feat: implemented tactics markers and mode switching

This commit is contained in:
Sara 2024-04-09 18:57:53 +02:00
parent 7f2d67d9db
commit f0185e64bc
15 changed files with 279 additions and 51 deletions

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=9 format=3 uid="uid://dpda341t6ipiv"]
[gd_scene load_steps=11 format=3 uid="uid://dpda341t6ipiv"]
[sub_resource type="Curve" id="Curve_7rmf4"]
min_value = 0.2
@ -6,6 +6,32 @@ max_value = 2.0
_data = [Vector2(0.145299, 0.2), 0.0, 0.482143, 0, 0, Vector2(0.594017, 2), 0.0, 0.0, 0, 0]
point_count = 2
[sub_resource type="MoveStateArgs" id="MoveStateArgs_ibmkn"]
argument_property = &"g_player_character"
[sub_resource type="Action" id="Action_gtisq"]
effects = {
"is_near_player": true
}
apply_state = SubResource("MoveStateArgs_ibmkn")
[sub_resource type="MoveStateArgs" id="MoveStateArgs_vyebd"]
argument_property = &"target"
[sub_resource type="Action" id="Action_cwmvs"]
effects = {
"is_near_target": true
}
apply_state = SubResource("MoveStateArgs_vyebd")
[sub_resource type="Goal" id="Goal_sqtwb"]
goal_state = {
"is_near_player": true
}
prerequisites = {
"is_near_player": false
}
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_3g72p"]
height = 1.59321
@ -18,27 +44,14 @@ albedo_color = Color(0.94902, 0.909804, 0, 1)
[sub_resource type="BoxMesh" id="BoxMesh_f5yvh"]
size = Vector3(0.125, 0.14, 0.94)
[sub_resource type="MoveStateArgs" id="MoveStateArgs_ibmkn"]
argument_property = &"g_player_character"
[sub_resource type="Action" id="Action_gtisq"]
effects = {
"is_near_player": true
}
apply_state = SubResource("MoveStateArgs_ibmkn")
[sub_resource type="Goal" id="Goal_sqtwb"]
goal_state = {
"is_near_player": true
}
prerequisites = {
"is_near_player": false
}
[node name="PlayerCharacter" type="CharacterActor"]
rotation_speed_curve = SubResource("Curve_7rmf4")
collision_layer = 7
[node name="Planner" type="Planner" parent="."]
actions = [SubResource("Action_gtisq"), SubResource("Action_cwmvs")]
goals = [SubResource("Goal_sqtwb")]
[node name="Health" type="Health" parent="."]
max_health = 5
@ -64,7 +77,3 @@ surface_material_override/0 = SubResource("StandardMaterial3D_scmx3")
[node name="WeaponMuzzle" type="WeaponMuzzle" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.53551, 0.931313, 0)
[node name="Planner" type="Planner" parent="."]
actions = [SubResource("Action_gtisq")]
goals = [SubResource("Goal_sqtwb")]

View file

@ -42,9 +42,15 @@ fire={
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
tactics_mode={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"echo":false,"script":null)
]
}
[layer_names]
3d_physics/layer_1="Default"
3d_physics/layer_2="Vision"
3d_physics/layer_3="Hitboxes"
3d_physics/layer_4="Markers"

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=12 format=3 uid="uid://m36guasmi3c1"]
[gd_scene load_steps=16 format=3 uid="uid://m36guasmi3c1"]
[ext_resource type="TunnelsGameState" uid="uid://cl0iikkau5mio" path="res://tunnels_game_state.tres" id="1_aove2"]
[ext_resource type="PackedScene" uid="uid://cqkbxe758jr7p" path="res://player.tscn" id="2_6yx24"]
@ -28,6 +28,23 @@ size = Vector3(20, 0.25, 20)
[sub_resource type="BoxShape3D" id="BoxShape3D_kacqg"]
size = Vector3(20, 0.25, 20)
[sub_resource type="Goal" id="Goal_jou2o"]
goal_state = {
"is_near_target": true
}
[sub_resource type="CylinderShape3D" id="CylinderShape3D_hp1wp"]
height = 0.497374
radius = 1.0
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_navbx"]
[sub_resource type="CylinderMesh" id="CylinderMesh_oaw6a"]
material = SubResource("StandardMaterial3D_navbx")
top_radius = 1.0
bottom_radius = 1.0
height = 0.54
[node name="Level3D" type="Level3D"]
game_mode_prototype = SubResource("TunnelsGameMode_hnap3")
@ -54,3 +71,15 @@ transform = Transform3D(-0.925514, 0, -0.378713, 0, 1, 0, 0.378713, 0, -0.925514
[node name="PlayerCharacter" parent="." instance=ExtResource("4_22npn")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.12963, 0.125, -3.38872)
[node name="GoalMarker" type="GoalMarker" parent="."]
goal = SubResource("Goal_jou2o")
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.0795, 0, -6.23068)
collision_layer = 8
collision_mask = 0
[node name="CollisionShape3D" type="CollisionShape3D" parent="GoalMarker"]
shape = SubResource("CylinderShape3D_hp1wp")
[node name="MeshInstance3D" type="MeshInstance3D" parent="GoalMarker"]
mesh = SubResource("CylinderMesh_oaw6a")

