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authorAnson Bridges <bridges.anson@gmail.com>2022-10-07 15:49:57 -0400
committerAnson Bridges <bridges.anson@gmail.com>2022-10-07 15:49:57 -0400
commit7dbec964a375598d454e04719576eb6c469a5d7b (patch)
treefa819e5e843ecdd88375ad1806ab43358b1ea670 /godot/scripts
parent62c33688cf2f48d7669790a89e3d1cdec16798be (diff)
ai work
Diffstat (limited to 'godot/scripts')
-rw-r--r--godot/scripts/AIManager.gd13
-rw-r--r--godot/scripts/CharacterAIManager.gd28
-rw-r--r--godot/scripts/ballistics/NetworkedProjectile.gd2
-rw-r--r--godot/scripts/characters/NetworkedCharacter.gd85
-rw-r--r--godot/scripts/characters/player_controller_new.gd134
-rw-r--r--godot/scripts/machines/NetworkedMachineGDS.gd3
-rw-r--r--godot/scripts/vehicles/Airplane.gd31
7 files changed, 182 insertions, 114 deletions
diff --git a/godot/scripts/AIManager.gd b/godot/scripts/AIManager.gd
deleted file mode 100644
index e93067b..0000000
--- a/godot/scripts/AIManager.gd
+++ /dev/null
@@ -1,13 +0,0 @@
-extends Object
-
-var calcs_per_tick: int = 15
-var WORLD_MAP_RID
-# Called when the node enters the scene tree for the first time.
-func _ready():
- pass # Replace with function body.
-
-func find_path() -> PoolVector3Array:
- return NavigationServer.map_get_path(WORLD_MAP_RID, start_pos, end_pos, true)
-# Called every frame. 'delta' is the elapsed time since the previous frame.
-#func _process(delta):
-# pass
diff --git a/godot/scripts/CharacterAIManager.gd b/godot/scripts/CharacterAIManager.gd
new file mode 100644
index 0000000..fb86a48
--- /dev/null
+++ b/godot/scripts/CharacterAIManager.gd
@@ -0,0 +1,28 @@
+extends Node
+
+var calcs_per_tick: int = 15
+var request_queue: Array = [] #array of dictionaries
+var cur_req: Dictionary
+var cur_req_args: Dictionary
+var WORLD_MAP_RID
+
+enum Task {PATHFIND, FINDITEM}
+
+#tasks: find path, find object
+# Called when the node enters the scene tree for the first time.
+func _ready():
+ pass # Replace with function body.
+
+func _physics_process(_delta):
+ for i in calcs_per_tick:
+ if len(request_queue) == 0:
+ return
+ cur_req = request_queue.pop_front()
+ cur_req_args = cur_req["args"]
+ if cur_req["type"] == Task.PATHFIND:
+ var dest_vec: Vector3 = cur_req_args["dest"] if cur_req_args["obj"] == null else cur_req_args["obj"].global_transform.origin
+ var path: PoolVector3Array = NavigationServer.map_get_path(WORLD_MAP_RID, cur_req["char"].global_transform.origin, dest_vec, cur_req_args["optimize"])
+
+#will request a path from character to dest_g, or to the global origin of obj if passed
+func request_find_path(character: NetChar, dest_g: Vector3, precise: bool, obj: Spatial = null) -> void:
+ request_queue.append({"char" : character, "type" : Task.PATHFIND, "args" : {"dest" : dest_g, "obj" : obj, "optimize" : !precise}})
diff --git a/godot/scripts/ballistics/NetworkedProjectile.gd b/godot/scripts/ballistics/NetworkedProjectile.gd
index a7de71a..a1d73ac 100644
--- a/godot/scripts/ballistics/NetworkedProjectile.gd
+++ b/godot/scripts/ballistics/NetworkedProjectile.gd
@@ -1,9 +1,9 @@
extends RigidBody
+class_name NetObject
var shooter = "WORLD"
var shooter_id = 1
-
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
diff --git a/godot/scripts/characters/NetworkedCharacter.gd b/godot/scripts/characters/NetworkedCharacter.gd
new file mode 100644
index 0000000..c8e90a4
--- /dev/null
+++ b/godot/scripts/characters/NetworkedCharacter.gd
@@ -0,0 +1,85 @@
+extends RigidBody
+class_name NetChar
+
+# Game
+export var team: String = "RED"
+export var health: int = 100
+export var weapon_slot1: Resource = null
+export var weapon_slot2: Resource = null
+export var weapon_slot3: Resource = null
+export var weapon_slot4: Resource = null
+export var weapon_slot5: Resource = null
+var weapons = [null,null,null,null,null]
+var weapon: Resource = null
+var world: Spatial = null
+var carrying: bool = false
+var carrying_object: NetObject = null
+
+# Control
+var controlling_machine: bool = false #whether character is riding/controlling something
+var machine: RigidBody = null
+export var is_player: bool = false #whether character is currently controlled by a player
+var ladder_m: Spatial = null
+
+func get_init_info() -> Dictionary:
+ return {"linear_velocity" : linear_velocity, "angular_velocity" : angular_velocity, "controlling_machine" : controlling_machine, "team" : team, "health" : health, "nametag" : $Nametag.text}
+
+func mp_init(init_info: Dictionary):
+ for variable in init_info.keys():
+ set(variable, init_info[variable])
+ $Nametag.text = init_info["nametag"]
+
+remote func set_phys_transform(trfrm: Transform, lvel: Vector3):
+ transform = trfrm
+ linear_velocity = lvel
+
+remotesync func set_net_owner(owner_id: int):
+ $Nametag.text = ""
+ set_network_master(owner_id)
+ if owner_id != 1:
+ $Nametag.text = world.players_info[owner_id][0]
+ if get_tree().get_network_unique_id() != 1:
+ if owner_id == world.client_id:
+ $Nametag.visible = false
+ world.player_char = self
+ is_player = true
+ world.cam.attach(self, "FIRSTPERSON", "./Neck/Head")
+ else:
+ $Nametag.visible = true
+ is_player = false
+ world.get_node("HUD").update_characters()
+
+func deselect_character():
+ if is_network_master():
+ world.player_char = null
+ if world.client_id != 1: world.cam.attach(world, "STATIC", "./DEFAULTCAM")
+ rpc("set_net_owner", 1)
+
+func take_control_of_machine(slave_machine: RigidBody):
+ machine = slave_machine
+ controlling_machine = true
+
+func lose_machine():
+ if is_network_master(): world.cam.attach(self, "FIRSTPERSON", "./Neck/Head")
+ controlling_machine = false
+ machine = null
+
+remotesync func damage(dmg_amt: int, _type: String, shooter: Array, extra: String):
+ health -= dmg_amt
+ if health <= 0 and is_network_master():
+ if shooter[0] != get_network_master() and shooter[0] != 1: world.rpc_id(shooter[0], "game_killsound")
+ if get_network_master() == 1:
+ world._call_on_server("_character_death", {"killer_id" : shooter[0], "killer" : shooter[1], "victim_mp_id" : get_network_master(), "victim" : name, "extra" : extra})
+ else:
+ world.rpc_id(1, "_call_on_server", "_character_death", {"killer_id" : shooter[0], "killer" : shooter[1], "victim_mp_id" : get_network_master(), "victim" : name, "extra" : extra})
+ elif is_network_master():
+ if shooter[0] != get_network_master() and shooter[0] != 1: world.rpc_id(shooter[0], "game_hitsound")
+
+remotesync func remove_dead_character():
+ if is_network_master() and machine != null:
+ machine.relinquish_control()
+ deselect_character()
+ queue_free()
+
+remotesync func net_apply_impulse(impulse_v: Vector3):
+ apply_central_impulse(impulse_v)
diff --git a/godot/scripts/characters/player_controller_new.gd b/godot/scripts/characters/player_controller_new.gd
