:
if main.turn_based_mode:
main.request_end_turn()
+69 -3
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=13 format=3 uid="uid://1dbdbg3q5778"]
[gd_scene load_steps=25 format=3 uid="uid://1dbdbg3q5778"]
[ext_resource type="Script" path="res://scenes/player.gd" id="1_qecr4"]
[ext_resource type="PackedScene" uid="uid://ejeamn0pyey4" path="res://assets/characters/Bob.glb" id="2_3e0d5"]
@@ -8,6 +8,18 @@
[ext_resource type="PackedScene" uid="uid://bmln7v6v5kvxg" path="res://assets/characters/Oldpop.glb" id="5_alfd1"]
[ext_resource type="AnimationLibrary" uid="uid://c3pyopnwibckj" path="res://assets/characters/animations/animation-pack.res" id="6_5oq5w"]
[ext_resource type="Script" path="res://scripts/bot_behavior.gd" id="8_1o2fn"]
[ext_resource type="Script" path="res://addons/beehave/nodes/composites/selector.gd" id="9_jspru"]
[ext_resource type="Script" path="res://addons/beehave/nodes/composites/sequence.gd" id="10_hv4ee"]
[ext_resource type="Script" path="res://scripts/behaviors/conditions/has_ap.gd" id="11_7fhpq"]
[ext_resource type="Script" path="res://scripts/behaviors/actions/do_arrange.gd" id="12_1ppih"]
[ext_resource type="Script" path="res://scripts/behaviors/conditions/can_arrange.gd" id="12_hr248"]
[ext_resource type="Script" path="res://scripts/behaviors/conditions/can_grab.gd" id="13_41jsv"]
[ext_resource type="Script" path="res://scripts/behaviors/actions/do_grab.gd" id="15_5h472"]
[ext_resource type="Script" path="res://scripts/behaviors/conditions/can_put.gd" id="16_ac2sy"]
[ext_resource type="Script" path="res://scripts/behaviors/actions/do_put.gd" id="17_e03nk"]
[ext_resource type="Script" path="res://scripts/behaviors/conditions/should_move.gd" id="18_2ghcp"]
[ext_resource type="Script" path="res://scripts/behaviors/actions/do_move.gd" id="19_dl4fn"]
[ext_resource type="Script" path="res://scripts/bot_blackboard.gd" id="20_24ja6"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_xqgey"]
albedo_color = Color(0.85, 0.085, 0.238, 1)
@@ -87,7 +99,61 @@ autowrap_mode = 3
justification_flags = 171
width = 700.0
[node name="BehaviorTree" type="Node" parent="."]
[node name="Blackboard" type="Node" parent="."]
script = ExtResource("20_24ja6")
[node name="BehaviorTree" type="Node" parent="." node_paths=PackedStringArray("blackboard")]
script = ExtResource("8_1o2fn")
tick_rate = 60
actor_node_path = NodePath("\"..\"")
blackboard = NodePath("../Blackboard")
[node name="Selector" type="Node" parent="BehaviorTree"]
script = ExtResource("9_jspru")
[node name="GrabSequence" type="Node" parent="BehaviorTree/Selector"]
script = ExtResource("10_hv4ee")
[node name="HasAP" type="Node" parent="BehaviorTree/Selector/GrabSequence"]
script = ExtResource("11_7fhpq")
[node name="CanGrab" type="Node" parent="BehaviorTree/Selector/GrabSequence"]
script = ExtResource("13_41jsv")
[node name="DoGrab" type="Node" parent="BehaviorTree/Selector/GrabSequence"]
script = ExtResource("15_5h472")
[node name="MoveSequence" type="Node" parent="BehaviorTree/Selector"]
script = ExtResource("10_hv4ee")
[node name="HasAP" type="Node" parent="BehaviorTree/Selector/MoveSequence"]
script = ExtResource("11_7fhpq")
[node name="ShouldMove" type="Node" parent="BehaviorTree/Selector/MoveSequence"]
script = ExtResource("18_2ghcp")
[node name="DoMove" type="Node" parent="BehaviorTree/Selector/MoveSequence"]
script = ExtResource("19_dl4fn")
[node name="PutSequence" type="Node" parent="BehaviorTree/Selector"]
