fixed the path rebuilding lag

This commit is contained in:
2026-02-08 02:10:23 +11:00
parent fd9b62faba
commit e441a121ff
26 changed files with 629 additions and 385 deletions

View File

@@ -138,7 +138,7 @@ func _physics_process(delta: float) -> void:
func consider_leap(direction: Vector3) -> void:
var node: FlowNode = check_jump(character.global_position + (direction * jump_distance))
var node: FlowNodeData = check_jump(character.global_position + (direction * jump_distance))
if node:
var expected_distance_remaining: float = calculate_distance_to_goal(node)
expected_distance_remaining += (character.global_position + (direction * jump_distance)).distance_to(node.global_position)
@@ -153,8 +153,8 @@ func finish_jump() -> void:
jumping = false
func check_jump(destination: Vector3) -> FlowNode:
var closest_point: FlowNode = flow_field.get_closest_traversable_point(destination)
func check_jump(destination: Vector3) -> FlowNodeData:
var closest_point: FlowNodeData = flow_field.get_closest_point(destination, true, false)
if !closest_point.best_path or closest_point.global_position.distance_to(destination) > 1.2:
return null
return closest_point.best_path

View File

@@ -4,7 +4,7 @@ extends EnemyMovement
#var path: Curve3D
#var path_progress: float = 0.0
var flow_field: FlowField
var next_node: FlowNode :
var next_node: FlowNodeData :
get():
return next_node
set(value):
@@ -16,16 +16,16 @@ var next_node: FlowNode :
#TODO: make deterministic random
var x: float = randf_range(-1, 1)
var y: float = randf_range(-1, 1)
if Vector3(next_node.global_position.x + x, next_node.global_position.y, next_node.global_position.z + y).distance_to(next_node.global_position) <= 1.0:
if Vector3(next_node.position.x + x, next_node.position.y, next_node.position.z + y).distance_to(next_node.position) <= 1.0:
found_point = true
next_pos = Vector3(next_node.global_position.x + x, next_node.global_position.y, next_node.global_position.z + y)
next_pos = Vector3(next_node.position.x + x, next_node.position.y, next_node.position.z + y)
var next_pos: Vector3
func _ready() -> void:
super._ready()
if flow_field:
next_node = flow_field.get_closest_traversable_point(character.global_position)
next_node = flow_field.get_closest_point(character.global_position, true, false)
#We skip one node so the "start" nodes placed near
#spawners are just usefull for "catching" enemies that are looking
#for a way into the pathfinding graph
@@ -33,14 +33,14 @@ func _ready() -> void:
distance_remaining += calculate_distance_to_goal(next_node)
func calculate_distance_to_goal(node: FlowNode) -> float:
func calculate_distance_to_goal(node: FlowNodeData) -> float:
var distance: float = 0.0
distance += character.global_position.distance_to(node.global_position)
distance += character.global_position.distance_to(node.position)
if node.best_path:
var then_next_node: FlowNode = node.best_path
distance += node.global_position.distance_to(then_next_node.global_position)
var then_next_node: FlowNodeData = node.best_path
distance += node.position.distance_to(then_next_node.position)
while then_next_node.best_path:
distance += then_next_node.global_position.distance_to(then_next_node.best_path.global_position)
distance += then_next_node.position.distance_to(then_next_node.best_path.position)
then_next_node = then_next_node.best_path
return distance

View File

@@ -21,9 +21,8 @@ var enemies_spawned: Dictionary = {}
var enemies_to_spawn: int = 0
var done_spawning: bool = true
var enemy_id: int = 0
var path: Path3D
var path_polygon: PackedScene = preload("res://path_polygon.tscn")
var game_manager: GameManager
var path_vfx: PathVFX
func _process(delta: float) -> void:
@@ -84,27 +83,27 @@ func networked_spawn_land_enemy(enemy_num: int, id1: int, id2: int) -> void:
func create_path() -> void:
if type != Data.EnemyType.LAND:
return
path = Path3D.new()
path.curve = Curve3D.new()
add_child(path)
var polygon: CSGPolygon3D = path_polygon.instantiate()
path.add_child(polygon)
polygon.mode = CSGPolygon3D.MODE_PATH
polygon.path_node = path.get_path()
path.global_position = Vector3.ZERO
if path_vfx:
path_vfx.queue_free()
path_vfx = PathVFX.new()
path_vfx.line_width = 0.2
path_vfx.material = load("res://path_material.tres")
add_child(path_vfx)
path_vfx.global_position = Vector3.ZERO
update_path()
func update_path() -> void:
if type != Data.EnemyType.LAND or !flow_field.nodes:
if type != Data.EnemyType.LAND or !flow_field.data.nodes:
return
path.curve = Curve3D.new()
var node: FlowNode = flow_field.get_closest_traversable_point(global_position)
path.curve.add_point(node.global_position + Vector3(0, 0.5, 0))
var points: Array[Vector3] = []
var node: FlowNodeData = flow_field.get_closest_point(flow_field.start_nodes[0].position, true, false)
points.append(node.position + Vector3(0, 0.15, 0))
while node.best_path:
node = node.best_path
path.curve.add_point(node.global_position + Vector3(0, 0.5, 0))
points.append(node.position + Vector3(0, 0.15, 0))
path_vfx.path(points)

