update bot experimental
This commit is contained in:
@@ -1,6 +1,7 @@
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extends ActionLeaf
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func tick(actor: Node, blackboard: Blackboard) -> int:
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# Get target from blackboard
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var target_pos = blackboard.get_value("move_target")
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if not target_pos:
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return FAILURE
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@@ -8,37 +9,18 @@ func tick(actor: Node, blackboard: Blackboard) -> int:
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if actor.action_points <= 0:
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return FAILURE
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# Verify target is still valid
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if not actor.is_within_movement_range(target_pos):
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return FAILURE
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if actor.is_position_occupied(target_pos):
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return FAILURE
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var cell_item = actor.enhanced_gridmap.get_cell_item(Vector3i(target_pos.x, 0, target_pos.y))
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if cell_item == -1 or cell_item in actor.enhanced_gridmap.non_walkable_items:
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return FAILURE
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# Move to position
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actor.rotate_towards_target(target_pos)
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var path = actor.enhanced_gridmap.find_path(Vector2(actor.current_position), Vector2(target_pos))
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if path.size() <= 1:
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return FAILURE
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# Verify path is clear
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var valid_path = true
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for point in path.slice(1):
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if actor.is_position_occupied(Vector2i(point.x, point.y)):
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valid_path = false
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break
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if valid_path:
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# Execute movement
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if actor.is_within_movement_range(target_pos):
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if actor.is_multiplayer_authority():
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path.pop_front()
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actor.rpc("start_movement_along_path", path)
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actor.action_points -= 1
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actor.clear_highlights()
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return SUCCESS
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var path = actor.enhanced_gridmap.find_path(
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Vector2(actor.current_position),
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Vector2(target_pos)
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)
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if path.size() > 1:
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path.pop_front()
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actor.rpc("start_movement_along_path", path)
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actor.action_points -= 1
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blackboard.set_value("current_action", "moving")
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return SUCCESS
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return FAILURE
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@@ -1,11 +0,0 @@
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class_name GrabAction extends ActionLeaf
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func tick(actor: Node, blackboard: Blackboard) -> int:
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var grab_position = blackboard.get_value("grab_position")
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if not grab_position:
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return FAILURE
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if actor.grab_item(grab_position):
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return SUCCESS
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return FAILURE
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@@ -1,5 +0,0 @@
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extends SequenceComposite
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func _ready():
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add_child(ArrangeCondition.new())
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add_child(ArrangeAction.new())
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@@ -1,22 +0,0 @@
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class_name ArrangeAction extends ActionLeaf
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func tick(actor: Node, blackboard: Blackboard) -> int:
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var source_slot = blackboard.get_value("source_slot", -1)
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var target_slot = blackboard.get_value("target_slot", -1)
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if source_slot == -1 or target_slot == -1:
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return FAILURE
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if actor.action_points < 2:
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return FAILURE
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var selected_item = actor.playerboard[source_slot]
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actor.playerboard[target_slot] = selected_item
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actor.playerboard[source_slot] = -1
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if actor.is_multiplayer_authority():
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actor.rpc("sync_playerboard", actor.playerboard)
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actor.action_points -= 2
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actor.has_performed_action = true
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return SUCCESS
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@@ -1,18 +0,0 @@
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class_name ArrangeCondition extends ConditionLeaf
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func tick(actor: Node, blackboard: Blackboard) -> int:
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# Check we have enough action points
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if actor.action_points < 2:
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return FAILURE
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# Check for items that can be arranged
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for i in range(actor.playerboard.size()):
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if actor.playerboard[i] != -1:
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var neighbors = actor.get_adjacent_playerboard_slots(i)
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for adj_slot in neighbors:
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if actor.playerboard[adj_slot] == -1 and actor.playerboard[i] in actor.goals:
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blackboard.set_value("source_slot", i)
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blackboard.set_value("target_slot", adj_slot)
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return SUCCESS
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return FAILURE
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@@ -1,21 +0,0 @@
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class_name GrabCondition extends ConditionLeaf
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func tick(actor: Node, blackboard: Blackboard) -> int:
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if actor.action_points < 1 or actor.playerboard_is_full():
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return FAILURE
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# Check current position first
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var current_cell = Vector3i(actor.current_position.x, 1, actor.current_position.y)
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if actor.enhanced_gridmap.get_cell_item(current_cell) in actor.goals:
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blackboard.set_value("grab_position", actor.current_position)
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return SUCCESS
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# Check adjacent cells
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var neighbors = actor.enhanced_gridmap.get_neighbors(actor.current_position, 1)
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for neighbor in neighbors:
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var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y)
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if actor.enhanced_gridmap.get_cell_item(cell) in actor.goals:
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blackboard.set_value("grab_position", neighbor.position)
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return SUCCESS
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return FAILURE
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@@ -1,6 +1,18 @@
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extends ConditionLeaf
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func tick(actor: Node, blackboard: Blackboard) -> int:
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var main = get_tree().get_root().get_node_or_null("Main")
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if not main:
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return FAILURE
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# Always return SUCCESS for bots in non-turn-based mode
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if actor.is_bot and not main.turn_based_mode:
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return SUCCESS
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# Update action points in blackboard
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blackboard.set_value("action_points", actor.action_points)
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# Check if we have enough AP
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if actor.action_points >= 1:
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return SUCCESS
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return FAILURE
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@@ -1,85 +1,27 @@
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extends ConditionLeaf
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func tick(actor: Node, blackboard: Blackboard) -> int:
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if actor.action_points <= 0:
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return FAILURE
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var target_pos = find_best_move_position(actor)
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if target_pos == Vector2i(-1, -1):
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return FAILURE
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blackboard.set_value("move_target", target_pos)
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return SUCCESS
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# Find a valid movement target
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var target_pos = find_valid_target(actor)
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if target_pos:
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# Store target in blackboard
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blackboard.set_value("move_target", target_pos)
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return SUCCESS
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return FAILURE
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func find_best_move_position(actor: Node) -> Vector2i:
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# First priority: Move towards items that match our goals
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var closest_goal_item = find_closest_goal_item(actor)
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if closest_goal_item != Vector2i(-1, -1):
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return get_position_towards(actor, closest_goal_item)
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# Second priority: Move towards empty cells if we have items
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if actor.has_items_in_playerboard():
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var empty_pos = find_closest_empty_cell(actor)
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if empty_pos != Vector2i(-1, -1):
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return get_position_towards(actor, empty_pos)
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func find_valid_target(actor: Node) -> Vector2i:
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# Get random position in range
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var valid_positions = []
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# Last resort: Random valid move
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return actor.find_random_valid_position_in_range()
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func find_closest_goal_item(actor: Node) -> Vector2i:
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var min_distance = 999999
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var closest_pos = Vector2i(-1, -1)
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for x in range(actor.enhanced_gridmap.columns):
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for z in range(actor.enhanced_gridmap.rows):
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var cell = Vector3i(x, 1, z)
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var item = actor.enhanced_gridmap.get_cell_item(cell)
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if item in actor.goals:
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var dist = actor.current_position.distance_squared_to(Vector2i(x, z))
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if dist < min_distance:
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min_distance = dist
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closest_pos = Vector2i(x, z)
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return closest_pos
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func find_closest_empty_cell(actor: Node) -> Vector2i:
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var min_distance = 999999
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var closest_pos = Vector2i(-1, -1)
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for x in range(actor.enhanced_gridmap.columns):
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for z in range(actor.enhanced_gridmap.rows):
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var cell = Vector3i(x, 1, z)
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if actor.enhanced_gridmap.get_cell_item(cell) == -1:
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var dist = actor.current_position.distance_squared_to(Vector2i(x, z))
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if dist < min_distance:
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min_distance = dist
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closest_pos = Vector2i(x, z)
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return closest_pos
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func get_position_towards(actor: Node, target: Vector2i) -> Vector2i:
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# Find a valid position within movement range that's closest to target
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var best_pos = Vector2i(-1, -1)
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var min_distance = 999999
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for x in range(actor.current_position.x - actor.movement_range,
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actor.current_position.x + actor.movement_range + 1):
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for z in range(actor.current_position.y - actor.movement_range,
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actor.current_position.y + actor.movement_range + 1):
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for x in range(max(0, actor.current_position.x - actor.movement_range),
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min(actor.enhanced_gridmap.columns, actor.current_position.x + actor.movement_range + 1)):
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for z in range(max(0, actor.current_position.y - actor.movement_range),
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min(actor.enhanced_gridmap.rows, actor.current_position.y + actor.movement_range + 1)):
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var pos = Vector2i(x, z)
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if not actor.is_within_movement_range(pos):
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continue
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if actor.is_position_occupied(pos):
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continue
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var cell_item = actor.enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
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if cell_item == -1 or cell_item in actor.enhanced_gridmap.non_walkable_items:
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continue
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var dist = pos.distance_squared_to(target)
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if dist < min_distance:
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min_distance = dist
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best_pos = pos
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if pos != actor.current_position and actor.is_within_movement_range(pos):
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if not actor.is_position_occupied(pos):
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valid_positions.append(pos)
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return best_pos
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if valid_positions.size() > 0:
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return valid_positions[randi() % valid_positions.size()]
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return Vector2i(-1, -1)
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@@ -1,5 +0,0 @@
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class_name GrabSequence extends SequenceComposite
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func _ready():
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add_child(GrabCondition.new())
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add_child(GrabAction.new())
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@@ -1,5 +0,0 @@
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class_name MoveSequence extends SequenceComposite
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func _ready():
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add_child(MoveCondition.new())
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add_child(MoveAction.new())
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@@ -1,5 +0,0 @@
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class_name PutSequence extends SequenceComposite
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func _ready():
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add_child(PutCondition.new())
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add_child(PutAction.new())
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+13
-114
@@ -1,125 +1,24 @@
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@tool
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extends BeehaveTree
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# In bot_behavior.gd
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func _ready():
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if Engine.is_editor_hint():
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return
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# Get parent node safely
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var parent = get_parent()
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if not parent:
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push_error("BehaviorTree: No parent node found")
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return
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# Only setup for bots
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if not get_parent().is_in_group("Bots"):
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if not parent.is_in_group("Bots"):
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queue_free() # Remove tree if not a bot
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return
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# Set this tree's actor
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actor = get_parent()
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actor = parent
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# Wait a frame to ensure all nodes are ready
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await get_tree().process_frame
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enabled = true
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# Create root selector
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var selector = SelectorComposite.new()
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add_child(selector)
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# Add sequences
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selector.add_child(create_arrange_sequence())
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selector.add_child(create_grab_sequence())
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selector.add_child(create_put_sequence())
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selector.add_child(create_move_sequence())
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func create_arrange_sequence() -> SequenceComposite:
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var sequence = SequenceComposite.new()
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sequence.name = "ArrangeSequence"
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# Has enough action points?
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var check_ap = ConditionLeaf.new()
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check_ap.name = "HasEnoughAP"
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check_ap.set_script(preload("res://scripts/behaviors/conditions/has_ap.gd"))
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# Can arrange items?
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var can_arrange = ConditionLeaf.new()
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can_arrange.name = "CanArrange"
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can_arrange.set_script(preload("res://scripts/behaviors/conditions/can_arrange.gd"))
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# Do arrange action
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var do_arrange = ActionLeaf.new()
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do_arrange.name = "DoArrange"
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do_arrange.set_script(preload("res://scripts/behaviors/actions/do_arrange.gd"))
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sequence.add_child(check_ap)
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sequence.add_child(can_arrange)
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sequence.add_child(do_arrange)
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return sequence
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func create_grab_sequence() -> SequenceComposite:
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var sequence = SequenceComposite.new()
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sequence.name = "GrabSequence"
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# Has enough action points?
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var check_ap = ConditionLeaf.new()
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check_ap.name = "HasAP"
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check_ap.set_script(preload("res://scripts/behaviors/conditions/has_ap.gd"))
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# Can grab item?
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var can_grab = ConditionLeaf.new()
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can_grab.name = "CanGrab"
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can_grab.set_script(preload("res://scripts/behaviors/conditions/can_grab.gd"))
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# Do grab action
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var do_grab = ActionLeaf.new()
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do_grab.name = "DoGrab"
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do_grab.set_script(preload("res://scripts/behaviors/actions/do_grab.gd"))
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sequence.add_child(check_ap)
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sequence.add_child(can_grab)
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sequence.add_child(do_grab)
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return sequence
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func create_put_sequence() -> SequenceComposite:
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var sequence = SequenceComposite.new()
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sequence.name = "PutSequence"
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# Has enough action points?
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var check_ap = ConditionLeaf.new()
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check_ap.name = "HasAP"
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check_ap.set_script(preload("res://scripts/behaviors/conditions/has_ap.gd"))
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# Can put item?
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var can_put = ConditionLeaf.new()
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can_put.name = "CanPut"
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can_put.set_script(preload("res://scripts/behaviors/conditions/can_put.gd"))
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# Do put action
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var do_put = ActionLeaf.new()
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do_put.name = "DoPut"
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do_put.set_script(preload("res://scripts/behaviors/actions/do_put.gd"))
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sequence.add_child(check_ap)
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sequence.add_child(can_put)
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sequence.add_child(do_put)
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return sequence
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func create_move_sequence() -> SequenceComposite:
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var sequence = SequenceComposite.new()
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sequence.name = "MoveSequence"
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# Has enough action points?
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var check_ap = ConditionLeaf.new()
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check_ap.name = "HasAP"
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check_ap.set_script(preload("res://scripts/behaviors/conditions/has_ap.gd"))
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# Should move?
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var should_move = ConditionLeaf.new()
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should_move.name = "ShouldMove"
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should_move.set_script(preload("res://scripts/behaviors/conditions/should_move.gd"))
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# Do move action
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var do_move = ActionLeaf.new()
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do_move.name = "DoMove"
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do_move.set_script(preload("res://scripts/behaviors/actions/do_move.gd"))
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sequence.add_child(check_ap)
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sequence.add_child(should_move)
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sequence.add_child(do_move)
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return sequence
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@@ -0,0 +1,27 @@
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@tool
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extends Blackboard
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# Default values when initializing blackboard
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var default_data = {
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"move_target": null, # Vector2i for movement target
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"can_arrange": false, # Whether bot can arrange items
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"can_grab": false, # Whether bot can grab items
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"can_put": false, # Whether bot can put items
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"should_move": false, # Whether bot should move
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"action_points": 0, # Current action points
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"current_action": "", # Current action being performed
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"item_to_grab": null, # Item to grab
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"grab_position": null, # Position to grab from
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"put_position": null, # Position to put item
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"arrange_from": -1, # Slot to arrange from
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"arrange_to": -1 # Slot to arrange to
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}
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func _ready():
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if Engine.is_editor_hint():
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return
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# Initialize with default values
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for key in default_data:
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if not has_value(key):
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set_value(key, default_data[key])
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Reference in New Issue
Block a user