using Godot; using SupaLidlGame.Extensions; using SupaLidlGame.Items; using System; namespace SupaLidlGame.Characters { public partial class NPC : Character { /// /// Time in seconds it takes for the NPC to think FeelsDankCube /// public const float ThinkTime = 0.125f; public float[] Weights => _weights; [Export] public float PreferredDistance { get; protected set; } = 64.0f; protected float[] _weights = new float[16]; protected int _bestWeightIdx; protected double _thinkTimeElapsed = 0; protected Vector2 _blockingDir; protected static readonly Vector2[] _weightDirs = new Vector2[16]; static NPC() { 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); } } public override void _Ready() { base._Ready(); Array.Fill(_weights, 0); } /* public override void _Process(double delta) { if ((_thinkTimeElapsed += delta) > ThinkTime) { _thinkTimeElapsed = 0; Think(); } Direction = _weightDirs[_bestWeightIdx]; //Direction = (Target.GlobalPosition - GlobalPosition).Normalized(); base._Process(delta); } */ public override void _Draw() { #if DEBUG for (int i = 0; i < 16; i++) { Vector2 vec = _weightDirs[i] * _weights[i] * 32; 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); } #endif base._Draw(); } protected virtual Character FindBestTarget() { float bestDist = float.MaxValue; Character bestChar = null; foreach (Node node in GetParent().GetChildren()) { if (node is Character character && character.Faction != Faction) { float dist = Position.DistanceTo(character.Position); if (dist < bestDist) { bestDist = dist; bestChar = character; } } } return bestChar; } public void ThinkProcess(double delta) { if ((_thinkTimeElapsed += delta) > ThinkTime) { _thinkTimeElapsed = 0; Think(); QueueRedraw(); } Direction = _weightDirs[_bestWeightIdx]; } public void UpdateWeights(Vector2 pos) { // FIXME: TODO: remove all the spaghetti Vector2 dir = Target.Normalized(); float dist = GlobalPosition.DistanceSquaredTo(pos); var spaceState = GetWorld2D().DirectSpaceState; var exclude = new Godot.Collections.Array(); exclude.Add(this.GetRid()); for (int i = 0; i < 16; i++) { float directDot = _weightDirs[i].Dot(dir); // clamp dot from [-1, 1] to [0, 1] directDot = (directDot + 1) / 2; float strafeDot = Math.Abs(_weightDirs[i].Dot(dir.Clockwise90())); float currDirDot = (_weightDirs[i].Dot(Direction) + 1) / 16; strafeDot = Mathf.Pow((strafeDot + 1) / 2, 2) + currDirDot; if (dist > 4096) { _weights[i] = directDot; } else if (dist > 64) { float dDotWeight = Mathf.Sqrt(dist / 4096); float sDotWeight = 1 - dDotWeight; _weights[i] = (dDotWeight * directDot) + (sDotWeight * strafeDot); } else { _weights[i] = strafeDot; } } for (int i = 0; i < 16; i++) { var rayParams = new PhysicsRayQueryParameters2D { Exclude = exclude, CollideWithBodies = true, From = GlobalPosition, To = GlobalPosition + (_weightDirs[i] * 24), CollisionMask = 1 + 8 }; var result = spaceState.IntersectRay(rayParams); // 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++) { if (i == j) { _weights[i] = 0; } else { float dot = _weightDirs[i].Dot(_weightDirs[j]); _weights[j] -= _weights[j] * dot; } } } } float bestWeight = 0; for (int i = 0; i < 16; i++) { if (_weights[i] > bestWeight) { _bestWeightIdx = i; 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() { var spaceState = GetWorld2D().DirectSpaceState; 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 var exclude = new Godot.Collections.Array(); 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; } } return net; //return -Vector2Extensions.Midpoints(rays); } protected virtual void Think() { // TODO: the entity should wander if it doesn't find a best target Vector2 pos = FindBestTarget().GlobalPosition; Target = pos - GlobalPosition; Vector2 dir = Target; float dist = GlobalPosition.DistanceSquaredTo(pos); UpdateWeights(pos); if (Target.LengthSquared() < 1024) { if (Inventory.SelectedItem is Weapon weapon) { UseCurrentItem(); } } } } }