fix: self preservation plan in the wrong order
This commit is contained in:
parent
4ba6869a30
commit
a2240797b8
17 changed files with 304 additions and 26 deletions
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@ -1,8 +1,7 @@
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#include "enemy_world_state.hpp"
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#include "entity_health.hpp"
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#include "goap/goal.hpp"
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#include "godot_cpp/variant/utility_functions.hpp"
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#include "unit.hpp"
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#include "goap/goal.hpp"
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#include "utils/godot_macros.hpp"
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#include <cmath>
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@ -14,7 +13,7 @@ void EnemyWorldState::_bind_methods() {
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GDRESOURCETYPE("Goal"));
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}
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void EnemyWorldState::_ready() {
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void EnemyWorldState::_ready() { GDGAMEONLY();
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this->awareness_area = this->get_node<gd::Area3D>("%AwarenessArea");
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this->awareness_area->connect("body_entered", callable_mp(this, &EnemyWorldState::on_awareness_entered));
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this->awareness_area->connect("body_exited", callable_mp(this, &EnemyWorldState::on_awareness_exited));
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@ -36,6 +35,8 @@ void EnemyWorldState::on_awareness_exited(gd::Node3D *node) {
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}
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void EnemyWorldState::on_damaged(int remaining, int delta, Unit *source) {
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if(this->parent_unit->has_plan())
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return;
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float highest_priority{0.f};
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Unit *highest_priority_unit{this->select_target_from_known_with_priority(&highest_priority)};
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float const priority{this->calculate_priority(source)};
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@ -1,10 +1,10 @@
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#include "planner.hpp"
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#include "action_db.hpp"
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#include "godot_cpp/classes/engine.hpp"
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#include "godot_cpp/classes/global_constants.hpp"
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#include "godot_cpp/templates/hashfuncs.hpp"
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#include "utils/godot_macros.hpp"
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#include <cstdint>
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#include <godot_cpp/classes/engine.hpp>
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#include <godot_cpp/classes/global_constants.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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namespace goap {
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@ -16,18 +16,20 @@ WorldStateNode::WorldStateNode(WorldStateNode const &last_state, Action const *l
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, open_requirements{last_state.open_requirements}
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, last_action{last_action}
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, context{last_state.context} {
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for(WorldProperty const &req : last_action->get_required())
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for(WorldProperty const &req : last_action->get_required()) {
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this->open_requirements[req.key] = req.value;
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this->state[req.key] = this->context->get_world_property(req.key);
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}
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for(WorldProperty const &effect : last_action->get_effects())
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if(this->open_requirements.has(effect.key))
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this->state[effect.key] = effect.value;
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this->state[effect.key] = effect.value;
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}
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int WorldStateNode::requirements_unmet() const {
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int requirements = this->open_requirements.size();
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for(WorldProperty const &req : this->open_requirements) {
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if(this->state.has(req.key) && this->state[req.key] == req.value) {
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--requirements;
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if(this->state.has(req.key)) {
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if(this->state[req.key] == req.value)
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--requirements;
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} else if(this->context->check_property_match(req)) {
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--requirements;
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}
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@ -63,19 +65,19 @@ bool operator!=(goap::WorldStateNode const &lhs, goap::WorldStateNode const &rhs
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}
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bool operator<(goap::WorldStateNode const &lhs, goap::WorldStateNode const &rhs) {
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return lhs.state.size() < rhs.state.size();
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return lhs.requirements_unmet() < rhs.requirements_unmet();
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}
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bool operator<=(goap::WorldStateNode const &lhs, goap::WorldStateNode const &rhs) {
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return lhs.state.size() <= rhs.state.size();
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return lhs.requirements_unmet() <= rhs.requirements_unmet();
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}
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bool operator>(goap::WorldStateNode const &lhs, goap::WorldStateNode const &rhs) {
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return lhs.state.size() > rhs.state.size();
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return lhs.requirements_unmet() > rhs.requirements_unmet();
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}
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bool operator>=(goap::WorldStateNode const &lhs, goap::WorldStateNode const &rhs) {
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return lhs.state.size() >= rhs.state.size();
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return lhs.requirements_unmet() >= rhs.requirements_unmet();
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}
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void Planner::_bind_methods() {
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32
src/nav_marker.cpp
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32
src/nav_marker.cpp
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@ -0,0 +1,32 @@
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#include "nav_marker.hpp"
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#include "utils/godot_macros.hpp"
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#include <godot_cpp/classes/editor_interface.hpp>
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#include <godot_cpp/classes/editor_selection.hpp>
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#include <godot_cpp/classes/engine.hpp>