script = ExtResource("10_hv4ee")
[node name="HasAP" type="Node" parent="BehaviorTree/Selector/PutSequence"]
script = ExtResource("11_7fhpq")
[node name="CanPut" type="Node" parent="BehaviorTree/Selector/PutSequence"]
script = ExtResource("16_ac2sy")
[node name="DoPut" type="Node" parent="BehaviorTree/Selector/PutSequence"]
script = ExtResource("17_e03nk")
[node name="ArrangeSequence" type="Node" parent="BehaviorTree/Selector"]
script = ExtResource("10_hv4ee")
[node name="HasEnoughAP" type="Node" parent="BehaviorTree/Selector/ArrangeSequence"]
script = ExtResource("11_7fhpq")
[node name="CanArrange" type="Node" parent="BehaviorTree/Selector/ArrangeSequence"]
script = ExtResource("12_hr248")
[node name="DoArrange" type="Node" parent="BehaviorTree/Selector/ArrangeSequence"]
script = ExtResource("12_1ppih")
+14 -32
View File
@@ -1,6 +1,7 @@
extends ActionLeaf
func tick(actor: Node, blackboard: Blackboard) -> int:
# Get target from blackboard
var target_pos = blackboard.get_value("move_target")
if not target_pos:
return FAILURE
@@ -8,37 +9,18 @@ func tick(actor: Node, blackboard: Blackboard) -> int:
if actor.action_points <= 0:
return FAILURE
# Verify target is still valid
if not actor.is_within_movement_range(target_pos):
return FAILURE
if actor.is_position_occupied(target_pos):
return FAILURE
var cell_item = actor.enhanced_gridmap.get_cell_item(Vector3i(target_pos.x, 0, target_pos.y))
if cell_item == -1 or cell_item in actor.enhanced_gridmap.non_walkable_items:
return FAILURE
# Move to position
actor.rotate_towards_target(target_pos)
var path = actor.enhanced_gridmap.find_path(Vector2(actor.current_position), Vector2(target_pos))
if path.size() <= 1:
return FAILURE
# Verify path is clear
var valid_path = true
for point in path.slice(1):
if actor.is_position_occupied(Vector2i(point.x, point.y)):
valid_path = false
break
if valid_path:
# Execute movement
if actor.is_within_movement_range(target_pos):
if actor.is_multiplayer_authority():
path.pop_front()
actor.rpc("start_movement_along_path", path)
actor.action_points -= 1
actor.clear_highlights()
return SUCCESS
var path = actor.enhanced_gridmap.find_path(
Vector2(actor.current_position),
Vector2(target_pos)
)
if path.size() > 1:
path.pop_front()
actor.rpc("start_movement_along_path", path)
actor.action_points -= 1
blackboard.set_value("current_action", "moving")
return SUCCESS
return FAILURE
-11
View File
@@ -1,11 +0,0 @@
class_name GrabAction extends ActionLeaf
func tick(actor: Node, blackboard: Blackboard) -> int:
var grab_position = blackboard.get_value("grab_position")
if not grab_position:
return FAILURE
if actor.grab_item(grab_position):
return SUCCESS
return FAILURE
-5
View File
@@ -1,5 +0,0 @@
extends SequenceComposite
func _ready():
add_child(ArrangeCondition.new())
add_child(ArrangeAction.new())
@@ -1,22 +0,0 @@
class_name ArrangeAction extends ActionLeaf
func tick(actor: Node, blackboard: Blackboard) -> int:
var source_slot = blackboard.get_value("source_slot", -1)
var target_slot = blackboard.get_value("target_slot", -1)
if source_slot == -1 or target_slot == -1:
return FAILURE
if actor.action_points < 2:
return FAILURE
var selected_item = actor.playerboard[source_slot]
actor.playerboard[target_slot] = selected_item
actor.playerboard[source_slot] = -1
if actor.is_multiplayer_authority():
actor.rpc("sync_playerboard", actor.playerboard)
actor.action_points -= 2
actor.has_performed_action = true
return SUCCESS
@@ -1,18 +0,0 @@
class_name ArrangeCondition extends ConditionLeaf
func tick(actor: Node, blackboard: Blackboard) -> int:
# Check we have enough action points
if actor.action_points < 2:
return FAILURE
# Check for items that can be arranged
for i in range(actor.playerboard.size()):
if actor.playerboard[i] != -1:
var neighbors = actor.get_adjacent_playerboard_slots(i)
for adj_slot in neighbors:
if actor.playerboard[adj_slot] == -1 and actor.playerboard[i] in actor.goals:
blackboard.set_value("source_slot", i)
blackboard.set_value("target_slot", adj_slot)
return SUCCESS
return FAILURE
@@ -1,21 +0,0 @@
class_name GrabCondition extends ConditionLeaf
func tick(actor: Node, blackboard: Blackboard) -> int:
if actor.action_points < 1 or actor.playerboard_is_full():
return FAILURE
# Check current position first
var current_cell = Vector3i(actor.current_position.x, 1, actor.current_position.y)
if actor.enhanced_gridmap.get_cell_item(current_cell) in actor.goals:
blackboard.set_value("grab_position", actor.current_position)
return SUCCESS
# Check adjacent cells
var neighbors = actor.enhanced_gridmap.get_neighbors(actor.current_position, 1)
for neighbor in neighbors:
var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y)
if actor.enhanced_gridmap.get_cell_item(cell) in actor.goals:
blackboard.set_value("grab_position", neighbor.position)
return SUCCESS
return FAILURE
+12
View File
@@ -1,6 +1,18 @@
extends ConditionLeaf
func tick(actor: Node, blackboard: Blackboard) -> int:
var main = get_tree().get_root().get_node_or_null("Main")
if not main:
return FAILURE
# Always return SUCCESS for bots in non-turn-based mode
if actor.is_bot and not main.turn_based_mode:
return SUCCESS
# Update action points in blackboard
blackboard.set_value("action_points", actor.action_points)
# Check if we have enough AP
if actor.action_points >= 1:
return SUCCESS
return FAILURE
+20 -78
View File
@@ -1,85 +1,27 @@
extends ConditionLeaf
func tick(actor: Node, blackboard: Blackboard) -> int:
if actor.action_points <= 0:
return FAILURE
var target_pos = find_best_move_position(actor)
if target_pos == Vector2i(-1, -1):
return FAILURE
blackboard.set_value("move_target", target_pos)
return SUCCESS
# Find a valid movement target
var target_pos = find_valid_target(actor)
if target_pos:
# Store target in blackboard
blackboard.set_value("move_target", target_pos)
return SUCCESS
return FAILURE
func find_best_move_position(actor: Node) -> Vector2i:
# First priority: Move towards items that match our goals
var closest_goal_item = find_closest_goal_item(actor)
if closest_goal_item != Vector2i(-1, -1):
return get_position_towards(actor, closest_goal_item)
# Second priority: Move towards empty cells if we have items
if actor.has_items_in_playerboard():
var empty_pos = find_closest_empty_cell(actor)
if empty_pos != Vector2i(-1, -1):
return get_position_towards(actor, empty_pos)
func find_valid_target(actor: Node) -> Vector2i:
# Get random position in range
var valid_positions = []
# Last resort: Random valid move
return actor.find_random_valid_position_in_range()
func find_closest_goal_item(actor: Node) -> Vector2i:
var min_distance = 999999
var closest_pos = Vector2i(-1, -1)
for x in range(actor.enhanced_gridmap.columns):
for z in range(actor.enhanced_gridmap.rows):
var cell = Vector3i(x, 1, z)
var item = actor.enhanced_gridmap.get_cell_item(cell)
if item in actor.goals:
