Files
academy2-game/scripts/modules/npc_bandit.gd
2022-01-14 22:22:25 +03:00

660 lines
22 KiB
GDScript

extends AIScriptModule
const garments_female_lingerie = ["female-panties1", "female-bra1"]
const garments_head_female = []
const garments_male_lingerie = ["male-panties1"]
const garments_head_male = []
const garments_female_main = ["female-shirt_skirt1"]
const garments_male_main = ["male-pants1", "male-shoes1"]
const basedir = "res://scenes/clothes/"
const material_female = preload("res://scenes/clothes/nun-clothes.material")
const material_male = preload("res://scenes/clothes/clothes-male.material")
const attack_distance = 2.0
const guard_distance = 2.0
const engage_distance = 10.0
const flee_distance = 5.0
const init_blackboard = {
"stamina": 100.0,
"health": 100.0,
"melee_weapon_equipped": false,
"attack_cooldown": 0.0,
"guard_cooldown": 0.0,
"flee_cooldown": 0.0,
"guard": false,
"melee_damage": false,
"dot": 0.0
}
class AITreeBuilder:
var parent
func seq(a: Array):
var e = AITreeBuilder.new()
e.parent = self
return e
func look_at(tick, ch):
var root = get_character(tick)
var current = root.global_transform
var at = ch.global_transform.origin
at.y = current.origin.y
root.global_transform = current.looking_at(at, Vector3.UP)
func combat_event(ev, data, blackboard):
var root = blackboard.self
var cam = root.get_viewport().get_camera()
var player
if cam:
player = cam.get_meta("player")
assert(player)
match ev:
"about_to_attack":
var who = data[0]
if who != root:
var where = who.global_transform.origin
var curpos = root.global_transform.origin
var dst = where.distance_squared_to(curpos)
if dst < guard_distance * guard_distance:
if who == player:
blackboard["guard"] = true
# blackboard_set(tick, "melee_damage", true)
"damage":
var who = data[0]
var weapon = data[1]
if who != root:
var where = who.global_transform.origin
var curpos = root.global_transform.origin
var dst = where.distance_squared_to(curpos)
if dst < attack_distance * attack_distance:
if who == player:
blackboard["melee_damage"] = true
# blackboard_set(tick, "melee_damage", true)
class take_weapon extends AIScriptModule:
func init(tick):
get_memory(tick).root = get_character(tick)
get_memory(tick).skel = get_memory(tick).root.get_meta("skeleton")
func update_physics(tick, delta):
var root = get_memory(tick).root
assert(root)
if blackboard_get(tick, "melee_weapon_equipped"):
return FAILED
var wslot = get_memory(tick).skel.get_node("wrist_r/weapon_right")
wslot.set_meta("owner", root)
inventory.equip(wslot, get_memory(tick).weapon)
blackboard_set(tick, "melee_weapon_equipped", true)
assert(blackboard_get(tick, "melee_weapon_equipped"))
return OK
func stop(tick):
# can't re-run this one
var root = get_memory(tick).root
assert(root)
class guard extends AIScriptModule:
func init(tick):
get_memory(tick).root = get_character(tick)
get_memory(tick).state = 0
func update_physics(tick, delta):
var root = get_memory(tick).root
assert(root)
if blackboard_get(tick, "guard_cooldown") > 0:
return FAILED
if blackboard_get(tick, "guard"):
blackboard_set(tick, "guard", false)
match get_memory(tick).state:
0:
# guard
var anim
if blackboard_get(tick, "dot") < 0:
anim = get_memory(tick).anim1
else:
anim = get_memory(tick).anim2
characters.animation_node_travel(root, anim)
get_memory(tick).state = 1
return ERR_BUSY
1:
get_memory(tick).state = 2
return ERR_BUSY
2:
blackboard_set(tick, "guard_cooldown", 1.5)
return OK
return OK
func stop(tick):
