SupaLidlGame/Characters/NPC.cs

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using Godot;
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using SupaLidlGame.Extensions;
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using SupaLidlGame.Items;
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using System;
namespace SupaLidlGame.Characters
{
public partial class NPC : Character
{
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/// <summary>
/// Time in seconds it takes for the NPC to think FeelsDankCube
/// </summary>
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public const float ThinkTime = 0.125f;
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public float[] Weights => _weights;
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[Export]
public float PreferredDistance { get; protected set; } = 64.0f;
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protected float[] _weights = new float[16];
protected int _bestWeightIdx;
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protected double _thinkTimeElapsed = 0;
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protected Vector2 _blockingDir;
protected static readonly Vector2[] _weightDirs = new Vector2[16];
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static NPC()
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{
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for (int i = 0; i < 16; i++)
{
float y = Mathf.Sin(Mathf.Pi * i * 2 / 16);
float x = Mathf.Cos(Mathf.Pi * i * 2 / 16);
_weightDirs[i] = new Vector2(x, y);
}
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}
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public override void _Ready()
{
base._Ready();
Array.Fill(_weights, 0);
}
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/*
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public override void _Process(double delta)
{
if ((_thinkTimeElapsed += delta) > ThinkTime)
{
_thinkTimeElapsed = 0;
Think();
}
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Direction = _weightDirs[_bestWeightIdx];
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//Direction = (Target.GlobalPosition - GlobalPosition).Normalized();
base._Process(delta);
}
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*/
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public override void _Draw()
{
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#if DEBUG
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for (int i = 0; i < 16; i++)
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{
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Vector2 vec = _weightDirs[i] * _weights[i] * 32;
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Color c = Colors.Green;
if (_bestWeightIdx == i)
{
c = Colors.Blue;
}
else if (_weights[i] < 0)
{
c = Colors.Red;
vec = -vec;
}
DrawLine(Vector2.Zero, vec, c);
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}
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#endif
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base._Draw();
}
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protected virtual Character FindBestTarget()
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{
float bestDist = float.MaxValue;
Character bestChar = null;
foreach (Node node in GetParent().GetChildren())
{
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if (node is Character character && character.Faction != Faction)
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{
float dist = Position.DistanceTo(character.Position);
if (dist < bestDist)
{
bestDist = dist;
bestChar = character;
}
}
}
return bestChar;
}
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public void ThinkProcess(double delta)
{
if ((_thinkTimeElapsed += delta) > ThinkTime)
{
_thinkTimeElapsed = 0;
Think();
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QueueRedraw();
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}
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Direction = _weightDirs[_bestWeightIdx];
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}
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public void UpdateWeights(Vector2 pos)
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{
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// FIXME: TODO: remove all the spaghetti
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Vector2 dir = Target.Normalized();
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float dist = GlobalPosition.DistanceSquaredTo(pos);
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var spaceState = GetWorld2D().DirectSpaceState;
var exclude = new Godot.Collections.Array<Godot.Rid>();
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exclude.Add(this.GetRid());
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for (int i = 0; i < 16; i++)
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{
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float directDot = _weightDirs[i].Dot(dir);
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// clamp dot from [-1, 1] to [0, 1]
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directDot = (directDot + 1) / 2;
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float strafeDot = Math.Abs(_weightDirs[i].Dot(dir.Clockwise90()));
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float currDirDot = (_weightDirs[i].Dot(Direction) + 1) / 16;
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strafeDot = Mathf.Pow((strafeDot + 1) / 2, 2) + currDirDot;
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if (dist > 4096)
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{
_weights[i] = directDot;
}
else if (dist > 64)
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{
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float dDotWeight = Mathf.Sqrt(dist / 4096);
float sDotWeight = 1 - dDotWeight;
_weights[i] = (dDotWeight * directDot) + (sDotWeight * strafeDot);
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}
else
{
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_weights[i] = strafeDot;
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}
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}
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for (int i = 0; i < 16; i++)
{
var rayParams = new PhysicsRayQueryParameters2D
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{
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Exclude = exclude,
CollideWithBodies = true,
From = GlobalPosition,
To = GlobalPosition + (_weightDirs[i] * 24),
CollisionMask = 1 + 8
};
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var result = spaceState.IntersectRay(rayParams);
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// if we hit something
if (result.Count > 0)
{
// then we subtract the value of this from the other weights
float oldWeight = _weights[i];
for (int j = 0; j < 16; j++)
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{
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if (i == j)
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{
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_weights[i] = 0;
}
else
{
float dot = _weightDirs[i].Dot(_weightDirs[j]);
_weights[j] -= _weights[j] * dot;
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}
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}
}
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}
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float bestWeight = 0;
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for (int i = 0; i < 16; i++)
{
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if (_weights[i] > bestWeight)
{
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_bestWeightIdx = i;
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bestWeight = _weights[i];
}
}
}
public Vector2 GetDirection(Vector2 towards)
{
float directWeight;
float strafeWeight;
float dist = towards.Length();
Vector2 directDir = towards.Normalized();
Vector2 strafeDir;
float crossProduct = towards.Cross(Direction);
// strafeDir is either counter clockwise or clockwise depending on
// the direction the NPC is already traveling
// enemies might rapidly change direction if compared to 0
if (crossProduct < -1)
{
strafeDir = directDir.Counterclockwise90();
}
else
{
strafeDir = directDir.Counterclockwise90();
//strafeDir = directDir.Clockwise90();
}
// weights approach 1
// dy/dx = 1 - y
// y = 1 - e^(-x)
directWeight = 1 - Mathf.Pow(Mathf.E, -(dist / PreferredDistance));
strafeWeight = 1 - directWeight;
Vector2 midpoint = (directDir * directWeight)
.Midpoint(strafeDir * strafeWeight);
_blockingDir = GetBlocking();
midpoint += _blockingDir;
return midpoint.Normalized();
}
public Vector2 GetBlocking()
{
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var spaceState = GetWorld2D().DirectSpaceState;
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int rayLength = 16;
float[] weights = new float[16];
Vector2[] rays = new Vector2[16];
Vector2 net = Vector2.Zero;
for (int i = 0; i < 16; i++)
{
// cast ray and gets its length
// the length determines its strength
// exclude itself from raycasts
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var exclude = new Godot.Collections.Array<Godot.Rid>();
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exclude.Add(GetRid());
var rayParams = new PhysicsRayQueryParameters2D
{
CollisionMask = 9,
From = GlobalPosition,
To = _weightDirs[i] * rayLength,
Exclude = exclude
};
var result = spaceState.IntersectRay(rayParams);
if (result.Count > 0)
{
Vector2 position = (Vector2)result["position"];
float hitDist = GlobalPosition.DistanceTo(position);
float weight = rayLength - hitDist;
GD.Print(weight);
rays[i] = _weightDirs[i] * weight;
net += rays[i];
}
else
{
rays[i] = Vector2.Zero;
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}
}
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return net;
//return -Vector2Extensions.Midpoints(rays);
}
protected virtual void Think()
{
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// TODO: the entity should wander if it doesn't find a best target
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Vector2 pos = FindBestTarget().GlobalPosition;
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Target = pos - GlobalPosition;
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Vector2 dir = Target;
float dist = GlobalPosition.DistanceSquaredTo(pos);
UpdateWeights(pos);
if (Target.LengthSquared() < 1024)
{
if (Inventory.SelectedItem is Weapon weapon)
{
UseCurrentItem();
}
}
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}
}
}