Files
kicking-high/proto2/ai/ball_game_ai.gd
2019-07-19 19:52:43 +03:00

267 lines
8.9 KiB
GDScript

extends Node
class_name BallGameAI
var _ball: PackedScene
var _cheers = {}
var _game_area: Rect2
var _teams = {}
var _main
var _state = STATE_INIT
var _ball_instance
var _cheer_locations = {}
var _team_start = {}
var _ball_carrier = null
var _ball_team = -1
var ch2team: Dictionary = {}
var gate2team = {}
var _gates = {}
var _scores = {}
enum {STATE_INIT, STATE_START, STATE_RUNNING, STATE_FINISH}
func _ready():
_game_area = Rect2()
func set_ball(ball: PackedScene):
_ball = ball
func add_player(team: int, pl: Dictionary):
if !_teams.has(team):
_teams[team] = [pl]
else:
_teams[team].push_back(pl)
assert pl != null
ch2team[pl.scene] = team
func add_cheer(team: int, ch: Dictionary):
if !_cheers.has(team):
_cheers[team] = [ch]
else:
_cheers[team].push_back(ch)
assert ch != null
ch2team[ch.scene] = team
func add_cheer_game_location(team: int, loc: Vector2):
if !_cheer_locations.has(team):
_cheer_locations[team] = [loc]
else:
_cheer_locations[team].push_back(loc)
_game_area = _game_area.expand(loc)
func set_team_start(team: int, v: Vector2):
_team_start[team] = v
_game_area = _game_area.expand(v)
func set_team_gate(team: int, gate: Area2D):
_gates[team] = gate
gate2team[gate] = team
gate.connect("body_entered", self, "check_goal", [gate])
_game_area = _game_area.expand(gate.global_position)
func set_main(n):
_main = n
func start_game():
var ball = _ball.instance()
_main.add_child(ball)
ball.global_position = world.master_node.global_position + Vector2(randf() - 0.5, randf() - 0.5) * 20.0
ball.add_to_group("ball")
_state = STATE_START
for t in _teams.keys():
for ch in _teams[t]:
ch.scene.walkto(_team_start[t])
var loc = 0
for t in _cheers.keys():
for ch in _cheers[t]:
ch.scene.walkto(_cheer_locations[t][loc % _cheer_locations[t].size()])
loc += 1
_ball_instance = ball
for t in _teams.keys():
_scores[t] = 0
func stop_game():
for k in get_tree().get_nodes_in_group("ball"):
k.queue_free()
_state = STATE_INIT
var max_score = -1
var winner_team = -1
for k in _scores.keys():
if _scores[k] > max_score:
max_score = _scores[k]
winner_team = k
if winner_team >= 0:
for e in _teams[winner_team]:
world.increase_xp(e, min(e.xp * 2, min(100 * e.level, 1000)))
for e in _cheers[winner_team]:
world.increase_xp(e, min(e.xp * 2, min(200 * e.level, 2000)))
var base_speed = 300.0
func striker(ch: Dictionary, delta: float) -> Vector2:
var velocity: Vector2 = Vector2()
var dir = Vector2()
if _ball_carrier == null:
dir = _ball_instance.global_position - ch.scene.global_position
else:
dir = _ball_carrier.scene.global_position - ch.scene.global_position
velocity = dir.normalized() * base_speed * ch.speed
return velocity
func avoid(ch: Dictionary, delta: float) -> Vector2:
var velocity: Vector2 = Vector2()
var vel_plus = Vector2()
var team = ch2team[ch.scene]
var ch_pos = ch.scene.global_position
for t in _teams.keys():
if t == team:
continue
for other in _teams[t]:
var opos = other.scene.global_position
var lvec = ch_pos - opos
vel_plus += lvec
velocity = vel_plus.normalized() * base_speed * ch.speed * (1.0 + ch.agression)
return velocity
func attack_gate(ch: Dictionary, delta: float) -> Vector2:
var velocity: Vector2 = Vector2()
var team = ch2team[ch.scene]
var dir = _gates[team ^ 1].global_position - ch.scene.global_position
if dir.length() > 80:
velocity = dir.normalized() * base_speed * ch.speed * (1.0 + ch.agression)
elif dir.length() > 40:
velocity = dir.normalized() * base_speed * ch.speed * 0.6 * (1.0 + ch.agression)
elif dir.length() > 25:
velocity = dir.normalized() * base_speed * ch.speed * 0.25 * (1.0 + ch.agression)
return velocity
var catch_delay = 0.0
func catch_ball(pl):
_ball_instance.kinematic = true
_ball_instance.new_parent = pl.scene
_ball_instance.update = true
_ball_instance.impulse = Vector2()
_ball_carrier = pl
var max_imp = 500.0
func drop_ball(pl):
assert _main != null
_ball_instance.kinematic = false
_ball_instance.new_parent = _main
_ball_instance.update = true
_ball_instance.impulse = _ball_carrier.scene.velocity * _ball_instance.mass * (1.5 + randf() * 10.0)
if _ball_instance.impulse.length() > max_imp:
_ball_instance.impulse = _ball_instance.impulse.normalized() * max_imp
_ball_carrier = null