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#include <godot_cpp/classes/navigation_server3d.hpp>
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#include <godot_cpp/classes/world3d.hpp>
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#include <godot_cpp/variant/rid.hpp>
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void NavMarker::_bind_methods() {
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#define CLASSNAME NavMarker
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GDPROPERTY_HINTED(marker_type, gd::Variant::INT, gd::PROPERTY_HINT_ENUM, MarkerType::get_property_hint());
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}
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void NavMarker::_process(double delta_time) {
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#ifdef DEBUG_ENABLED
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GDEDITORONLY()
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if(gd::EditorInterface::get_singleton()->get_selection()->get_selected_nodes().has(this)) {
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gd::RID const map_id{this->get_world_3d()->get_navigation_map()};
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gd::Vector3 const new_point{gd::NavigationServer3D::get_singleton()->map_get_closest_point(map_id, this->get_global_position())};
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this->set_global_position(new_point);
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}
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#endif // DEBUG
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}
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void NavMarker::set_marker_type(int type) {
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this->type = type;
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}
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int NavMarker::get_marker_type() const {
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return this->type;
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}
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26
src/nav_marker.hpp
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26
src/nav_marker.hpp
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@ -0,0 +1,26 @@
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#ifndef NAV_MARKER_HPP
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#define NAV_MARKER_HPP
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#include "utils/godot_macros.hpp"
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#include <godot_cpp/classes/marker3d.hpp>
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namespace gd = godot;
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GDENUM(MarkerType,
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Generic,
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Cover
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);
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class NavMarker : public gd::Marker3D {
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GDCLASS(NavMarker, gd::Marker3D);
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static void _bind_methods();
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public:
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virtual void _process(double delta_time) override;
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void set_marker_type(int type);
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int get_marker_type() const;
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private:
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MarkerType type{MarkerType::Generic};
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};
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#endif // !NAV_MARKER_HPP
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60
src/nav_room.cpp
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60
src/nav_room.cpp
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@ -0,0 +1,60 @@
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#include "nav_room.hpp"
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#include "godot_cpp/classes/global_constants.hpp"
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#include "nav_marker.hpp"
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#include "utils/godot_macros.hpp"
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#include <cmath>
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void NavRoom::_bind_methods() {
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#define CLASSNAME NavRoom
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GDPROPERTY_HINTED(editor_neighbours, gd::Variant::ARRAY, gd::PROPERTY_HINT_ARRAY_TYPE, GDNODETYPE("NavRoom"));
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}
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NavRoom *NavRoom::get_closest_room(gd::Vector3 const &closest_to) {
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NavRoom *candidate{nullptr};
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float shortest_distance{INFINITY};
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for(NavRoom *room : NavRoom::rooms) {
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float const distance{room->get_global_position().distance_squared_to(closest_to)};
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if(distance < shortest_distance) {
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shortest_distance = distance;
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candidate = room;
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}
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}
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return candidate;
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}
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void NavRoom::_enter_tree() { GDGAMEONLY()
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NavRoom::rooms.push_back(this);
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this->connect("child_entered_tree", callable_mp(this, &NavRoom::on_child_entered));
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}
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void NavRoom::_exit_tree() { GDGAMEONLY()
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NavRoom::rooms.erase(this);
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}
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void NavRoom::on_child_entered(gd::Node *child) {
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if(NavMarker *marker{gd::Object::cast_to<NavMarker>(child)})
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this->markers.push_back(marker);
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}
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gd::Vector<NavRoom*> const &NavRoom::get_neighbours() const {
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return this->neighbours;
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}
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gd::Vector<NavMarker*> const &NavRoom::get_markers() const {
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return this->markers;
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}
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gd::Array NavRoom::get_editor_neighbours() const {
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gd::Array a{};
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for(NavRoom *room : this->neighbours)
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a.push_back(a);
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return a;
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}
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void NavRoom::set_editor_neighbours(gd::Array array) {
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this->neighbours.clear();
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while(!array.is_empty()) if(NavRoom *room{gd::Object::cast_to<NavRoom>(array.pop_front())})
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this->neighbours.push_back(room);
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}
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gd::Vector<NavRoom*> NavRoom::rooms{};
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33
src/nav_room.hpp
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33