index b1a8718..6e2a28b 100644
--- a/godot/scripts/characters/player_controller_new.gd
+++ b/godot/scripts/characters/player_controller_new.gd
@@ -1,18 +1,4 @@
-extends RigidBody
-
-# Game
-export var team: String = "RED"
-export var health: int = 100
-export var weapon_slot1: Resource = null
-export var weapon_slot2: Resource = null
-export var weapon_slot3: Resource = null
-export var weapon_slot4: Resource = null
-export var weapon_slot5: Resource = null
-var weapons = [null,null,null,null,null]
-var weapon: Resource = null
-var world: Spatial = null
-var carrying: bool = false
-var carrying_object: RigidBody = null
+extends "res://scripts/characters/NetworkedCharacter.gd"
# Camera
export var mouse_sensitivity:float = 12.0
@@ -41,12 +27,6 @@ var in_water: bool = false
var swim_speed: float = 450.0
var climb_speed: float = 5.0
-# Control
-var controlling_machine: bool = false #whether character is riding/controlling something
-var machine: RigidBody = null
-export var is_player: bool = false #whether character is currently controlled by a player
-var ladder_m: Spatial = null
-
#physics
var player_state: PhysicsDirectBodyState = null
var is_on_floor:bool = false
@@ -56,6 +36,18 @@ export var walk_speed:float = 5.0
var c_friction:float = 4.0
var air_control:float = 0.3
+#ai
+var ai_state: String = "IDLE"
+
+var ai_should_pathfind: bool = false
+var ai_path_target_global: Vector3 = Vector3.ZERO
+
+var ai_look_target: Vector3 = Vector3.ZERO
+var ai_should_look: bool = false
+var ai_should_track: bool = false
+var ai_track_object: Spatial = null
+const AI_LOOK_SPEED: float = 4.0
+
# Called when the node enters the scene tree
func _ready() -> void:
if weapon_slot1 == null:
@@ -76,18 +68,6 @@ func add_weapon_vm(weapon_vm: Spatial, trfrm: Transform):
viewmodel.get_node("Skeleton/GunBone").add_child(weapon_vm)
weapon_vm.transform = trfrm
-func get_init_info() -> Dictionary:
- return {"linear_velocity" : linear_velocity, "angular_velocity" : angular_velocity, "controlling_machine" : controlling_machine, "team" : team, "health" : health, "nametag" : $Nametag.text}
-
-func mp_init(init_info: Dictionary):
- for variable in init_info.keys():
- set(variable, init_info[variable])
- $Nametag.text = init_info["nametag"]
-
-remote func set_phys_transform(trfrm: Transform, lvel: Vector3):
- transform = trfrm
- linear_velocity = lvel
-
# Called every frame. 'delta' is the elapsed time since the previous frame
func _process(_delta: float) -> void:
if is_player and !world.is_chatting:
@@ -159,37 +139,6 @@ func initiate_use():
_:
pass
-remotesync func set_net_owner(owner_id: int):
- $Nametag.text = ""
- set_network_master(owner_id)
- if owner_id != 1:
- $Nametag.text = world.players_info[owner_id][0]
- if get_tree().get_network_unique_id() != 1:
- if owner_id == world.client_id:
- $Nametag.visible = false
- world.player_char = self
- is_player = true
- world.cam.attach(self, "FIRSTPERSON", "./Neck/Head")
- else:
- $Nametag.visible = true
- is_player = false
- world.get_node("HUD").update_characters()
-
-func deselect_character():
- if is_network_master():
- world.player_char = null
- if world.client_id != 1: world.cam.attach(world, "STATIC", "./DEFAULTCAM")
- rpc("set_net_owner", 1)
-
-func take_control_of_machine(slave_machine: RigidBody):
- machine = slave_machine
- controlling_machine = true
-
-func lose_machine():
- if is_network_master(): world.cam.attach(self, "FIRSTPERSON", "./Neck/Head")
- controlling_machine = false
- machine = null
-
func carry_process() -> void:
if !is_instance_valid(carrying_object):
carrying_object = null
@@ -208,6 +157,8 @@ func carry_process() -> void:
# Called every physics tick. 'delta' is constant
func _physics_process(delta: float) -> void:
if is_network_master():
+ if !is_player: #ai behavior
+ if ai_should_look: ai_look_at()
if carrying:
carry_process()
if ladder_m != null:
@@ -247,10 +198,10 @@ func _integrate_forces(state: PhysicsDirectBodyState) -> void:
break
if i == player_state.get_contact_count() - 1:
friction = 1
-
+ nav.set_velocity(velocity)
rpc("set_phys_transform", transform, linear_velocity)
if global_transform.origin.y < -30:
- rpc("damage", 500000, "drown", [1, "Davy Jones"])
+ rpc("damage", 500000, "drown", [1, "Davy Jones"], "")
func walk(_delta: float) -> void:
# Input
@@ -345,26 +296,6 @@ func leave_ladder():
ladder_m.queue_free()
ladder_m = null
-remotesync func damage(dmg_amt: int, _type: String, shooter: Array, extra: String):
- health -= dmg_amt
- if health <= 0 and is_network_master():
- if shooter[0] != get_network_master() and shooter[0] != 1: world.rpc_id(shooter[0], "game_killsound")
- if get_network_master() == 1:
- world._call_on_server("_character_death", {"killer_id" : shooter[0], "killer" : shooter[1], "victim_mp_id" : get_network_master(), "victim" : name, "extra" : extra})
- else:
- world.rpc_id(1, "_call_on_server", "_character_death", {"killer_id" : shooter[0], "killer" : shooter[1], "victim_mp_id" : get_network_master(), "victim" : name, "extra" : extra})
- elif is_network_master():
- if shooter[0] != get_network_master() and shooter[0] != 1: world.rpc_id(shooter[0], "game_hitsound")
-
-remotesync func remove_dead_character():
- if is_network_master() and machine != null:
- machine.relinquish_control()
- deselect_character()
- queue_free()
-
-remotesync func net_apply_impulse(impulse_v: Vector3):
- apply_central_impulse(impulse_v)
-
remotesync func anim_event(event: Dictionary):
$"%VIEWMODEL_ARMS".get_node("AnimationPlayer").play(event["VMANIMPLAY"])
@@ -380,3 +311,34 @@ remotesync func add_rocket_to_scene(pos, dir, id):
rocket.global_transform.origin = pos
rocket.global_transform.basis = Basis(-1*dir.z, dir.y, dir.x)
rocket.add_collision_exception_with(self)
+
+func set_look_status(target, type="STATIC"):
+ if type == "STATIC":
+ ai_look_target = target
+ ai_should_look = true
+ elif type == "TRACK":
+ ai_track_object = target
+ ai_should_look = true
+ ai_should_track = true
+ else:
+ ai_should_track = false
+
+func set_path_target(target):
+ ai_path_target_global = target
+
+func ai_look_at():
+ if ai_should_track:
+ if is_instance_valid(ai_track_object):
+ ai_look_target = ai_track_object.global_transform.origin
+ else:
+ ai_track_object = null
+ ai_should_track = false
+ var p_neck: float = Vector3(ai_look_target.x - neck.global_transform.origin.x, 0, ai_look_target.z - neck.global_transform.origin.z).signed_angle_to(-neck.global_transform.basis.z, neck.global_transform.basis.y )
+ var p_head: float = Vector3(ai_look_target.x - neck.global_transform.origin.x, ai_look_target.y - head.global_transform.origin.y, ai_look_target.z - neck.global_transform.origin.z).signed_angle_to( -head.global_transform.basis.z, head.global_transform.basis.x)