View File

@@ -109,7 +109,7 @@ func spawn_level(scene: PackedScene) -> void:
var flow_field: FlowField = FlowField.new()
level.flow_field = flow_field
level.add_child(flow_field)
flow_field.load_from_data(FlowFieldTool.load_flow_field_from_disc(level_config.zone.flow_field_data_path))
flow_field.data = FlowFieldTool.load_flow_field_from_disc(level_config.zone.flow_field_data_path)
level.load_flow_field()
level.game_manager = self
for x: EnemySpawner in level.enemy_spawns:
@@ -121,7 +121,7 @@ func spawn_level(scene: PackedScene) -> void:
root_scene.add_child(level)
for spawner: EnemySpawner in level.enemy_spawns:
spawner.create_path()
level.generate_obstacle(level_config.points_blocked)
level.generate_obstacles(level_config.points_blocked)
func spawn_players() -> void:
@@ -214,7 +214,9 @@ func temp_set_upcoming_wave(new_wave: WaveConfig, coins: int) -> void:
pot = coins
var dict: Dictionary[String, int] = {}
for enemy_group: EnemyGroup in new_wave.enemy_groups.keys():
dict[enemy_group.enemy.title] = enemy_group.count
if !dict.has(enemy_group.enemy.title):
dict[enemy_group.enemy.title] = 0
dict[enemy_group.enemy.title] += enemy_group.count
connected_players_nodes[multiplayer.get_unique_id()].hud.set_upcoming_wave(dict)
@@ -351,7 +353,6 @@ func start() -> void:
set_upcoming_wave()
level.flow_field.calculate()
level.enemy_spawns[0].update_path()
level.generate_obstacles()
#Start game
game_active = true