get_memory(tick).state = 0
class rest extends AIScriptModule:
func init(tick):
get_memory(tick).root = get_character(tick)
func update_physics(tick, delta):
var root = get_memory(tick).root
assert(root)
if blackboard_get(tick, "stamina") < 100.0:
blackboard_set(tick, "stamina", blackboard_get(tick, "stamina") + 15500.0 * delta)
return ERR_BUSY
else:
return OK
func stop(tock):
pass
class idle extends AIScriptModule:
func init(tick):
get_memory(tick).root = get_character(tick)
func update_physics(tick, delta):
var root = get_memory(tick).root
assert(root)
if blackboard_get(tick, "stamina") < 100.0:
blackboard_set(tick, "stamina", blackboard_get(tick, "stamina") + 0.5 * delta)
return ERR_BUSY
else:
return OK
func stop(tock):
pass
class unconcious extends AIScriptModule:
func init(tick):
get_memory(tick).root = get_character(tick)
get_memory(tick).state = 0
func update_physics(tick, delta):
var root = get_memory(tick).root
var anim1 = get_memory(tick).anim1
var anim2 = get_memory(tick).anim2
assert(root)
assert(anim1)
assert(anim2)
match get_memory(tick).state:
0:
characters.animation_node_travel(root, anim1)
get_memory(tick).state = 1
return ERR_BUSY
return ERR_BUSY
func stop(tick):
pass
class get_damage extends AIScriptModule:
func init(tick):
get_memory(tick).root = get_character(tick)
get_memory(tick).state = 0
func update_physics(tick, delta):
var root = get_memory(tick).root
var anim1 = get_memory(tick).anim1
var anim2 = get_memory(tick).anim2
var cost = get_memory(tick).cost
assert(root)
if blackboard_get(tick, "guard_cooldown") > 0:
return FAILED
if blackboard_get(tick, "melee_damage"):
blackboard_set(tick, "melee_damage", false)
match get_memory(tick).state:
0:
# guard
var anim
if blackboard_get(tick, "dot") < 0:
anim = get_memory(tick).anim1
else:
anim = get_memory(tick).anim2
characters.animation_node_travel(root, anim)
if blackboard_get(tick, "stamina") > 50.0:
blackboard_set(tick, "health", blackboard_get(tick, "health") - cost)
else:
blackboard_set(tick, "health", blackboard_get(tick, "health") - 5.0 * cost)
blackboard_set(tick, "stamina", 5.0)
get_memory(tick).state = 1
return ERR_BUSY
1:
get_memory(tick).state = 2
return ERR_BUSY
2:
blackboard_set(tick, "guard_cooldown", 1.5)
return OK
func stop(tick):
get_memory(tick).state = 0
class walkto extends AIScriptModule:
func init(tick):
get_memory(tick).state = 0
get_memory(tick).pdist = INF
get_memory(tick).root = get_character(tick)
get_memory(tick).timeout = get_memory(tick).config_timeout
func look_at(root, where):
var current = root.global_transform
var at = where
at.y = current.origin.y
root.global_transform = current.looking_at(at, Vector3.UP)
root.set_meta("orientation", Transform(root.global_transform.basis, Vector3()))
func update_physics(tick, delta):
var root = get_memory(tick).root
assert(root)
var flee = get_memory(tick).flee
var where: Vector3
var adest = blackboard_get(tick, "enemy_pos")
var away = (root.global_transform.origin - adest).normalized()
var fdest = root.global_transform.origin + away * 4.0
if !flee:
where = adest
else:
where = fdest
var gpos = root.global_transform.origin
var dst = gpos.distance_squared_to(where)
var finished = false
var pdist = get_memory(tick).pdist
var speed = get_memory(tick).speed
var cost = get_memory(tick).cost
var gap = get_memory(tick).gap
# get_memory(tick).timeout -= delta
match get_memory(tick).state:
0:
look_at(root, where)
characters.animation_node_travel(root, "locomotion")