View file

@ -16,8 +16,8 @@ void CharacterActor::_bind_methods() {
#define CLASSNAME CharacterActor
GDPROPERTY_HINTED(rotation_speed_curve, Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "Curve");
GDFUNCTION_ARGS(set_velocity_target, "value");
GDPROPERTY_HINTED(target, Variant::OBJECT, PROPERTY_HINT_NODE_TYPE, "Node");
GDFUNCTION(get_is_near_player);
GDFUNCTION(get_player_character);
}
void CharacterActor::_enter_tree() { GDGAMEONLY();
@ -84,6 +84,10 @@ void CharacterActor::shoot_at(Vector3 at) {
this->set_firing(true);
}
void CharacterActor::force_update_action() {
this->set_state(this->planner->get_next_state());
}
void CharacterActor::set_firing(bool firing) {
this->firing = firing;
}
@ -131,12 +135,27 @@ Vector3 CharacterActor::get_velocity_target() const {
}
bool CharacterActor::get_is_near_player() const {
return this->get_player_character()->get_global_position().distance_to(this->get_global_position()) < 5.f;
return Ref<TunnelsGameMode>(GameRoot::get_singleton()->get_game_mode())
->get_player_instance()
->get_character()
->get_global_position().distance_to(this->get_global_position()) < 5.f;
}
CharacterActor *CharacterActor::get_player_character() const {
Ref<TunnelsGameMode> game_mode = GameRoot::get_singleton()->get_game_mode();
return game_mode->get_player_instance()->get_character();
bool CharacterActor::get_is_near_target() const {
Node3D *target_node3d = Object::cast_to<Node3D>(this->target);
return target_node3d ? target_node3d->get_global_position().distance_to(this->get_global_position()) < 5.f : false;
}
goap::Planner *CharacterActor::get_planner() const {
return this->planner;
}
void CharacterActor::set_target(Node *target) {
this->target = target;
}
Node *CharacterActor::get_target() const {
return this->target;
}
void CharacterActor::set_state(goap::State state) {

View file

@ -12,6 +12,7 @@ namespace godot {
class NavigationAgent3D;
class TunnelsPlayer;
class AnimationPlayer;
namespace goap {
class Planner;
};
@ -36,20 +37,27 @@ public:
// fire weapon at a target position
// calls aim(at) and set_firing(true)
void shoot_at(Vector3 at);
// refresh the current action, ending the previous one
void force_update_action();
// getter-setters
void set_firing(bool firing);
void set_manual_mode(bool value);
void set_rotation_speed_curve(Ref<Curve> curve);
Ref<Curve> get_rotation_speed_curve() const;
virtual Health *get_health() override;
virtual Health const *get_health() const override;
void set_character_data(Ref<CharacterData> data);
void set_weapon_muzzle(Node3D *node);
void set_velocity_target(Vector3 value);
Vector3 get_velocity_target() const;
bool get_is_near_player() const;
CharacterActor *get_player_character() const;
bool get_is_near_target() const;
goap::Planner *get_planner() const;
void set_target(Node *target);
Node *get_target() const;
void set_state(goap::State state);
protected:
void process_behaviour(double delta_time);

View file

@ -42,7 +42,6 @@ CharacterActor *GlobalWorldState::get_player_character() const {
}
Variant GlobalWorldState::get_world_property(StringName prop_key) {
UtilityFunctions::print("fetching: ", prop_key);
// check if prop key corresponds to a global key
if(!prop_key.begins_with("g_"))
return nullptr;
@ -56,9 +55,12 @@ Variant GlobalWorldState::get_world_property(StringName prop_key) {
// cache and return
this->global_state_cache.insert(prop_key, result);
return result;
} else {
#ifdef DEBUG_ENABLED_ENABLED
abort();
#endif
return nullptr;
}
abort();
return nullptr;
}
GlobalWorldState *GlobalWorldState::singleton_instance{nullptr};

