129 lines
4.2 KiB
C#
129 lines
4.2 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 Enemy : NPC
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{
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public override void _Ready()
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{
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base._Ready();
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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) <= 0)
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{
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_thinkTimeElapsed = 0.25;
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Think();
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}
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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 (byte i = 0; i < 16; i++)
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{
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Vector2 diff = WeightVec(i) * 128;
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Color c = _dirIdx == i ? new Color(0, 255, 64) : new Color(0, 128, 24);
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DrawLine(Vector2.Zero, diff, c, 2.0f);
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}
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base._Draw();
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}
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private Vector2 WeightVec(int idx)
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{
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//GD.Print(_weights[idx]);
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return WeightVecNorm(idx) * _weights[idx];
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}
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private Vector2 WeightVecNorm(int idx)
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{
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// sin(2pix/16)
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float x = Mathf.Cos(Mathf.Pi * idx / 8);
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float y = Mathf.Sin(Mathf.Pi * idx / 8);
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return new Vector2(x, y);
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}
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private 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 Character 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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Target = FindBestTarget();
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float bestWeight = 0;
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Vector2 want = GlobalPosition.DirectionTo(Target.GlobalPosition);
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float dist = GlobalPosition.DistanceSquaredTo(Target.GlobalPosition);
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for (byte i = 0; i < 16; i++)
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{
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Vector2 dir = WeightVecNorm(i);
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// if close enough, _weights[i] will be instead calculated dot to a perpendicular weight
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if (dist < 16384)
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{
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Vector2 dirA = WeightVecNorm((i + 4) % 16);
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Vector2 dirB = WeightVecNorm((i - 4) % 16);
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float dot = Mathf.Max(dirA.Dot(want) + dirA.Dot(Direction),
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dirB.Dot(want) + dirB.Dot(Direction));
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_weights[i] = (dot + 1) / 2;
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}
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else
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{
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_weights[i] = (dir.Dot(want) + 1) / 2;
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}
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// check each weight with a raycast to see if it will hit any object
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// if it hits an object, subtract the weight by how close the ray is
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if (_weights[i] > 0)
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{
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GD.Print("casting...");
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var spaceState = GetWorld2d().DirectSpaceState;
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var args = new PhysicsRayQueryParameters2D();
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args.From = GlobalPosition;
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args.To = GlobalPosition + dir * 256 * _weights[i];
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args.CollideWithBodies = true;
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args.Exclude.Add(this.GetRid());
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var result = spaceState.IntersectRay(args);
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GD.Print(result.Count);
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if (result.Count > 0)
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{
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var pos = result["position"].AsVector2();
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var sub = pos.DistanceTo(GlobalPosition + dir);
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_weights[i] -= sub;
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GD.Print("hit!");
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}
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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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_dirIdx = i;
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}
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//GD.Print(_weights[i]);
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}
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Direction = WeightVecNorm((byte)_dirIdx);
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QueueRedraw();
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}
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}
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}
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