+ if abs(p_neck) > 0.01:
+ neck.rotation_degrees.y = lerp(neck.rotation_degrees.y, neck.rotation_degrees.y-p_neck, AI_LOOK_SPEED+abs(p_neck/3.1415))
+ if abs(p_head) > 0.01:
+ head.rotation_degrees.x = lerp(head.rotation_degrees.x, head.rotation_degrees.x-p_head, AI_LOOK_SPEED+abs(p_head/3.1415))
+
+ if abs(p_neck) <= 0.01 and abs(p_head) <= 0.01 and !ai_should_track:
+ ai_should_look = false
diff --git a/godot/scripts/machines/NetworkedMachineGDS.gd b/godot/scripts/machines/NetworkedMachineGDS.gd
index a8ee1da..91dbeb4 100644
--- a/godot/scripts/machines/NetworkedMachineGDS.gd
+++ b/godot/scripts/machines/NetworkedMachineGDS.gd
@@ -1,8 +1,9 @@
extends RigidBody
+class_name NetMachine
var in_use: bool = false
var controllable: bool = false
-var user: RigidBody = null
+var user: NetChar = null
var world: Spatial = null
func _ready():
diff --git a/godot/scripts/vehicles/Airplane.gd b/godot/scripts/vehicles/Airplane.gd
index 9762457..8ac755b 100644
--- a/godot/scripts/vehicles/Airplane.gd
+++ b/godot/scripts/vehicles/Airplane.gd
@@ -23,9 +23,10 @@ var parentvel = [Vector3.ZERO, Vector3.ZERO]
export var roll_curve : CurveTexture
#net machine variables
-var in_use : bool = false
-var user = null
-var world = null
+var in_use: bool = false
+var user: RigidBody = null
+var world: Spatial = null
+var controllable: bool = true
func get_init_info():
return {"linear_velocity" : linear_velocity, "angular_velocity" : angular_velocity, "in_use" : in_use}
@@ -81,7 +82,7 @@ func direction_input(fwd,bwd,left,right,_left2,_right2):
func misc_input(_ctrl,space,shift):
brake_control = shift
if space > 0.1 and !boosting: #if boost is pressed
- trigger_boost()
+ rpc("trigger_boost")
func mouse_input(_m1,_m3,_m2): #used for long-press actions
pass
@@ -91,32 +92,36 @@ func _ready():
countdown = boost_length
brake = 5
-func trigger_boost():
- print("boosting")
+remotesync func trigger_boost():
boosting = true
$"%RocketTrail".emitting = true
+remotesync func end_boost():
+ $"%RocketTrail".emitting = false
+ print("stopped boosting")
+ boosting = false
+ countdown = boost_length
+
func _process(delta):
if is_network_master():
if boosting and countdown <= 0:
- $"%RocketTrail".emitting = false
- print("stopped boosting")
- boosting = false
- countdown = boost_length
+ rpc("end_boost")
func _physics_process(delta):
+ if boosting:
+ add_force(global_transform.basis.x*booster_force,Vector3.ZERO)
+ countdown -= delta
if in_use and user.get_network_master() == world.client_id:
user.global_transform.origin = $Cockpit.global_transform.origin
user.global_transform.basis = $Cockpit.global_transform.basis.orthonormalized()
+ user.set_linear_velocity(get_linear_velocity())
if is_network_master():
$rearwheel.brake = lerp($rearwheel.brake, brake_force*brake_control, 0.05)
v_angle = atan2(global_transform.basis.x.y,sqrt(global_transform.basis.x.z*global_transform.basis.x.z + global_transform.basis.x.x*global_transform.basis.x.x))
roll_angle = global_transform.basis.x.cross(Vector3.UP).angle_to($rightaileron.global_transform.origin-$wingcenter.global_transform.origin)
if $rightaileron.global_transform.origin.y < $leftaileron.global_transform.origin.y:
roll_angle *= -1
- if boosting:
- add_force(global_transform.basis.x*booster_force,Vector3.ZERO)
- countdown -= delta
+
#print(linear_velocity.length())
#slow plane by drag and gravity