var dist = actor.current_position.distance_squared_to(Vector2i(x, z))
if dist < min_distance:
min_distance = dist
closest_pos = Vector2i(x, z)
return closest_pos
func find_closest_empty_cell(actor: Node) -> Vector2i:
var min_distance = 999999
var closest_pos = Vector2i(-1, -1)
for x in range(actor.enhanced_gridmap.columns):
for z in range(actor.enhanced_gridmap.rows):
var cell = Vector3i(x, 1, z)
if actor.enhanced_gridmap.get_cell_item(cell) == -1:
var dist = actor.current_position.distance_squared_to(Vector2i(x, z))
if dist < min_distance:
min_distance = dist
closest_pos = Vector2i(x, z)
return closest_pos
func get_position_towards(actor: Node, target: Vector2i) -> Vector2i:
# Find a valid position within movement range that's closest to target
var best_pos = Vector2i(-1, -1)
var min_distance = 999999
for x in range(actor.current_position.x - actor.movement_range,
actor.current_position.x + actor.movement_range + 1):
for z in range(actor.current_position.y - actor.movement_range,
actor.current_position.y + actor.movement_range + 1):
for x in range(max(0, actor.current_position.x - actor.movement_range),
min(actor.enhanced_gridmap.columns, actor.current_position.x + actor.movement_range + 1)):
for z in range(max(0, actor.current_position.y - actor.movement_range),
min(actor.enhanced_gridmap.rows, actor.current_position.y + actor.movement_range + 1)):
var pos = Vector2i(x, z)
if not actor.is_within_movement_range(pos):
continue
if actor.is_position_occupied(pos):
continue
var cell_item = actor.enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
if cell_item == -1 or cell_item in actor.enhanced_gridmap.non_walkable_items:
continue
var dist = pos.distance_squared_to(target)
if dist < min_distance:
min_distance = dist
best_pos = pos
if pos != actor.current_position and actor.is_within_movement_range(pos):
if not actor.is_position_occupied(pos):
valid_positions.append(pos)
return best_pos
if valid_positions.size() > 0:
return valid_positions[randi() % valid_positions.size()]
return Vector2i(-1, -1)
@@ -1,5 +0,0 @@
class_name GrabSequence extends SequenceComposite
func _ready():
add_child(GrabCondition.new())
add_child(GrabAction.new())
@@ -1,5 +0,0 @@
class_name MoveSequence extends SequenceComposite
func _ready():
add_child(MoveCondition.new())
add_child(MoveAction.new())
@@ -1,5 +0,0 @@
class_name PutSequence extends SequenceComposite
func _ready():
add_child(PutCondition.new())
add_child(PutAction.new())
+13 -114
View File
@@ -1,125 +1,24 @@
@tool
extends BeehaveTree
# In bot_behavior.gd
func _ready():
if Engine.is_editor_hint():
return
# Get parent node safely
var parent = get_parent()
if not parent:
push_error("BehaviorTree: No parent node found")
return
# Only setup for bots
if not get_parent().is_in_group("Bots"):
if not parent.is_in_group("Bots"):
queue_free() # Remove tree if not a bot
return
# Set this tree's actor
actor = get_parent()
actor = parent
# Wait a frame to ensure all nodes are ready
await get_tree().process_frame
enabled = true
# Create root selector
var selector = SelectorComposite.new()
add_child(selector)
# Add sequences
selector.add_child(create_arrange_sequence())
selector.add_child(create_grab_sequence())
selector.add_child(create_put_sequence())
selector.add_child(create_move_sequence())
func create_arrange_sequence() -> SequenceComposite:
var sequence = SequenceComposite.new()
sequence.name = "ArrangeSequence"
# Has enough action points?
var check_ap = ConditionLeaf.new()
check_ap.name = "HasEnoughAP"
check_ap.set_script(preload("res://scripts/behaviors/conditions/has_ap.gd"))
# Can arrange items?
var can_arrange = ConditionLeaf.new()
can_arrange.name = "CanArrange"
can_arrange.set_script(preload("res://scripts/behaviors/conditions/can_arrange.gd"))
# Do arrange action
var do_arrange = ActionLeaf.new()
do_arrange.name = "DoArrange"
do_arrange.set_script(preload("res://scripts/behaviors/actions/do_arrange.gd"))
sequence.add_child(check_ap)
sequence.add_child(can_arrange)
sequence.add_child(do_arrange)
return sequence
func create_grab_sequence() -> SequenceComposite:
var sequence = SequenceComposite.new()
sequence.name = "GrabSequence"
# Has enough action points?
var check_ap = ConditionLeaf.new()
check_ap.name = "HasAP"
check_ap.set_script(preload("res://scripts/behaviors/conditions/has_ap.gd"))
# Can grab item?
var can_grab = ConditionLeaf.new()
can_grab.name = "CanGrab"
can_grab.set_script(preload("res://scripts/behaviors/conditions/can_grab.gd"))
# Do grab action
var do_grab = ActionLeaf.new()
do_grab.name = "DoGrab"
do_grab.set_script(preload("res://scripts/behaviors/actions/do_grab.gd"))
sequence.add_child(check_ap)
sequence.add_child(can_grab)
sequence.add_child(do_grab)
return sequence
func create_put_sequence() -> SequenceComposite:
var sequence = SequenceComposite.new()
sequence.name = "PutSequence"
# Has enough action points?
var check_ap = ConditionLeaf.new()
check_ap.name = "HasAP"
check_ap.set_script(preload("res://scripts/behaviors/conditions/has_ap.gd"))
# Can put item?
var can_put = ConditionLeaf.new()
can_put.name = "CanPut"
can_put.set_script(preload("res://scripts/behaviors/conditions/can_put.gd"))
# Do put action
var do_put = ActionLeaf.new()
do_put.name = "DoPut"
do_put.set_script(preload("res://scripts/behaviors/actions/do_put.gd"))
sequence.add_child(check_ap)
sequence.add_child(can_put)
sequence.add_child(do_put)
return sequence
func create_move_sequence() -> SequenceComposite:
var sequence = SequenceComposite.new()
sequence.name = "MoveSequence"
# Has enough action points?
var check_ap = ConditionLeaf.new()
check_ap.name = "HasAP"
check_ap.set_script(preload("res://scripts/behaviors/conditions/has_ap.gd"))
# Should move?
var should_move = ConditionLeaf.new()
should_move.name = "ShouldMove"
should_move.set_script(preload("res://scripts/behaviors/conditions/should_move.gd"))
# Do move action
var do_move = ActionLeaf.new()
do_move.name = "DoMove"
do_move.set_script(preload("res://scripts/behaviors/actions/do_move.gd"))
sequence.add_child(check_ap)
sequence.add_child(should_move)
sequence.add_child(do_move)
return sequence
+27
View File
@@ -0,0 +1,27 @@
@tool
extends Blackboard
# Default values when initializing blackboard
var default_data = {
"move_target": null, # Vector2i for movement target
"can_arrange": false, # Whether bot can arrange items
"can_grab": false, # Whether bot can grab items
"can_put": false, # Whether bot can put items
"should_move": false, # Whether bot should move
"action_points": 0, # Current action points
"current_action": "", # Current action being performed
"item_to_grab": null, # Item to grab
"grab_position": null, # Position to grab from
"put_position": null, # Position to put item
"arrange_from": -1, # Slot to arrange from
"arrange_to": -1 # Slot to arrange to
}
func _ready():
if Engine.is_editor_hint():
return
# Initialize with default values
for key in default_data:
if not has_value(key):
set_value(key, default_data[key])