19
src/goal_marker.cpp Normal file
View file

@ -0,0 +1,19 @@
#include "goal_marker.hpp"
#include "godot_cpp/classes/global_constants.hpp"
#include "planner.hpp"
#include "utils/godot_macros.h"
namespace godot {
void GoalMarker::_bind_methods() {
#define CLASSNAME GoalMarker
GDPROPERTY_HINTED(goal, Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "Goal");
}
Ref<goap::Goal> GoalMarker::get_goal() const {
return this->goal;
}
void GoalMarker::set_goal(Ref<goap::Goal> goal) {
this->goal = goal;
}
}

24
src/goal_marker.hpp Normal file
View file

@ -0,0 +1,24 @@
#ifndef GOAL_MARKER_HPP
#define GOAL_MARKER_HPP
#include <godot_cpp/classes/area3d.hpp>
namespace godot {
class CharacterActor;
namespace goap {
class Planner;
class Goal;
}
class GoalMarker : public Area3D {
GDCLASS(GoalMarker, Area3D);
static void _bind_methods();
public:
Ref<goap::Goal> get_goal() const;
void set_goal(Ref<goap::Goal> goal);
private:
Ref<goap::Goal> goal{nullptr};
};
}
#endif // !GOAL_MARKER_HPP

View file

@ -66,7 +66,6 @@ void Planner::_bind_methods() {
void Planner::_enter_tree() {
this->global_world_state = GlobalWorldState::get_singleton();
UtilityFunctions::print("global world state cached: ", this->global_world_state);
this->actor = Object::cast_to<CharacterActor>(this->get_parent());
}
@ -83,9 +82,12 @@ static Vector<Ref<Action>> trace_path(FromMap &map, PlannerNode &end) {
Vector<Ref<Action>> Planner::make_plan() {
// clear cache every planning phase
this->cached_world_state.clear();
// select the most desirable goal available
Ref<Goal> goal = this->select_goal();
if(!goal.is_valid())
return {};
if(!goal.is_valid()) {
this->plan = {};
return this->plan;
}
// ordered list of all nodes still being considered
Vector<PlannerNode> open{PlannerNode::goal_node(goal->goal_state)};
PlannerNode first = open.get(0);
@ -99,8 +101,10 @@ Vector<Ref<Action>> Planner::make_plan() {
// current is the top of the ordered list
current = open.get(0);
// check if we've reached the goal
if(current.open_requirements.is_empty())
return trace_path(from, current);
if(current.open_requirements.is_empty()) {
this->plan = trace_path(from, current);
return this->plan;
}
// current is no longer considered as it cannot be the end
open.erase(current);
// find all neighbours of this state
@ -119,19 +123,15 @@ Vector<Ref<Action>> Planner::make_plan() {
}
}
}
return {};
UtilityFunctions::push_warning("Failed to find a path satisfying goal");
this->plan = {};
return this->plan;
}
Ref<Goal> Planner::select_goal() {
for(Ref<Goal> const &goal : this->goals) {
bool can_try{true};
for(WorldProperty const &prop : goal->prerequisites) {
if(prop.value != this->get_world_property(prop.key)) {
can_try = false;
break;
}
}
if(can_try) return goal;
if(this->can_do(goal))
return goal;
}
return {};
}
@ -149,10 +149,16 @@ Variant Planner::get_world_property(StringName prop_key) {
}
bool Planner::can_do(Ref<Action> action) {
for(WorldProperty &prop : action->context_prerequisites) {
for(WorldProperty &prop : action->context_prerequisites)
if(this->get_world_property(prop.key) != prop.value)
return false;
return true;
}
bool Planner::can_do(Ref<Goal> goal) {
for(WorldProperty const &prop : goal->prerequisites)
if(this->get_world_property(prop.key) != prop.value)
return false;
}
return true;
}
@ -235,4 +241,14 @@ Array Planner::get_goals() const {
}
return array;
}
bool Planner::add_goal(Ref<Goal> goal) {
bool can_do = this->can_do(goal);
this->goals.insert(0, goal);
return can_do;
}
void Planner::remove_goal(Ref<Goal> goal) {
this->goals.erase(goal);
}
}

View file

@ -2,6 +2,7 @@
#define GOAP_PLANNER_HPP
#include "action.hpp"
#include "goal_marker.hpp"
#include "godot_cpp/variant/variant.hpp"
#include <godot_cpp/classes/node.hpp>
#include <godot_cpp/classes/resource.hpp>
@ -52,6 +53,7 @@ public:
Variant get_world_property(StringName prop_key);
bool can_do(Ref<Action> action);
bool can_do(Ref<Goal> goal);
Vector<PlannerNode> find_neighbours_of(PlannerNode &node);
Vector<Ref<Action>> find_actions_satisfying(WorldState requirements);
@ -62,6 +64,8 @@ public:
Array get_actions() const;
void set_goals(Array goals);
Array get_goals() const;
bool add_goal(Ref<Goal> goal);
void remove_goal(Ref<Goal> goal);
private:
CharacterActor *actor{nullptr}; // the parent actor of this planner
WorldState cached_world_state{}; // the cached worldstate, cleared for every make_plan call

View file

@ -4,6 +4,7 @@
#include "character_data.hpp"
#include "enemy.hpp"
#include "global_world_state.hpp"
#include "goal_marker.hpp"
#include "health.hpp"
#include "pellet_projectile.hpp"
#include "planner.hpp"
@ -64,6 +65,7 @@ void initialize_gdextension_types(ModuleInitializationLevel p_level)
ClassDB::register_class<goap::ActivateStateArgs>();
ClassDB::register_class<goap::Goal>();
ClassDB::register_class<goap::Planner>();
ClassDB::register_class<GoalMarker>();
}
extern "C"

View file

@ -33,7 +33,19 @@ void TunnelsGameMode::register_player_character(CharacterActor *actor) {
}
}
void TunnelsGameMode::set_manual_character(CharacterActor *actor) {
if(!this->player_characters.has(actor))
this->register_player_character(actor);
this->manual_character = actor;
}
void TunnelsGameMode::on_character_destroyed(CharacterActor *actor) {
this->player_characters.erase(actor);
if(this->manual_character == actor)
this->manual_character = nullptr;
}
Vector<CharacterActor*> const &TunnelsGameMode::get_player_characters() const {
return this->player_characters;
}
}

View file

@ -18,6 +18,7 @@ public:
void register_player_character(CharacterActor *actor);
void set_manual_character(CharacterActor *actor);
void on_character_destroyed(CharacterActor *actor);
Vector<CharacterActor*> const &get_player_characters() const;
private:
TunnelsPlayer *player{nullptr};
CharacterActor *manual_character{nullptr};