characters.set_walk_speed(root, speed, 0)
get_memory(tick).state = 1
1:
blackboard_set(tick, "stamina", blackboard_get(tick, "stamina") - cost * delta)
get_memory(tick).state = 2
2:
if dst < gap * gap:
get_memory(tick).state = 10
elif get_memory(tick).timeout < 0.0:
root.global_transform.origin = where
get_memory(tick).state = 20
# elif dst > pdist && dst > gap * gap:
# root.global_transform.origin = where
# get_memory(tick).state = 30
# printerr("missed the target: ", sqrt(dst), gap)
# elif dst < 3.0 * gap * gap && get_memory(tick).timeout > 0.0:
# characters.set_walk_speed(root, speed, 0)
# get_memory(tick).state = 3
else:
get_memory(tick).state = 0
10:
finished = true
20:
finished = true
30:
finished = true
# 200:
# get_memory(tick).timeout -= delta
# if get_memory(tick).timeout < 0.0:
# root.global_transform.origin = where
# characters.set_walk_speed(root, 0, 0)
# finished = true
# state = 300
# 300:
# printerr("should not be here: ", sqrt(dst), gap)
# breakpoint
get_memory(tick).pdist = dst
if !finished:
return ERR_BUSY
else:
return OK
func stop(tick):
var root = get_memory(tick).root
characters.set_walk_speed(root, 0, 0)
get_memory(tick).state = 0
get_memory(tick).timeout = get_memory(tick).config_timeout
class attack extends AIScriptModule:
func init(tick):
get_memory(tick).root = get_character(tick)
get_memory(tick).state = 0
func look_at(tick, root):
var current = root.global_transform
var at = blackboard_get(tick, "enemy_pos")
at.y = current.origin.y
root.global_transform = current.looking_at(at, Vector3.UP)
root.set_meta("orientation", Transform(root.global_transform.basis, Vector3()))
func update_physics(tick, delta):
var root = get_memory(tick).root
var event = get_memory(tick).event
var anim = get_memory(tick).anim
var finished = false
assert(root)
if blackboard_get(tick, "attack_cooldown") > 0.0:
blackboard_set(tick, "attack_cooldown", blackboard_get(tick, "attack_cooldown") - delta)
return FAILED
match get_memory(tick).state:
0:
combat.emit_signal("event", get_memory(tick).event, [root])
look_at(tick, root)
get_memory(tick).state = 1
1:
blackboard_set(tick, "stamina", blackboard_get(tick, "stamina") - 0.5 * delta)
blackboard_set(tick, "stamina", blackboard_get(tick, "stamina") - 3500 * delta)
characters.animation_node_travel(root, anim)
get_memory(tick).state = 2
2:
blackboard_set(tick, "stamina", blackboard_get(tick, "stamina") - 5 * delta)
blackboard_set(tick, "attack_cooldown", 1.8)
finished = true
if finished:
return OK
else:
return ERR_BUSY
func stop(tick):
get_memory(tick).state = 0
func init(tick):
assert(tick)
assert(!get_memory(tick).has("initialized"))
get_memory(tick).name = "bandit_ai"
var considerations_data = {
"take_melee_weapon": {
"considerations": [
{"c": health_consideration.new(), "score": 1.0},
{"c": no_melee_weapon_equipped_consideration.new(), "score": 1.0},
{"c": threat_consideration.new(), "score": 1.0}
],
"score": 180.0,
"conf": {"weapon": "s_dagger"},
},
"approach_far": {
"considerations": [
{"c": health_consideration.new(), "score": 1.0},
{"c": enemy_very_far_consideration.new(), "score": 1.0},
{"c": has_melee_weapon_equipped_consideration.new(), "score": 1.0},
{"c": half_or_more_stamina_consideration.new(), "score": 1.0},
{"c": threat_consideration.new(), "score": 1.0}
],
"score": 120.0,
"conf": {"gap": 0.6, "config_timeout": 3.0, "speed": 4.0, "cost": 6.0, "flee": false},
},
"approach_near": {
"considerations": [
{"c": health_consideration.new(), "score": 1.0},