func check_goal(body, gate):
print("check")
if _state == STATE_RUNNING:
var team = gate2team[gate]
if body is RigidBody2D:
if body == _ball_instance:
_scores[team] += 1
elif body is KinematicBody2D && _ball_carrier != null:
print("check2")
if body == _ball_carrier.scene:
world.increase_xp(_ball_carrier, 150)
_scores[team] += 1
catch_delay += 3.0
drop_ball(_ball_carrier)
print(_scores)
func colliding(delta):
var close_distance2 = 450.0
var chars = {}
for t in _teams.keys():
for e in _teams[t]:
chars[e.scene] = e
for t in _cheers.keys():
for e in _cheers[t]:
chars[e.scene] = e
for p in chars.keys():
var pos1 = chars[p].scene.global_position
var v1 = chars[p].scene.velocity
var strength = chars[p].strength
if chars[p] == _ball_carrier:
strength *= 5.0
for m in chars.keys():
if p == m:
continue
var pos2 = chars[m].scene.global_position
var dist = pos1.distance_squared_to(pos2)
var v2 = chars[m].scene.velocity
if dist < close_distance2:
if v1.dot(v2) < 0:
if strength > chars[m].strength:
chars[p].scene.velocity = chars[p].scene.velocity.linear_interpolate((v1 + v2) * 0.5, delta)
chars[m].scene.velocity = chars[p].scene.velocity.linear_interpolate((v1 + v2) * 0.5, delta)
else:
chars[p].scene.velocity = Vector2()
elif v1.dot(v2) >= 0:
if v1.length() > v2.length():
if strength > chars[m].strength:
chars[p].scene.velocity = chars[p].scene.velocity.linear_interpolate((v1 + v2) * 0.5, delta)
chars[m].scene.velocity = chars[p].scene.velocity.linear_interpolate((v1 + v2) * 0.5, delta)
var start_delay = 15.0
func _process(delta):
match(_state):
STATE_INIT:
pass
STATE_START:
var ok_to_run = true
for c in _teams.keys():
for pl in _teams[c]:
var ppos = pl.scene.global_position
var bpos = _team_start[c]
if ppos.distance_to(bpos) < 40:
pl.scene.state = pl.scene.STATE_CONTROL
elif ppos.distance_to(bpos) > 60 && pl.scene.state != pl.scene.STATE_CONTROL:
ok_to_run = false
if ok_to_run:
_state = STATE_RUNNING
for c in _teams.keys():
for pl in _teams[c]:
pl.scene.state = pl.scene.STATE_CONTROL
else:
if start_delay < 0.0:
for c in _teams.keys():
for pl in _teams[c]:
var ppos = pl.scene.global_position
var bpos = _team_start[c]
if ppos.distance_to(bpos) > 60 && pl.scene.state != pl.scene.STATE_CONTROL:
pl.scene.global_position = _team_start[c]
for c in _cheers.keys():
for pl in _cheers[c]:
var ppos = pl.scene.global_position
var bpos = pl.scene.destination
if ppos.distance_to(bpos) > 60 && pl.scene.state != pl.scene.STATE_CONTROL:
pl.scene.global_position = _team_start[c]
else:
start_delay -= delta
STATE_RUNNING:
for c in _teams.keys():
for pl in _teams[c]:
assert pl.scene != null
if !_ball_carrier || (pl != _ball_carrier && _ball_team != c):
var velocity = striker(pl, delta)
velocity = pl.scene.velocity.linear_interpolate(velocity, 0.3 * delta)
# velocity = pl.scene.move_and_slide(velocity)
pl.scene.velocity = velocity
elif _ball_carrier && _ball_carrier == pl:
var velocity = avoid(pl, delta) * 0.3 + attack_gate(pl, delta) * 0.7
velocity = pl.scene.velocity.linear_interpolate(velocity, 0.6 * delta)
# velocity = pl.scene.move_and_slide(velocity)
pl.scene.velocity = velocity
if _ball_carrier == null && pl.scene.global_position.distance_squared_to(_ball_instance.global_position) < 350 * (1.0 + pl.agression):
if catch_delay <= 0.0:
catch_ball(pl)
_ball_team = c
world.increase_xp(pl, 50)
elif _ball_carrier && pl != _ball_carrier && pl.scene.global_position.distance_squared_to(_ball_carrier.scene.global_position) < 350 * (1.0 + pl.agression):
if pl.strength * (1.0 + pl.agression) > _ball_carrier.strength * 1.2 * (1.0 + _ball_carrier.agression):
world.increase_xp(pl, 50)
drop_ball(_ball_carrier)
catch_delay += 5.0
colliding(delta)
for c in _teams.keys():
for pl in _teams[c]:
pl.scene.velocity = pl.scene.move_and_slide(pl.scene.velocity + Vector2(randf() - 0.5, randf() - 0.5) * 3.0)
if !_game_area.has_point(_ball_instance.global_position):
if !_ball_carrier:
_ball_instance.queue_free()
_ball_instance = _ball.instance()
_main.add_child(_ball_instance)
_ball_instance.global_position = world.master_node.global_position + Vector2(randf() - 0.5, randf() - 0.5) * 20.0
_ball_instance.add_to_group("ball")
catch_delay += 10.0
else:
drop_ball(_ball_carrier)
catch_delay += 7.0
if catch_delay > 0.0:
catch_delay -= delta