View file

@ -1,15 +1,22 @@
#include "tunnels_player.hpp"
#include "character_actor.hpp"
#include "character_data.hpp"
#include "goal_marker.hpp"
#include "godot_cpp/variant/utility_functions.hpp"
#include "planner.hpp"
#include "tunnels_game_mode.hpp"
#include "tunnels_game_state.hpp"
#include "utils/game_root.hpp"
#include "utils/godot_macros.h"
#include "utils/player_input.hpp"
#include <algorithm>
#include <godot_cpp/classes/input_event.hpp>
#include <godot_cpp/classes/physics_direct_space_state3d.hpp>
#include <godot_cpp/classes/physics_ray_query_parameters3d.hpp>
#include <godot_cpp/classes/resource_loader.hpp>
#include <godot_cpp/classes/scene_state.hpp>
#include <godot_cpp/classes/viewport.hpp>
#include <godot_cpp/classes/world3d.hpp>
#include <godot_cpp/variant/plane.hpp>
#include <godot_cpp/variant/projection.hpp>
@ -19,6 +26,7 @@ void TunnelsPlayer::_bind_methods() {
GDFUNCTION_ARGS(horizontal_move_input, "event", "value");
GDFUNCTION_ARGS(vertical_move_input, "event", "value");
GDFUNCTION_ARGS(fire_pressed, "event", "value");
GDFUNCTION_ARGS(mode_switch_input, "event", "value");
GDPROPERTY_HINTED(camera_rotation_ramp, Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "Curve");
}
@ -55,10 +63,11 @@ void TunnelsPlayer::_process(double delta_time) { GDGAMEONLY();
this->set_global_position(this->character->get_global_position());
break;
case State::Tactics:
// move camera along with the input
this->set_global_position(this->get_global_position() + this->get_world_move_input().normalized() *
delta_time * TunnelsPlayer::TACTICS_MOVEMENT_SPEED);
break;
case State::Overview:
// move camera along with the input
this->set_global_position(this->get_global_position() + this->get_world_move_input().normalized());
break;
}
}
@ -101,6 +110,7 @@ void TunnelsPlayer::setup_player_input(PlayerInput *input) {
input->listen_to(PlayerInput::Listener("move_left", "move_right", this, "horizontal_move_input"));
input->listen_to(PlayerInput::Listener("move_forward", "move_backward", this, "vertical_move_input"));
input->listen_to(PlayerInput::Listener("fire", this, "fire_pressed"));
input->listen_to(PlayerInput::Listener("tactics_mode", this, "mode_switch_input"));
}
Node *TunnelsPlayer::to_node() {
@ -115,8 +125,70 @@ void TunnelsPlayer::vertical_move_input(Ref<InputEvent> event, float value) {
this->move_input.y = value;
}
void TunnelsPlayer::mode_switch_input(Ref<InputEvent> event, float value) {
if(value != 0.f)
this->state = this->state == State::Tactics ? State::ManualControl : State::Tactics;
}
void TunnelsPlayer::fire_pressed(Ref<InputEvent> event, float value) {
this->character->set_firing(value != 0);
switch(this->state) {
case State::ManualControl:
this->character->set_firing(value != 0);
break;
case State::Tactics:
if(value == 1.f)
this->try_select_marker();
break;
case State::Overview:
break;
}
}
void TunnelsPlayer::try_select_marker() {
UtilityFunctions::print("TunnelsPlayer::try_select_marker()");
Transform3D const &camera_trans{this->camera->get_global_transform()};
// prepare raycast query
Ref<PhysicsRayQueryParameters3D> params{PhysicsRayQueryParameters3D::create(camera_trans.origin, camera_trans.origin + this->mouse_world_ray_normal * 1000.f)};
params->set_collision_mask(1u << 3u);
params->set_collide_with_areas(true);
// fetch current physics state and cast ray
PhysicsDirectSpaceState3D *state = this->get_world_3d()->get_direct_space_state();
Dictionary dict{state->intersect_ray(params)};
// fail if nothing was hit
if(dict.is_empty())
return;
// attempt to cast hit node to a marker
GoalMarker *marker{Object::cast_to<GoalMarker>(dict["collider"])};
// fail if hit object is not a marker
if(marker == nullptr)
return;
UtilityFunctions::print("Hit: ", marker->get_path());
CharacterActor *target_character{nullptr};
for(CharacterActor *loop_character : Ref<TunnelsGameMode>(GameRoot::get_singleton()->get_game_mode())->get_player_characters()) {
if(loop_character != this->character) {
target_character = loop_character;
break;
}
}
// no non-player ally was found
if(target_character == nullptr)
return;
// cache planner component
goap::Planner *planner{target_character->get_planner()};
// cache previous target in case planning fails
Node *previous_target{target_character->get_target()};
// attempt to find a plan to marker's goal
target_character->set_target(marker);
if(planner->can_do(marker->get_goal())) {
planner->add_goal(marker->get_goal());
planner->make_plan();
target_character->force_update_action();
UtilityFunctions::print("Made plan for character ", target_character->get_path());
} else {
// reset character to the state it was in before attempts to change goal
UtilityFunctions::push_warning("Failed to make plan for ", marker->get_goal()->get_path());
target_character->set_target(previous_target);
}
}
void TunnelsPlayer::initialize_character() {
@ -135,6 +207,7 @@ void TunnelsPlayer::initialize_character() {
this->character->set_character_data(game_state->get_characters()[0]);
// disable navmesh navigation and start using player input
this->character->set_manual_mode(true);
Ref<TunnelsGameMode>(GameRoot::get_singleton()->get_game_mode())->set_manual_character(this->character);
}
Vector3 TunnelsPlayer::get_world_move_input() const {
@ -178,4 +251,5 @@ CharacterActor *TunnelsPlayer::get_character() const {
float const TunnelsPlayer::ROTATION_SPEED{0.5f};
float const TunnelsPlayer::ROTATION_Y_MIN_INFLUENCE{7.f};
float const TunnelsPlayer::ROTATION_MARGIN{0.4f};
float const TunnelsPlayer::TACTICS_MOVEMENT_SPEED{20.f};
}

View file

@ -35,8 +35,10 @@ public:
void horizontal_move_input(Ref<InputEvent> event, float value);
void vertical_move_input(Ref<InputEvent> event, float value);
void mode_switch_input(Ref<InputEvent> event, float value);
void fire_pressed(Ref<InputEvent> event, float value);
void try_select_marker();
void initialize_character();
Vector3 get_world_move_input() const;
@ -61,6 +63,7 @@ private:
static float const ROTATION_SPEED;
static float const ROTATION_Y_MIN_INFLUENCE;
static float const ROTATION_MARGIN;
static float const TACTICS_MOVEMENT_SPEED;
};
}