{"c": enemy_far_consideration.new(), "score": 1.0},
{"c": has_melee_weapon_equipped_consideration.new(), "score": 1.0},
{"c": half_or_more_stamina_consideration.new(), "score": 1.0},
{"c": threat_consideration.new(), "score": 1.0}
],
"score": 150.0,
"conf": {"gap": 0.6, "config_timeout": 1.5, "speed": 2.0, "cost": 6.0, "flee": false},
},
"melee_attack": {
"considerations": [
{"c": health_consideration.new(), "score": 1.0},
{"c": has_melee_weapon_equipped_consideration.new(), "score": 1.0},
{"c": melee_attack_ready_consideration.new(), "score": 1.0},
{"c": twenty_or_more_stamina_consideration.new(), "score": 1.0},
{"c": melee_attack_distance_consideration.new(), "score": 1.0}
],
"score": 50.0,
"conf": {"anim": "attack-melee1", "event": "about_to_attack"},
},
"flee": {
"considerations": [
{"c": health_consideration.new(), "score": 1.0},
{"c": ready_to_flee_consideration.new(), "score": 1.0},
{"c": has_energy_consideration.new(), "score": 1.0},
{"c": dangerous_distance_consideration.new(), "score": 1.0},
],
"score": 300.0,
"conf": {"gap": 0.6, "config_timeout": 1.5, "speed": 20.0, "cost": 6.0, "flee": true},
},
"guard": {
"considerations": [
{"c": health_consideration.new(), "score": 1.0},
{"c": ready_to_guard_consideration.new(), "score": 1.0},
{"c": guarding_consideration.new(), "score": 1.0},
],
"score": 900.0,
"conf": {"anim1": "guard-melee1", "anim2": "guard-front-melee1"},
},
"unconcious": {
"considerations": [
{"c": critical_health_consideration.new(), "score": 1.0}
],
"score": 2000.0,
"conf": {"anim1": "fall-front", "anim2": "fall-back"},
},
"rest": {
"considerations": [
{"c": critical_stamina_consideration.new(), "score": 1.0},
{"c": flee_or_more_distance_consideration.new(), "score": 1.0}
],
"score": 150.0,
"conf": {},
},
"get_melee_damage": {
"considerations": [
{"c": health_consideration.new(), "score": 1.0},
{"c": melee_damage_consideration.new(), "score": 1.0},
],
"score": 3000.0,
"conf": {"anim1": "guard-melee1", "anim2": "guard-front-melee1", "cost": 10.0},
},
"idle": {
"considerations": [
],
"score": 1.0,
"conf": {},
}
}
var root = get_character(tick)
for e in init_blackboard.keys():
if !blackboard_is_set(tick, e):
blackboard_set(tick, e, init_blackboard[e])
blackboard_set(tick, "self", root)
assert(root.has_meta("skeleton"))
get_memory(tick).rnd = RandomNumberGenerator.new()
get_memory(tick).rnd.randomize()
root.add_to_group("bandits")
root.add_to_group("bandit")
var character_data = root.get_meta("character_data")
if character_data.sex == "female":
var g = garments_female_lingerie
var h = []
g += garments_female_main
h += garments_head_female
characters.call_deferred("setup_garments", root, g, h, material_female)
else:
var g = garments_male_lingerie
var h = []
g += garments_male_main
h += garments_head_male
characters.call_deferred("setup_garments", root, g, h, material_male)
var ai_runner: AIUtilityRunner = AIUtilityRunner.new()
get_memory(tick).runner = ai_runner
_register_module(tick, get_memory(tick).runner)
combat.connect("event", self, "combat_event", [blackboard_get_dict(tick)])
if !get_memory(tick).has("run_behaviors"):
get_memory(tick).run_behaviors = {}
for e in conf_behaviors.keys():
if !get_memory(tick).run_behaviors.has(e):
get_memory(tick).run_behaviors[e] = conf_behaviors[e].new()
_register_module(tick, get_memory(tick).run_behaviors[e])
var conf = considerations_data[e].conf
get_memory(tick).run_behaviors[e].setup(tick, conf)
