extends Node class_name BotController # BotController - Standalone modular bot AI system (no Beehave dependency) # Handles all bot decision-making: movement, grabbing, putting, arranging, and sabotage # Configuration @export var tick_rate: int = 12 # Ticks between AI updates (in frames) @export var action_delay: float = 0.15 # Delay between actions # References var actor: Node3D # The player character this controller is attached to var enhanced_gridmap: Node var strategic_planner: RefCounted # State tracking var _tick_counter: int = 0 var _is_processing_action: bool = false var _current_action: String = "idle" var _stuck_timer: float = 0.0 var rng = RandomNumberGenerator.new() # Tile constants const GOAL_TILES = [7, 8, 9, 10] const HOLO_TILES = [11, 12, 13, 14] func _ready(): # print("[BotController] _ready called for parent: ", get_parent().name) if Engine.is_editor_hint(): return # Desync bots by randomizing their tick counter start rng.seed = name.hash() _tick_counter = rng.randi() % tick_rate # Mobile Optimization: Throttling if OS.has_feature("mobile") or OS.has_feature("android") or OS.has_feature("ios"): tick_rate = int(tick_rate * 1.5) # 50% slower updates on mobile print("[BotController] Mobile detected! Throttling tick rate to: ", tick_rate) # Get parent (should be player character) actor = get_parent() # ... (rest of _ready) ... if not actor: push_error("[BotController] No parent node found") queue_free() return # Only run for bots if not actor.is_in_group("Bots") and not actor.get("is_bot"): queue_free() return # Wait for actor to be fully ready (player._ready awaits 0.5s then creates managers) await get_tree().create_timer(1.5).timeout enhanced_gridmap = actor.enhanced_gridmap if not enhanced_gridmap: push_error("[BotController] EnhancedGridMap not found for " + actor.name) return # Initialize strategic planner var BotStrategicPlanner = load("res://scripts/bot_strategic_planner.gd") strategic_planner = BotStrategicPlanner.new(actor, enhanced_gridmap) # Disable input processing for bots actor.set_process_input(false) actor.set_process_unhandled_input(false) print("[BotController] SUCCESFULLY STARTED for bot: %s (Authority: %s)" % [actor.name, actor.get_multiplayer_authority()]) func _exit_tree(): # Ensure explicit cleanup to assist RefCounted cycle breaking strategic_planner = null actor = null enhanced_gridmap = null func _physics_process(delta): if not is_instance_valid(actor) or not strategic_planner: return # Only run on server/authority (Authority 1) if not multiplayer.is_server(): return # STUCK PREVENTION if actor.is_player_moving: _stuck_timer += delta if _stuck_timer > 2.0: print("[BotController] %s stuck in moving state! Force resetting." % actor.name) actor.is_player_moving = false _stuck_timer = 0.0 return else: _stuck_timer = 0.0 # Rate limiting _tick_counter += 1 if _tick_counter < tick_rate: return _tick_counter = 0 # Don't process if already doing something if _is_processing_action: return # Run AI decision loop # print("[BotController] Running AI Tick for ", actor.name) _run_ai_tick() func _run_ai_tick(): """Main AI decision loop - replaces Beehave behavior tree.""" if not is_instance_valid(actor) or _is_processing_action: return # Don't make new decisions while moving if actor.is_player_moving: return print("[BotController] AI Tick: evaluating priorities...") # Evaluate board status var board_fullness = _get_board_fullness_ratio() var full_board_priority_mode = board_fullness > 0.6 # PRIORITY OVERRIDE: If board is getting full, prioritize clearing space! if full_board_priority_mode: print("[BotController] Board fullness %.2f > 0.6! Prioritizing PUT." % board_fullness) if await _try_put(true): # Pass true to indicate high priority/panic check print("[BotController] Action Taken: Put (Priority)") return # Priority 0: Attack Mode (Aggressive Chase) if actor.get("is_attack_mode"): print("[BotController] Attack Mode Active! Hunting targets...") if await _try_attack_chase(): print("[BotController] Action Taken: Attack Pursuit") return # Priority 1: Use power-up sabotage if conditions are met if await _try_use_powerup(): print("[BotController] Action Taken: PowerUp") return # Priority 2: Grab tiles (goal tiles or holo tiles) # ONLY if not in critical full mode (unless it's a critical needed tile?) # Refined: If > 80% full, disable grabbing completely unless strict conditions met inner function if await _try_grab(): print("[BotController] Action Taken: Grab") return # Priority 3: Move toward needed tiles if await _try_move(): print("[BotController] Action Taken: Move") return # Priority 4: Put tiles back on grid (Standard priority) if not full_board_priority_mode: if await _try_put(): print("[BotController] Action Taken: Put") return # Priority 5: Arrange playerboard if await _try_arrange(): print("[BotController] Action Taken: Arrange") return print("[BotController] %s - No action taken (Idle). AP: %d, GoalsAchieved: %s" % [actor.name, actor.action_points, _is_goals_achieved()]) # STALL PREVENTION: If we have AP but couldn't do anything, we are stuck. # Skip turn to prevent game freeze in turn-based mode. if TurnManager.turn_based_mode and actor.action_points > 0: print("[BotController] %s is STUCK with AP %d! Skipping turn to proceed flow." % [actor.name, actor.action_points]) actor.consume_action_points(actor.action_points) # ============================================================================= # Power-Up / Sabotage # ============================================================================= func _try_use_powerup() -> bool: """Check and execute power-up sabotage.""" var powerup_manager = actor.get_node_or_null("PowerUpManager") if not powerup_manager or not powerup_manager.can_use_special(): return false # PREVENT LOOP: If already in Attack Mode, do not try to use it again if actor.get("is_attack_mode"): return false # Evaluate sabotage opportunity var eval = strategic_planner.evaluate_sabotage_opportunity() if not eval.should_sabotage: return false # Execute sabotage _is_processing_action = true _current_action = "sabotaging" # 50/50 Chance: Attack Mode vs Spawn Item var success = false if rng.randf() > 0.5: # Attack Mode success = powerup_manager.use_special_effect() print("[BotController] %s chose ATTACK MODE." % actor.name) else: # Spawn Item (if supported) if powerup_manager.has_method("spawn_boost_reward"): success = powerup_manager.spawn_boost_reward() print("[BotController] %s chose SPAWN ITEM." % actor.name) else: # Fallback to attack mode if method missing success = powerup_manager.use_special_effect() if success: print("[BotController] %s used power-up (reason: %s)" % [actor.name, eval.reason]) NotificationManager.send_message(actor, NotificationManager.MESSAGES.USED_SPECIAL_POWER, NotificationManager.MessageType.POWERUP) await _wait_with_variance(action_delay) if not is_instance_valid(self): return true # Early exit if deleted _is_processing_action = false _current_action = "idle" return success # ============================================================================= # Attack Mode Logic (Aggressive Chase) # ============================================================================= func _try_attack_chase() -> bool: """Find nearest player and move towards them to RAM them.""" var victim = _find_nearest_victim() if not victim: # No victim found? Just behave normally (grab tiles etc) return false # Pathfind to victim var path = enhanced_gridmap.find_path( Vector2(actor.current_position), Vector2(victim.current_position), 0, false, false ) if path.size() >= 2: var next_step = Vector2i(path[1].x, path[1].y) # Move to next step (If occupied by victim, movement_manager will trigger PUSH) if actor.movement_manager.simple_move_to(next_step): _is_processing_action = true _current_action = "attacking" await _wait_with_variance(action_delay) # Shorter delay for attacks? perhaos if not is_instance_valid(self): return true _is_processing_action = false _current_action = "idle" return true return false func _find_nearest_victim() -> Node3D: var best_dist = 9999.0 var best_victim = null var players = get_tree().get_nodes_in_group("Players") for p in players: if p == actor or p.is_in_group("Spectators"): continue # Dist check var dist = abs(p.current_position.x - actor.current_position.x) + abs(p.current_position.y - actor.current_position.y) if dist < best_dist: best_dist = dist best_victim = p return best_victim # ============================================================================= # Grab Tiles # ============================================================================= func _try_grab() -> bool: """Try to grab a tile from the grid using direct player control.""" # Check AP only if turn-based if TurnManager.turn_based_mode and actor.action_points <= 0: return false # PANIC MODE CHECK var main = get_tree().get_root().get_node_or_null("Main") if main: var goals_cycle_manager = main.get_node_or_null("GoalsCycleManager") if goals_cycle_manager and goals_cycle_manager.get_time_remaining() < 5.0: return false if _is_playerboard_full(): return false # Check fullness - if >80% full, be picky var empty_slots = actor.playerboard.count(-1) if empty_slots <= 2: pass # Check if goals already achieved if _is_goals_achieved(): return false # Get tiles we need var tiles_needed = strategic_planner.get_tiles_needed() # Find tile to grab var grab_info = _find_tile_to_grab(tiles_needed) if not grab_info.position: return false # Execute grab using PLAYER method (mimic human input) var success = actor.grab_item(grab_info.position) if success: _is_processing_action = true _current_action = "grabbing" print("[BotController] %s grabbed tile via player input!" % actor.name) # Wait for animation await _wait_with_variance(action_delay) if not is_instance_valid(self): return true _is_processing_action = false _current_action = "idle" return true return false func _find_tile_to_grab(tiles_needed: Array) -> Dictionary: """Find best tile to grab from current or adjacent positions.""" var result = {"position": null, "type": - 1} # Check current position first var current_cell = Vector3i(actor.current_position.x, 1, actor.current_position.y) var item = enhanced_gridmap.get_cell_item(current_cell) # Priority: needed tiles > holo tiles > any goal tile if item in tiles_needed: return {"position": actor.current_position, "type": item} if item in HOLO_TILES: result = {"position": actor.current_position, "type": item} # Check adjacent cells var neighbors = enhanced_gridmap.get_neighbors(actor.current_position, 0) for neighbor in neighbors: if not neighbor.is_walkable: continue var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y) item = enhanced_gridmap.get_cell_item(cell) if item in tiles_needed: return {"position": neighbor.position, "type": item} if item in HOLO_TILES and not result.position: result = {"position": neighbor.position, "type": item} return result # ============================================================================= # Movement # ============================================================================= func _try_move() -> bool: """Try to move toward needed tiles taking single steps like a player.""" if TurnManager.turn_based_mode and actor.action_points <= 0: return false if _is_goals_achieved(): return false # Find optimal movement target var final_target = strategic_planner.find_optimal_move_target() if final_target == Vector2i(-1, -1) or final_target == actor.current_position: return false # Calculate path to target var path = enhanced_gridmap.find_path( Vector2(actor.current_position), Vector2(final_target), 0, false, false # Disable visualization ) var next_step = Vector2i(-1, -1) # Need at least current pos + next step if path.size() >= 2: # Extract immediate next step from path next_step = Vector2i(path[1].x, path[1].y) else: # Fallback: Pathfinding failed or target is too close? # Check if target is adjacent and we can move directly var dist = abs(final_target.x - actor.current_position.x) + abs(final_target.y - actor.current_position.y) if dist == 1: next_step = final_target else: return false # Redundant safety check (simple_move_to also checks this) # Removed to allow PUSHING mechanics (simple_move_to handles occupancy/pushing) # if actor.is_position_occupied(next_step): # return false # Execute SINGLE STEP movement using player manager if actor.movement_manager.simple_move_to(next_step): _is_processing_action = true _current_action = "moving" # Wait for movement to finish or timeout (safety) # Race: Signal vs Timeout # Since Godot 4 doesn't support 'await' racing easily without helper, # we'll just wait for the signal but ensure movement manager emits it. # safer approach: check if is_moving goes false # Safety timeout to prevent infinite loop var max_wait_time = 2.0 var elapsed = 0.0 while actor.is_player_moving and is_instance_valid(self): await get_tree().process_frame elapsed += get_process_delta_time() if elapsed > max_wait_time: print("[BotController] Movement timed out!") break if not is_instance_valid(self): return true _is_processing_action = false _current_action = "idle" return true return false # ============================================================================= # Put Tiles Back # ============================================================================= func _try_put(high_priority: bool = false) -> bool: """Try to put a tile from playerboard onto grid.""" if actor.action_points <= 0: return false var put_slot = -1 # Check for Panic Mode var is_panic = false var main = get_tree().get_root().get_node_or_null("Main") if main: var goals_cycle_manager = main.get_node_or_null("GoalsCycleManager") if goals_cycle_manager and goals_cycle_manager.get_time_remaining() < 5.0: is_panic = true # Also panic if board is critically full (>80%) or high priority flag set if _get_board_fullness_ratio() > 0.8 or high_priority: is_panic = true if is_panic: # Aggressive dumping put_slot = strategic_planner.get_unneeded_tile_slot_panic() else: # Normal smart dumping put_slot = strategic_planner.get_unneeded_tile_slot() if put_slot == -1: return false # Find empty adjacent cell var put_position = _find_empty_adjacent_cell() if not put_position: return false # Execute put _is_processing_action = true _current_action = "putting" if actor.is_multiplayer_authority(): var item = actor.playerboard[put_slot] var cell = Vector3i(put_position.x, 1, put_position.y) actor.playerboard[put_slot] = -1 actor.rpc("sync_grid_item", cell.x, cell.y, cell.z, item) actor.rpc("sync_playerboard", actor.playerboard) actor.action_points -= 1 print("[BotController] %s put unneeded tile %d at %s (Panic: %s)" % [actor.name, item, put_position, is_panic]) await _wait_with_variance(action_delay) if not is_instance_valid(self): return true _is_processing_action = false _current_action = "idle" return true func _find_empty_adjacent_cell() -> Vector2i: """Find an empty cell adjacent to player.""" var current_cell = Vector3i(actor.current_position.x, 1, actor.current_position.y) if enhanced_gridmap.get_cell_item(current_cell) == -1: return actor.current_position var neighbors = enhanced_gridmap.get_neighbors(actor.current_position, 0) for neighbor in neighbors: if not neighbor.is_walkable: continue var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y) if enhanced_gridmap.get_cell_item(cell) == -1: return neighbor.position return Vector2i(-1, -1) # ============================================================================= # Arrange Playerboard # ============================================================================= func _try_arrange() -> bool: """Try to rearrange tiles in playerboard.""" if actor.action_points < 2: return false if _is_goals_achieved(): return false # Find misplaced item and better position var arrangement = _find_best_arrangement() if arrangement.is_empty(): return false # Execute arrangement _is_processing_action = true _current_action = "arranging" if actor.is_multiplayer_authority(): 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.action_points -= 2 print("[BotController] %s arranged slot %d -> %d" % [actor.name, arrangement.source_slot, arrangement.target_slot]) await _wait_with_variance(action_delay) if not is_instance_valid(self): return true _is_processing_action = false _current_action = "idle" return true func _find_best_arrangement() -> Dictionary: """Find a tile that can be moved to a better position.""" for i in range(1, 4): # Check central 3x3 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 goal_idx < actor.goals.size() else -1 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 {} # ============================================================================= # Utility Functions # ============================================================================= func _is_playerboard_full() -> bool: for item in actor.playerboard: if item == -1: return false return true func _get_board_fullness_ratio() -> float: """Returns ratio of occupied slots (0.0 to 1.0).""" var occupied = 0 for item in actor.playerboard: if item != -1: occupied += 1 return float(occupied) / float(actor.playerboard.size()) func _is_goals_achieved() -> bool: """Check if goal pattern is complete in any 3x3 region of playerboard.""" var goals_2d = [] for i in range(3): var row = [] for j in range(3): row.append(actor.goals[i * 3 + j] if i * 3 + j < actor.goals.size() else -1) goals_2d.append(row) var board_2d = [] for i in range(5): var row = [] for j in range(5): row.append(actor.playerboard[i * 5 + j] if i * 5 + j < actor.playerboard.size() else -1) board_2d.append(row) 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 _handle_goal_completion(): """Handle goal completion - trigger scoring.""" var main = get_tree().get_root().get_node_or_null("Main") if main: var goals_cycle_manager = main.get_node_or_null("GoalsCycleManager") if goals_cycle_manager: var time_remaining = goals_cycle_manager.get_time_remaining() goals_cycle_manager.on_goal_completed(actor, time_remaining) var powerup_manager = actor.get_node_or_null("PowerUpManager") # if powerup_manager: # powerup_manager.add_goal_completion_reward() print("[BotController] %s COMPLETED GOAL!" % actor.name) func _wait_with_variance(base_delay: float): var variance = rng.randf_range(-0.05, 0.05) var final_delay = max(0.05, base_delay + variance) await get_tree().create_timer(final_delay).timeout