183 lines
5.8 KiB
C#
183 lines
5.8 KiB
C#
using Godot;
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using System;
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namespace SupaLidlGame.Characters
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{
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public partial class NPC : Character
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{
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/// <summary>
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/// Time in seconds it takes for the NPC to think FeelsDankCube
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/// </summary>
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public const float ThinkTime = 0.125f;
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public Character Target { get; protected set; }
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public float[] Weights => _weights;
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float[] _weights = new float[16];
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Vector2[] _weightDirs = new Vector2[16];
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int _bestWeightIdx;
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protected double _thinkTimeElapsed = 0;
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public override void _Ready()
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{
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base._Ready();
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Array.Fill(_weights, 0);
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for (int i = 0; i < 16; i++)
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{
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float y = Mathf.Sin(Mathf.Pi * i * 2 / 16);
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float x = Mathf.Cos(Mathf.Pi * i * 2 / 16);
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_weightDirs[i] = new Vector2(x, y);
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}
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}
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public override void _Process(double delta)
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{
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if ((_thinkTimeElapsed += delta) > ThinkTime)
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{
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_thinkTimeElapsed = 0;
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Think();
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}
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Direction = _weightDirs[_bestWeightIdx];
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//Direction = (Target.GlobalPosition - GlobalPosition).Normalized();
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base._Process(delta);
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}
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public override void _Draw()
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{
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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] * 128;
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Color c = Colors.Green;
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if (_bestWeightIdx == i)
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{
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c = Colors.Blue;
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}
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else if (_weights[i] < 0)
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{
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c = Colors.Red;
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vec = -vec;
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}
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DrawLine(Vector2.Zero, vec, c);
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}
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base._Draw();
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}
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protected virtual Character FindBestTarget()
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{
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float bestDist = float.MaxValue;
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Character bestChar = null;
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foreach (Node node in GetParent().GetChildren())
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{
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if (node != this && node is Player character)
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{
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float dist = Position.DistanceTo(character.Position);
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if (dist < bestDist)
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{
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bestDist = dist;
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bestChar = character;
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}
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}
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}
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return bestChar;
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}
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private void Think()
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{
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Vector2 pos = FindBestTarget().GlobalPosition;
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Vector2 dir = GlobalPosition.DirectionTo(pos);
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float dist = GlobalPosition.DistanceSquaredTo(pos);
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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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directDot = (directDot + 1) / 2;
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// this dot product resembles values of sine rather than cosine
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// use it to weigh direction horizontally
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Vector2 rotatedDir = new Vector2(-dir.y, dir.x);
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float horizDot = Math.Abs(_weightDirs[i].Dot(rotatedDir));
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// this is a smaller weight so they are more likely to
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// pick the direction they are currently heading when
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// choosing between two horizontal weights
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float currDirDot = (_weightDirs[i].Dot(Direction) + 1) / 16;
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// square so lower values are even lower
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horizDot = Mathf.Pow((horizDot + 1) / 2, 2) + currDirDot;
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// "When will I use math in the real world" Clueful
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if (dist > 1024)
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{
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_weights[i] = directDot;
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}
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else if (dist > 64)
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{
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float directDotWeighting = (dist - 64) / 960;
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float horizDotWeighting = 1 - directDotWeighting;
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_weights[i] = (directDot * directDotWeighting) +
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(horizDot * horizDotWeighting);
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}
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else
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{
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// shorter than 64
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_weights[i] = horizDot;
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}
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// now we shall subtract weights whose rays collide
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// with something
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{
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var spaceState = GetWorld2d().DirectSpaceState;
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var exclude = new Godot.Collections.Array<RID>();
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exclude.Add(this.GetRid());
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var rayParams = new PhysicsRayQueryParameters2D
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{
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Exclude = exclude,
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CollideWithBodies = true,
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From = GlobalPosition,
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To = GlobalPosition + (_weightDirs[i] * 16)
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};
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var result = spaceState.IntersectRay(rayParams);
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// if our ray cast hits something
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if (result.Count > 0)
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{
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// then we subtract the dot product of other directions
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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;
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}
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else
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{
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float dot = _weightDirs[i].Dot(_weightDirs[j]);
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_weights[j] -= (dot + 1) / 4;
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}
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}
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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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{
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if (_weights[i] > bestWeight)
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{
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bestWeight = _weights[i];
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_bestWeightIdx = i;
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}
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}
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QueueRedraw();
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}
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}
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}
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