src/nav_room.hpp
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@ -0,0 +1,33 @@
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#ifndef NAV_ROOM_HPP
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#define NAV_ROOM_HPP
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#include <godot_cpp/classes/node3d.hpp>
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#include <godot_cpp/templates/vector.hpp>
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namespace gd = godot;
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class NavMarker;
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class NavRoom : public gd::Node3D {
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GDCLASS(NavRoom, gd::Node3D);
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static void _bind_methods();
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public:
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static NavRoom *get_closest_room(gd::Vector3 const &closest_to);
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virtual void _enter_tree() override;
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virtual void _exit_tree() override;
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virtual void on_child_entered(gd::Node *child);
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gd::Vector<NavRoom*> const &get_neighbours() const;
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gd::Vector<NavMarker*> const &get_markers() const;
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private:
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void set_editor_neighbours(gd::Array array);
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gd::Array get_editor_neighbours() const;
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private:
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float radius{1.f};
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gd::Vector3 centre{0.f, 0.f, 0.f};
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gd::Vector<NavMarker*> markers{};
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gd::Vector<NavRoom*> neighbours{};
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static gd::Vector<NavRoom*> rooms;
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};
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#endif // !NAV_ROOM_HPP
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@ -2,6 +2,8 @@
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#include "enemy_world_state.hpp"
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#include "entity_health.hpp"
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#include "goap/state.hpp"
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#include "nav_marker.hpp"
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#include "nav_room.hpp"
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#include "rts_actions.hpp"
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#include "rts_game_mode.hpp"
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#include "rts_player.hpp"
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@ -36,6 +38,7 @@ void initialize_gdextension_types(ModuleInitializationLevel p_level)
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goap::ActionDB::register_action<GetInMeleeRange>();
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goap::ActionDB::register_action<MeleeAttack>();
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goap::ActionDB::register_action<TankSelfHeal>();
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goap::ActionDB::register_action<TakeCover>();
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ClassDB::register_class<goap::ActorWorldState>();
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ClassDB::register_class<goap::Goal>();
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@ -53,6 +56,8 @@ void initialize_gdextension_types(ModuleInitializationLevel p_level)
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ClassDB::register_class<RTSGameMode>();
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ClassDB::register_class<RTSPlayer>();
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ClassDB::register_class<EntityHealth>();
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ClassDB::register_class<NavMarker>();
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ClassDB::register_class<NavRoom>();
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}
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extern "C"
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@ -1,9 +1,13 @@
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#include "rts_actions.hpp"
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#include "nav_marker.hpp"
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#include "nav_room.hpp"
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#include "rts_states.hpp"
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#include "goap/actor_world_state.hpp"
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#include "goap/state.hpp"
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#include <godot_cpp/core/memory.hpp>
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#include <godot_cpp/variant/basis.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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#include <cmath>
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MoveToTarget::MoveToTarget()
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: Action() {
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@ -24,8 +28,8 @@ goap::State *MoveToTarget::get_apply_state(goap::ActorWorldState *context) const
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FireAtTarget::FireAtTarget()
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: Action() {
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this->effects.insert("is_target_dead", true);
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this->required.insert("can_see_target", true);
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this->effects.insert("is_target_dead", true);
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}
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goap::State *FireAtTarget::get_apply_state(goap::ActorWorldState *context) const {
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@ -50,8 +54,8 @@ goap::State *FindTarget::get_apply_state(goap::ActorWorldState *context) const {
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GetInMeleeRange::GetInMeleeRange()
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: Action() {
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this->require_state_complete = false;
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this->effects.insert("is_in_melee_range", true);
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this->required.insert("can_see_target", true);
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this->effects.insert("is_in_melee_range", true);
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}
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goap::State *GetInMeleeRange::get_apply_state(goap::ActorWorldState *context) const {
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@ -63,9 +67,9 @@ goap::State *GetInMeleeRange::get_apply_state(goap::ActorWorldState *context) co
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MeleeAttack::MeleeAttack()
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: Action() {
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this->effects.insert("is_target_dead", true);
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this->required.insert("can_see_target", true);
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this->required.insert("is_in_melee_range", true);
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this->effects.insert("is_target_dead", true);
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}
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goap::State *MeleeAttack::get_apply_state(goap::ActorWorldState *context) const {
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@ -76,6 +80,7 @@ goap::State *MeleeAttack::get_apply_state(goap::ActorWorldState *context) const
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TankSelfHeal::TankSelfHeal()
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: Action() {