ai_runner.add_choice(tick, e, considerations_data[e].score, get_memory(tick).run_behaviors[e])
for c in considerations_data[e].considerations:
ai_runner.add_consideration(tick, e, c.c, c.score)
get_memory(tick).initialized = true
var cooldown = 0.0
var conf_behaviors: = {
"take_melee_weapon": take_weapon,
"approach_far": walkto,
"approach_near": walkto,
"flee": walkto,
"melee_attack": attack,
"guard": guard,
"rest": rest,
"idle": idle,
"get_melee_damage": get_damage,
"unconcious": unconcious
}
class health_consideration extends AIUtilityScriptedConsideration:
func evalute(tick, delta):
if blackboard_get(tick, "health") <= 0.0:
return 0.0
var ret = blackboard_get(tick, "health") / 100.0
ret = clamp(ret, 0.0, 1.0)
return ret * ret
class no_melee_weapon_equipped_consideration extends AIUtilityScriptedConsideration:
func evalute(tick, delta):
if !blackboard_get(tick, "melee_weapon_equipped"):
return 1.0
return 0.0
class threat_consideration extends AIUtilityScriptedConsideration:
const engage_distance = 20.0
func evalute(tick, delta):
if blackboard_get(tick, "enemy_distance") < engage_distance * engage_distance:
return 1.0
return 0.0
class safe_consideration extends AIUtilityScriptedConsideration:
const engage_distance = 20.0
func evalute(tick, delta):
if blackboard_get(tick, "enemy_distance") >= engage_distance * engage_distance:
return 1.0
return 0.0
class enemy_far_consideration extends AIUtilityScriptedConsideration:
func evalute(tick, delta):
if blackboard_get(tick, "enemy_distance") < 1.6 * 1.6:
return 0.0
return 1.0
class enemy_very_far_consideration extends AIUtilityScriptedConsideration:
func evalute(tick, delta):
if blackboard_get(tick, "enemy_distance") > 5.0 * 5.0:
return 1.0
return 0.0
class half_or_more_stamina_consideration extends AIUtilityScriptedConsideration:
func evalute(tick, delta):
if blackboard_get(tick, "stamina") > 50.0:
return 1.0
return 0.0
class has_melee_weapon_equipped_consideration extends AIUtilityScriptedConsideration:
func evalute(tick, delta):
if blackboard_get(tick, "melee_weapon_equipped"):
return 1.0
return 0.0
class melee_attack_ready_consideration extends AIUtilityScriptedConsideration:
func evalute(tick, delta):
if blackboard_get(tick, "attack_cooldown") <= 0.0:
return 1.0
return 0.0
class twenty_or_more_stamina_consideration extends AIUtilityScriptedConsideration:
func evalute(tick, delta):
if blackboard_get(tick, "stamina") > 20.0:
return 1.0
return 0.0
class melee_attack_distance_consideration extends AIUtilityScriptedConsideration:
const attack_distance = 2.0
func evalute(tick, delta):
if blackboard_get(tick, "enemy_distance") < attack_distance * attack_distance:
return 1.0
return 0.0
class need_healing_consideration extends AIUtilityScriptedConsideration:
func evalute(tick, delta):
if blackboard_get(tick, "health") >= 100.0:
return 0.0
var ret = 1.0 - blackboard_get(tick, "health") / 100.0
return clamp(ret, 0.0, 1.0)
class need_rest_consideration extends AIUtilityScriptedConsideration:
func evalute(tick, delta):
if blackboard_get(tick, "stamina") >= 80.0:
return 0.0
var e = blackboard_get(tick, "stamina") / 100.0
e = clamp(e, 0.0, 1.0)
var d = (1.0 / (e + 1.0) - 0.5) * 0.5
return clamp(d, 0.0, 1.0)
class critical_health_consideration extends AIUtilityScriptedConsideration:
func evalute(tick, delta):
if blackboard_get(tick, "health") < 10.0:
return 1.0
return 0.0
class critical_stamina_consideration extends AIUtilityScriptedConsideration:
func evalute(tick, delta):
