feat: EnemyWorldState now queues re-planning
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@ -15,11 +15,18 @@ void EnemyWorldState::_bind_methods() {
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}
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void EnemyWorldState::_ready() { GDGAMEONLY();
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this->parent_unit->connect("plan_interrupted", callable_mp(this, &EnemyWorldState::queue_select_and_set_target));
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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->health = this->get_node<EntityHealth>("%EntityHealth");
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this->health->connect("damage", callable_mp(this, &EnemyWorldState::on_damaged));
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this->parent_unit->connect("plan_interrupted", callable_mp(this, &EnemyWorldState::select_and_set_target));
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}
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void EnemyWorldState::_process(double) {
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if(this->select_and_set_target_on_process) {
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this->select_and_set_target_on_process = false;
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this->select_and_set_target();
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}
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}
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void EnemyWorldState::on_awareness_entered(gd::Node3D *node) {
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@ -36,7 +43,7 @@ void EnemyWorldState::on_awareness_exited(gd::Node3D *node) {
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void EnemyWorldState::on_damaged(EntityHealth *, int, Unit *source) {
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if(source != nullptr && !this->known_enemies.has(source))
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this->add_aware_unit(source);
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else
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else if(!this->parent_unit->has_plan())
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this->select_and_set_target();
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}
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@ -60,6 +67,10 @@ Unit *EnemyWorldState::select_target_from_known() {
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return this->select_target_from_known_with_priority(&dummy);
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}
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void EnemyWorldState::queue_select_and_set_target() {
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this->select_and_set_target_on_process = true;
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}
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void EnemyWorldState::add_aware_unit(Unit *unit) {
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if(unit == nullptr)
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return;
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@ -103,13 +114,21 @@ float EnemyWorldState::calculate_priority(Unit *target) {
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gd::Ref<goap::Goal> EnemyWorldState::get_goal_for_target(Unit *unit) {
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gd::Node3D *store{this->target_node};
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this->target_node = unit;
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gd::Ref<goap::Goal> best_goal{};
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for(gd::Ref<goap::Goal> const &goal : this->available_goals) {
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if(goal->check_requirements_met(this)) {
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if(!goal->check_requirements_met(this)) {
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continue;
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} else if(goal == this->last_goal) {
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best_goal = goal;
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} else {
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this->target_node = store;
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return goal;
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}
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}
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this->target_node = store;
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if(best_goal.is_valid())
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return best_goal;
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gd::UtilityFunctions::push_warning(this->get_path(), " failed to find goal for target ", unit->get_path());
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return nullptr;
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}
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@ -120,6 +139,7 @@ void EnemyWorldState::try_set_target(Unit *unit) {
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return;
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}
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gd::Ref<goap::Goal> goal{this->get_goal_for_target(unit)};
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this->last_goal = goal;
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if(goal.is_valid())
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this->parent_unit->set_target_goal(unit, goal);
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}
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@ -16,7 +16,7 @@ class EnemyWorldState : public UnitWorldState {
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static void _bind_methods();
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public:
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virtual void _ready() override;
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virtual void _process(double) override;
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void on_awareness_entered(gd::Node3D *node);
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void on_awareness_exited(gd::Node3D *node);
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void on_damaged(EntityHealth *, int, Unit *source);
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@ -28,6 +28,7 @@ public:
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//! Shorthand for select_target_from_known_with_priority(nullptr)
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Unit *select_target_from_known();
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private:
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void queue_select_and_set_target();
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void add_aware_unit(Unit *unit);
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void remove_aware_unit(Unit *unit);
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void select_and_set_target();
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@ -41,6 +42,9 @@ private:
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gd::Callable aware_unit_death{callable_mp(this, &EnemyWorldState::on_aware_unit_death)};
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gd::Vector<gd::Ref<goap::Goal>> available_goals{};
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gd::Vector<Unit *> known_enemies{};
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bool select_and_set_target_on_process{false};
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gd::Ref<goap::Goal> last_goal{};
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gd::Area3D *awareness_area{nullptr};
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EntityHealth *health{nullptr};
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