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this->required.insert("can_see_target", false);
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this->effects.insert("is_health_safe", true);
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}
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@ -84,3 +89,48 @@ goap::State *TankSelfHeal::get_apply_state(goap::ActorWorldState *context) const
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state->animation = "self_heal";
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return state;
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}
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TakeCover::TakeCover()
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: Action () {
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this->require_state_complete = false;
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this->effects.insert("can_see_target", false);
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}
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bool TakeCover::procedural_is_possible(goap::ActorWorldState *context) const {
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gd::Vector3 const global_position{context->get_world_property("parent_global_position")};
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gd::Vector3 const target_position{context->get_world_property("target_global_position")};
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NavRoom *room{NavRoom::get_closest_room(global_position)};
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if(room == nullptr)
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return false;
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for(NavMarker *marker : room->get_markers())
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if(TakeCover::is_marker_cover_from(marker, target_position))
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return true;
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return false;
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}
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goap::State *TakeCover::get_apply_state(goap::ActorWorldState *context) const {
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MoveTo *state{this->create_state<MoveTo>()};
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gd::Vector3 const global_position{context->get_world_property("parent_global_position")};
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gd::Vector3 const target_position{context->get_world_property("target_global_position")};
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NavRoom *room{NavRoom::get_closest_room(global_position)};
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if(room == nullptr)
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return nullptr;
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float best_score{-INFINITY};
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for(NavMarker *marker : room->get_markers()) {
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gd::Vector3 const marker_position{marker->get_global_position()};
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float const score{100.f - marker_position.distance_to(global_position)};
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if(score > best_score && TakeCover::is_marker_cover_from(marker, target_position)) {
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best_score = score;
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state->target_node = marker;
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gd::UtilityFunctions::print("!!! best cover so far: ", marker->get_path());
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}
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}
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return state;
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}
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bool TakeCover::is_marker_cover_from(NavMarker *marker, gd::Vector3 const &target) {
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return marker->get_marker_type() == MarkerType::Cover
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&& marker->get_global_basis()
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.get_column(2)
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.dot((marker->get_global_position() - target).normalized()) < -0.7f;
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}
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@ -40,10 +40,20 @@ public:
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};
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class TankSelfHeal : public goap::Action {
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GOAP_ACTION(SelfHeal);
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GOAP_ACTION(TankSelfHeal);
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public:
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TankSelfHeal();
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virtual goap::State *get_apply_state(goap::ActorWorldState *context) const override;
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};
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class TakeCover : public goap::Action {
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GOAP_ACTION(TakeCover);
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public:
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TakeCover();
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virtual bool procedural_is_possible(goap::ActorWorldState *context) const override;
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virtual goap::State *get_apply_state(goap::ActorWorldState *context) const override;
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private:
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static bool is_marker_cover_from(class NavMarker *marker, gd::Vector3 const &target);
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};
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#endif // !RTS_ACTIONS_HPP
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@ -7,10 +7,16 @@
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void MoveTo::_bind_methods() {}
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void MoveTo::_ready() {
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this->agent = this->get_node<gd::NavigationAgent3D>("../NavigationAgent3D");
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this->agent->set_target_position(this->target_node->get_global_position());
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this->parent_node3d = Object::cast_to<gd::Node3D>(this->get_parent());
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this->agent = this->get_node<gd::NavigationAgent3D>("../NavigationAgent3D");
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if(this->target_node == nullptr) {
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this->state_ended();
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gd::UtilityFunctions::push_warning("failed to start MoveTo state due to missing target");
|
||||
return;
|
||||
}
|
||||
this->agent->set_target_position(this->target_node->get_global_position());
|
||||
this->calculate_path();
|
||||
gd::UtilityFunctions::print(this->parent_node3d->get_path(), " MoveTo ", this->target_node->get_path());
|
||||
}
|
||||
|
||||
void MoveTo::_end_state() {
|
||||
|
|
@ -65,6 +71,8 @@ void Animate::_bind_methods() {}
|
|||
void Animate::_ready() {
|
||||
this->anim = this->get_node<gd::AnimationPlayer>("../AnimationPlayer");
|
||||
this->anim->play(this->animation);
|
||||
if(!this->anim->has_animation(this->animation))
|
||||
this->state_ended();
|
||||
}
|
||||
|
||||
void Animate::_process(double delta_time) {
|
||||
|
|
|
|||
|
|
@ -50,7 +50,9 @@ bool UnitWorldState::get_can_see_target() const {
|
|||
target_position,
|
||||
0x1 | 0x4, ignore_list)
|
||||
};
|
||||
return this->parent_unit->get_world_3d()->get_direct_space_state()->intersect_ray(query).is_empty();
|
||||
bool const can_see{this->parent_unit->get_world_3d()->get_direct_space_state()->intersect_ray(query).is_empty()};
|
||||
gd::UtilityFunctions::print(this->parent_unit->get_path(), can_see ? " can see " : " can't see ", this->target_node->get_path());
|
||||
return can_see;
|
||||
}
|
||||
|
||||
bool UnitWorldState::get_is_at_target() const {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue