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
+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)