View File

@@ -11,22 +11,22 @@ extends Node3D
@export var printer: CardPrinter
@export var shop: ShopStand
@export var obstacles: Array[PackedScene]
var walls: Dictionary[FlowNode, TowerBase] = {}
var walls: Dictionary[FlowNodeData, TowerBase] = {}
var wall_id: int = 0
var tower_base_scene: PackedScene = load("res://Scenes/TowerBase/tower_base.tscn")
var tower_frame_scene: PackedScene = load("res://Scenes/tower_frame.tscn")
var tower_frames: Dictionary[FlowNode, Node3D] = {}
var tower_frames: Dictionary[FlowNodeData, Node3D] = {}
var game_manager: GameManager
var flow_field: FlowField
func load_flow_field() -> void:
var x: int = 0
for spawn: EnemySpawner in enemy_spawns:
flow_field.path_updated.connect(spawn.update_path)
for node: FlowNode in flow_field.nodes:
for node: FlowNodeData in flow_field.data.nodes:
if node.buildable:
x += 1
var frame: Node3D = tower_frame_scene.instantiate()
tower_frames[node] = frame
add_child(frame)
@@ -34,23 +34,23 @@ func load_flow_field() -> void:
func disable_all_tower_frames() -> void:
for node: FlowNode in tower_frames:
for node: FlowNodeData in tower_frames:
tower_frames[node].visible = false
func enable_non_path_tower_frames() -> void:
for node: FlowNode in tower_frames:
for node: FlowNodeData in tower_frames:
tower_frames[node].visible = true
disable_path_tower_frames()
func disable_path_tower_frames() -> void:
for node: FlowNode in tower_frames:
for node: FlowNodeData in tower_frames:
if node.traversable and !flow_field.traversable_after_blocking_point(node):
tower_frames[node].visible = false
func set_wall(point: FlowNode, caller_id: int) -> void:
func set_wall(point: FlowNodeData, caller_id: int) -> void:
point.traversable = false
flow_field.calculate()
flow_field.path_updated.emit()
@@ -59,7 +59,7 @@ func set_wall(point: FlowNode, caller_id: int) -> void:
wall_id += 1
func remove_wall(point: FlowNode) -> void:
func remove_wall(point: FlowNodeData) -> void:
var wall: TowerBase = walls[point]
#game_manager.connected_players_nodes[wall.owner_id].currency += Data.wall_cost
game_manager.connected_players_nodes[wall.owner_id].unready_self()
@@ -71,10 +71,10 @@ func remove_wall(point: FlowNode) -> void:
enable_non_path_tower_frames()
func spawn_wall(point: FlowNode, name_id: int, caller_id: int) -> void:
func spawn_wall(point: FlowNodeData, name_id: int, caller_id: int) -> void:
var base: TowerBase = tower_base_scene.instantiate() as TowerBase
base.game_manager = game_manager
base.position = point.global_position
base.position = point.position
base.name = "Wall" + str(name_id)
base.owner_id = caller_id
base.point = point
@@ -83,59 +83,15 @@ func spawn_wall(point: FlowNode, name_id: int, caller_id: int) -> void:
disable_path_tower_frames()
func generate_obstacle(ids: Array[int]) -> void:
var points: Array[FlowNode] = []
for node: FlowNode in flow_field.nodes:
func generate_obstacles(ids: Array[int]) -> void:
var points: Array[FlowNodeData] = []
for node: FlowNodeData in flow_field.data.nodes:
if ids.has(node.node_id):
points.append(node)
for node: FlowNode in points:
for node: FlowNodeData in points:
var obstacle: Node3D = obstacles[0].instantiate()
obstacle.position = node.position
flow_field.toggle_buildable(node)
if node.traversable:
flow_field.toggle_traversable(node)
add_child(obstacle)
func generate_obstacles() -> void:
pass
#print(str(multiplayer.get_unique_id()) + " spawning obstacles with seed: " + str(Game.rng.seed))
#var obstacle_count: int = NoiseRandom.randi_in_range(1, 0, 5)
#obstacle_count = 0
# for index: int in obstacle_count:
# #var x: int = Game.randi_in_range(10 * index, 1 - a_star_graph_3d.grid_size.x, a_star_graph_3d.grid_size.x - 1)
#var y: int = Game.randi_in_range(32 * index, 1 - a_star_graph_3d.grid_size.y, a_star_graph_3d.grid_size.y - 1)
# var chosen_obstacle: int = Game.randi_in_range(4 * index, 0, obstacle_scenes.size() - 1)
# var obstacle: GridMap = obstacle_scenes[chosen_obstacle].instantiate() as GridMap
# var orientations: Array[int] = [0, 90, 180, 270]
# var chosen_orientation: int = Game.randi_in_range(15 * index, 0, orientations.size() - 1)
# #obstacle.position = Vector3(x, 0, y)
# obstacle.set_rotation_degrees(Vector3(0, chosen_orientation, 0))
# add_child(obstacle)
# for cell: Vector3i in obstacle.get_used_cells():
# var cell_coord: Vector3 = obstacle.to_global(obstacle.map_to_local(cell))
# remove_world_tile(round(cell_coord.x), round(cell_coord.z))
# obstacle.queue_free()
#func cell_coord_to_astar_point(x: int, y: int) -> int:
# var center_point_x: int = floori(a_star_graph_3d.grid_size.x / 2.0) * a_star_graph_3d.grid_size.y
# var center_point_y: int = floori(a_star_graph_3d.grid_size.y / 2.0)
# return (center_point_x + (int(x / 2.0) * a_star_graph_3d.grid_size.y)) + (center_point_y + int(y / 2.0))
#func remove_world_tile(x: int, y: int) -> void:
# if get_cell_item(Vector3i(x, 0, y)) != 1 or abs(x) >= a_star_graph_3d.grid_size.x or abs(y) >= a_star_graph_3d.grid_size.y:
# return
# set_cell_item(Vector3i(x, 0, y), INVALID_CELL_ITEM)
# var point: int = cell_coord_to_astar_point(x, y)
# var north_point: int = cell_coord_to_astar_point(x - 1, y)
# var south_point: int = cell_coord_to_astar_point(x + 1, y)
# var east_point: int = cell_coord_to_astar_point(x, y + 1)
# var west_point: int = cell_coord_to_astar_point(x, y - 1)
# if x % 2 == 0 and y % 2 == 0: #If the tile is on a point on the pathfinding grid
# a_star_graph_3d.astar.set_point_disabled(point)
# if x % 2 == 1 and y % 2 == 0: #If the cell breaks a north-south link
# a_star_graph_3d.astar.disconnect_points(north_point, south_point)
# if x % 2 == 0 and y % 2 == 1: #If the cell breaks a east-west link
# a_star_graph_3d.astar.disconnect_points(east_point, west_point)

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@@ -52,7 +52,8 @@ static func generate_wave(spawn_power: int, spawn_pool: Array[Enemy], spawners:
var first_enemy_id: int = -1
while !enemy_chosen:
#Next, determine what is the most groups we can afford
most_enemies_afforded = int(spawn_power / enemy.spawn_power)
@warning_ignore("integer_division")
most_enemies_afforded = spawn_power / enemy.spawn_power
if most_enemies_afforded > 0:
enemy_chosen = true
else: