feat: EnemyWorldState now queues re-planning

This commit is contained in:
Sara 2024-08-09 15:47:14 +02:00
parent e71a27876d
commit d20da67bea
2 changed files with 28 additions and 4 deletions

View file

@ -15,11 +15,18 @@ void EnemyWorldState::_bind_methods() {
} }
void EnemyWorldState::_ready() { GDGAMEONLY(); void EnemyWorldState::_ready() { GDGAMEONLY();
this->parent_unit->connect("plan_interrupted", callable_mp(this, &EnemyWorldState::queue_select_and_set_target));
this->awareness_area = this->get_node<gd::Area3D>("%AwarenessArea"); this->awareness_area = this->get_node<gd::Area3D>("%AwarenessArea");
this->awareness_area->connect("body_entered", callable_mp(this, &EnemyWorldState::on_awareness_entered)); this->awareness_area->connect("body_entered", callable_mp(this, &EnemyWorldState::on_awareness_entered));
this->health = this->get_node<EntityHealth>("%EntityHealth"); this->health = this->get_node<EntityHealth>("%EntityHealth");
this->health->connect("damage", callable_mp(this, &EnemyWorldState::on_damaged)); this->health->connect("damage", callable_mp(this, &EnemyWorldState::on_damaged));
this->parent_unit->connect("plan_interrupted", callable_mp(this, &EnemyWorldState::select_and_set_target)); }
void EnemyWorldState::_process(double) {
if(this->select_and_set_target_on_process) {
this->select_and_set_target_on_process = false;
this->select_and_set_target();
}
} }
void EnemyWorldState::on_awareness_entered(gd::Node3D *node) { void EnemyWorldState::on_awareness_entered(gd::Node3D *node) {
@ -36,7 +43,7 @@ void EnemyWorldState::on_awareness_exited(gd::Node3D *node) {
void EnemyWorldState::on_damaged(EntityHealth *, int, Unit *source) { void EnemyWorldState::on_damaged(EntityHealth *, int, Unit *source) {
if(source != nullptr && !this->known_enemies.has(source)) if(source != nullptr && !this->known_enemies.has(source))
this->add_aware_unit(source); this->add_aware_unit(source);
else else if(!this->parent_unit->has_plan())
this->select_and_set_target(); this->select_and_set_target();
} }
@ -60,6 +67,10 @@ Unit *EnemyWorldState::select_target_from_known() {
return this->select_target_from_known_with_priority(&dummy); return this->select_target_from_known_with_priority(&dummy);
} }
void EnemyWorldState::queue_select_and_set_target() {
this->select_and_set_target_on_process = true;
}
void EnemyWorldState::add_aware_unit(Unit *unit) { void EnemyWorldState::add_aware_unit(Unit *unit) {
if(unit == nullptr) if(unit == nullptr)
return; return;
@ -103,13 +114,21 @@ float EnemyWorldState::calculate_priority(Unit *target) {
gd::Ref<goap::Goal> EnemyWorldState::get_goal_for_target(Unit *unit) { gd::Ref<goap::Goal> EnemyWorldState::get_goal_for_target(Unit *unit) {
gd::Node3D *store{this->target_node}; gd::Node3D *store{this->target_node};
this->target_node = unit; this->target_node = unit;
gd::Ref<goap::Goal> best_goal{};
for(gd::Ref<goap::Goal> const &goal : this->available_goals) { for(gd::Ref<goap::Goal> const &goal : this->available_goals) {
if(goal->check_requirements_met(this)) { if(!goal->check_requirements_met(this)) {
continue;
} else if(goal == this->last_goal) {
best_goal = goal;
} else {
this->target_node = store; this->target_node = store;
return goal; return goal;
} }
} }
this->target_node = store; this->target_node = store;
if(best_goal.is_valid())
return best_goal;
gd::UtilityFunctions::push_warning(this->get_path(), " failed to find goal for target ", unit->get_path());
return nullptr; return nullptr;
} }
@ -120,6 +139,7 @@ void EnemyWorldState::try_set_target(Unit *unit) {
return; return;
} }
gd::Ref<goap::Goal> goal{this->get_goal_for_target(unit)}; gd::Ref<goap::Goal> goal{this->get_goal_for_target(unit)};
this->last_goal = goal;
if(goal.is_valid()) if(goal.is_valid())
this->parent_unit->set_target_goal(unit, goal); this->parent_unit->set_target_goal(unit, goal);
} }

View file

@ -16,7 +16,7 @@ class EnemyWorldState : public UnitWorldState {
static void _bind_methods(); static void _bind_methods();
public: public:
virtual void _ready() override; virtual void _ready() override;
virtual void _process(double) override;
void on_awareness_entered(gd::Node3D *node); void on_awareness_entered(gd::Node3D *node);
void on_awareness_exited(gd::Node3D *node); void on_awareness_exited(gd::Node3D *node);
void on_damaged(EntityHealth *, int, Unit *source); void on_damaged(EntityHealth *, int, Unit *source);
@ -28,6 +28,7 @@ public:
//! Shorthand for select_target_from_known_with_priority(nullptr) //! Shorthand for select_target_from_known_with_priority(nullptr)
Unit *select_target_from_known(); Unit *select_target_from_known();
private: private:
void queue_select_and_set_target();
void add_aware_unit(Unit *unit); void add_aware_unit(Unit *unit);
void remove_aware_unit(Unit *unit); void remove_aware_unit(Unit *unit);
void select_and_set_target(); void select_and_set_target();
@ -41,6 +42,9 @@ private:
gd::Callable aware_unit_death{callable_mp(this, &EnemyWorldState::on_aware_unit_death)}; gd::Callable aware_unit_death{callable_mp(this, &EnemyWorldState::on_aware_unit_death)};
gd::Vector<gd::Ref<goap::Goal>> available_goals{}; gd::Vector<gd::Ref<goap::Goal>> available_goals{};
gd::Vector<Unit *> known_enemies{}; gd::Vector<Unit *> known_enemies{};
bool select_and_set_target_on_process{false};
gd::Ref<goap::Goal> last_goal{};
gd::Area3D *awareness_area{nullptr}; gd::Area3D *awareness_area{nullptr};
EntityHealth *health{nullptr}; EntityHealth *health{nullptr};