update bot experimental
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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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