if blackboard_get(tick, "stamina") < 10.0:
return 1.0
return 0.0
class flee_or_more_distance_consideration extends AIUtilityScriptedConsideration:
const flee_distance = 5.0
func evalute(tick, delta):
if blackboard_get(tick, "enemy_distance") >= flee_distance * flee_distance:
return 1.0
return 0.0
class dangerous_distance_consideration extends AIUtilityScriptedConsideration:
const flee_distance = 5.0
func evalute(tick, delta):
if blackboard_get(tick, "enemy_distance") < flee_distance * flee_distance:
return 1.0
return 0.0
class ready_to_flee_consideration extends AIUtilityScriptedConsideration:
func evalute(tick, delta):
if blackboard_get(tick, "flee_cooldown") < 0.0:
return 1.0
return 0.0
class has_energy_consideration extends AIUtilityScriptedConsideration:
func evalute(tick, delta):
if blackboard_get(tick, "stamina") >= 10.0:
return 1.0
return 0.0
class ready_to_guard_consideration extends AIUtilityScriptedConsideration:
func evalute(tick, delta):
if blackboard_get(tick, "guard_cooldown") < 0.0:
return 1.0
return 0.0
class guarding_consideration extends AIUtilityScriptedConsideration:
func evalute(tick, delta):
if blackboard_get(tick, "guard"):
return 1.0
return 0.0
class melee_damage_consideration extends AIUtilityScriptedConsideration:
func evalute(tick, delta):
if blackboard_get(tick, "melee_damage"):
return 1.0
return 0.0
func update_physics(tick, delta):
assert(get_memory(tick).initialized)
var root = get_character(tick)
assert(root)
var cam = root.get_viewport().get_camera()
if !cam:
return FAILED
if !cam.has_meta("player"):
return FAILED
blackboard_set(tick, "self", get_character(tick))
var space: PhysicsDirectSpaceState = root.get_world().get_direct_space_state()
var o = root.global_transform.origin
var p = cam.get_meta("player").global_transform
var pdst = o.distance_squared_to(p.origin)
blackboard_set(tick, "enemy_distance", pdst)
blackboard_set(tick, "randf", get_memory(tick).rnd.randf())
blackboard_set(tick, "enemy_pos", p.origin)
blackboard_set(tick, "space", space)
var adest = p.origin
var away = (o - p.origin).normalized()
var attack_xform = Transform(root.global_transform.basis, o + away * 1.5)
var fdest = o + away * 4.0
blackboard_set(tick, "away_pos", fdest)
var enemy_dir: Vector3 = Transform(p.basis, Vector3()).xform(Vector3(0, 0, -1))
var root_dir: Vector3 = Transform(root.global_transform.basis, Vector3()).xform(Vector3(0, 0, -1))
var dot = root_dir.dot(enemy_dir)
blackboard_set(tick, "dot", dot)
var result = get_memory(tick).runner._update_physics(tick, delta)
if blackboard_get(tick, "stamina") < 100.0:
blackboard_set(tick, "stamina", blackboard_get(tick, "stamina") + delta)
if blackboard_get(tick, "attack_cooldown") > 0.0:
blackboard_set(tick, "attack_cooldown", blackboard_get(tick, "attack_cooldown") - delta)
if blackboard_get(tick, "guard_cooldown") > 0.0:
blackboard_set(tick, "guard_cooldown", blackboard_get(tick, "guard_cooldown") - delta)
if blackboard_get(tick, "flee_cooldown") > 0.0:
blackboard_set(tick, "flee_cooldown", blackboard_get(tick, "flee_cooldown") - delta)
blackboard_set(tick, "stamina", clamp(blackboard_get(tick, "stamina"), 0, 100.0))
blackboard_set(tick, "health", clamp(blackboard_get(tick, "health"), 0, 100.0))
return ERR_BUSY
func update(tick, delta):
return ERR_BUSY
func stop(tick):
for e in conf_behaviors.keys():
if get_memory(tick).run_behaviors.has(e):
_unregister_module(tick, get_memory(tick).run_behaviors[e])
_unregister_module(tick, get_memory(tick).runner)