pathfinding rework for now
This commit is contained in:
@ -10,6 +10,7 @@ class_name LeapingController extends PathingController
|
||||
@export var souths: Sprite3D
|
||||
@export var box: CSGBox3D
|
||||
@export var tol: Label
|
||||
@export var jump_distance: float = 4.0
|
||||
|
||||
var tolerance: float = 50.0
|
||||
var jumping: bool = false
|
||||
@ -21,20 +22,19 @@ func _process(delta: float) -> void:
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
if !path or jumping:
|
||||
if !next_node or jumping:
|
||||
return
|
||||
var distance_travelled: float = (character.stats.movement_speed * clampf(character.movement_speed_penalty, 0.0, 1.0)) * delta
|
||||
distance_remaining -= distance_travelled
|
||||
path_progress += distance_travelled
|
||||
var sample: Transform3D = path.sample_baked_with_rotation(path_progress, true)
|
||||
character.global_position = sample.origin
|
||||
character.look_at(character.global_position + -sample.basis.z)
|
||||
var closest_point: int = astar.astar.get_closest_point(character.global_position, false)
|
||||
box.global_position = astar.astar.get_point_position(closest_point)
|
||||
var east: int = astar.get_east_point(closest_point)
|
||||
var west: int = astar.get_west_point(closest_point)
|
||||
var north: int = astar.get_north_point(closest_point)
|
||||
var south: int = astar.get_south_point(closest_point)
|
||||
walk(delta)
|
||||
consider_leap(Vector3.FORWARD)
|
||||
consider_leap(Vector3.LEFT)
|
||||
consider_leap(Vector3.BACK)
|
||||
consider_leap(Vector3.RIGHT)
|
||||
#var closest_point: int = astar.astar.get_closest_point(character.global_position, false)
|
||||
#box.global_position = astar.astar.get_point_position(closest_point)
|
||||
#var east: int = astar.get_east_point(closest_point)
|
||||
#var west: int = astar.get_west_point(closest_point)
|
||||
#var north: int = astar.get_north_point(closest_point)
|
||||
#var south: int = astar.get_south_point(closest_point)
|
||||
#if east >= 0 and astar.astar.is_point_disabled(east):
|
||||
#eastl.text = "fuck no"
|
||||
#else:
|
||||
@ -51,95 +51,117 @@ func _physics_process(delta: float) -> void:
|
||||
#southl.text = "fuck no"
|
||||
#else:
|
||||
#southl.text = "yeah"
|
||||
norths.global_position = character.global_position + Vector3(-1.0, 1.0, 0.0)
|
||||
souths.global_position = character.global_position + Vector3(1.0, 1.0, 0.0)
|
||||
easts.global_position = character.global_position + Vector3(0.0, 1.0, -1.0)
|
||||
wests.global_position = character.global_position + Vector3(0.0, 1.0, 1.0)
|
||||
if east >= 0:
|
||||
if astar.astar.is_point_disabled(east):
|
||||
var further_point: int = astar.get_east_point(east)
|
||||
if further_point >= 0 and !astar.astar.is_point_disabled(further_point):
|
||||
var expected_offset: float = path.get_closest_offset(character.global_position + Vector3(0.0, 0.0, -4.0))
|
||||
var current_offset: float = path.get_closest_offset(character.global_position)
|
||||
var gain: float = expected_offset - current_offset
|
||||
if gain >= tolerance:
|
||||
distance_remaining -= gain
|
||||
path_progress += gain
|
||||
leap(Vector3(0.0, 0.0, -4.0))
|
||||
eastl.text = str(gain)
|
||||
#easts.visible = true
|
||||
else:
|
||||
eastl.text = "cant"
|
||||
else:
|
||||
eastl.text = "clear"
|
||||
else:
|
||||
eastl.text = "invalid"
|
||||
if west >= 0:
|
||||
if astar.astar.is_point_disabled(west):
|
||||
var further_point: int = astar.get_west_point(west)
|
||||
if further_point >= 0 and !astar.astar.is_point_disabled(further_point):
|
||||
var expected_offset: float = path.get_closest_offset(character.global_position + Vector3(0.0, 0.0, 4.0))
|
||||
var current_offset: float = path.get_closest_offset(character.global_position)
|
||||
var gain: float = expected_offset - current_offset
|
||||
if gain >= tolerance:
|
||||
distance_remaining -= gain
|
||||
path_progress += gain
|
||||
leap(Vector3(0.0, 0.0, 4.0))
|
||||
westl.text = str(gain)
|
||||
#wests.visible = true
|
||||
else:
|
||||
westl.text = "cant"
|
||||
else:
|
||||
westl.text = "clear"
|
||||
else:
|
||||
westl.text = "invalid"
|
||||
if north >= 0:
|
||||
if astar.astar.is_point_disabled(north):
|
||||
var further_point: int = astar.get_north_point(north)
|
||||
if further_point >= 0 and !astar.astar.is_point_disabled(further_point):
|
||||
var expected_offset: float = path.get_closest_offset(character.global_position + Vector3(-4.0, 0.0, 0.0))
|
||||
var current_offset: float = path.get_closest_offset(character.global_position)
|
||||
var gain: float = expected_offset - current_offset
|
||||
if gain >= tolerance:
|
||||
distance_remaining -= gain
|
||||
path_progress += gain
|
||||
leap(Vector3(-4.0, 0.0, 0.0))
|
||||
northl.text = str(gain)
|
||||
#norths.visible = true
|
||||
else:
|
||||
northl.text = "cant"
|
||||
else:
|
||||
northl.text = "clear"
|
||||
else:
|
||||
northl.text = "invalid"
|
||||
if south >= 0:
|
||||
if astar.astar.is_point_disabled(south):
|
||||
var further_point: int = astar.get_south_point(south)
|
||||
if further_point >= 0 and !astar.astar.is_point_disabled(further_point):
|
||||
var expected_offset: float = path.get_closest_offset(character.global_position + Vector3(4.0, 0.0, 0.0))
|
||||
var current_offset: float = path.get_closest_offset(character.global_position)
|
||||
var gain: float = expected_offset - current_offset
|
||||
if gain >= tolerance:
|
||||
distance_remaining -= gain
|
||||
path_progress += gain
|
||||
leap(Vector3(4.0, 0.0, 0.0))
|
||||
southl.text = str(gain)
|
||||
#souths.visible = true
|
||||
else:
|
||||
southl.text = "cant"
|
||||
else:
|
||||
southl.text = "clear"
|
||||
else:
|
||||
southl.text = "invalid"
|
||||
#norths.global_position = character.global_position + Vector3(-1.0, 1.0, 0.0)
|
||||
#souths.global_position = character.global_position + Vector3(1.0, 1.0, 0.0)
|
||||
#easts.global_position = character.global_position + Vector3(0.0, 1.0, -1.0)
|
||||
#wests.global_position = character.global_position + Vector3(0.0, 1.0, 1.0)
|
||||
|
||||
|
||||
|
||||
#if east >= 0:
|
||||
#if astar.astar.is_point_disabled(east):
|
||||
#var further_point: int = astar.get_east_point(east)
|
||||
#if further_point >= 0 and !astar.astar.is_point_disabled(further_point):
|
||||
#var expected_offset: float = path.get_closest_offset(character.global_position + Vector3(0.0, 0.0, -4.0))
|
||||
#var current_offset: float = path.get_closest_offset(character.global_position)
|
||||
#var gain: float = expected_offset - current_offset
|
||||
#if gain >= tolerance:
|
||||
#distance_remaining -= gain
|
||||
##path_progress += gain
|
||||
#leap(Vector3(0.0, 0.0, -4.0))
|
||||
#eastl.text = str(gain)
|
||||
##easts.visible = true
|
||||
#else:
|
||||
#eastl.text = "cant"
|
||||
#else:
|
||||
#eastl.text = "clear"
|
||||
#else:
|
||||
#eastl.text = "invalid"
|
||||
#if west >= 0:
|
||||
#if astar.astar.is_point_disabled(west):
|
||||
#var further_point: int = astar.get_west_point(west)
|
||||
#if further_point >= 0 and !astar.astar.is_point_disabled(further_point):
|
||||
#var expected_offset: float = path.get_closest_offset(character.global_position + Vector3(0.0, 0.0, 4.0))
|
||||
#var current_offset: float = path.get_closest_offset(character.global_position)
|
||||
#var gain: float = expected_offset - current_offset
|
||||
#if gain >= tolerance:
|
||||
#distance_remaining -= gain
|
||||
##path_progress += gain
|
||||
#leap(Vector3(0.0, 0.0, 4.0))
|
||||
#westl.text = str(gain)
|
||||
##wests.visible = true
|
||||
#else:
|
||||
#westl.text = "cant"
|
||||
#else:
|
||||
#westl.text = "clear"
|
||||
#else:
|
||||
#westl.text = "invalid"
|
||||
#if north >= 0:
|
||||
#if astar.astar.is_point_disabled(north):
|
||||
#var further_point: int = astar.get_north_point(north)
|
||||
#if further_point >= 0 and !astar.astar.is_point_disabled(further_point):
|
||||
#var expected_offset: float = path.get_closest_offset(character.global_position + Vector3(-4.0, 0.0, 0.0))
|
||||
#var current_offset: float = path.get_closest_offset(character.global_position)
|
||||
#var gain: float = expected_offset - current_offset
|
||||
#if gain >= tolerance:
|
||||
#distance_remaining -= gain
|
||||
##path_progress += gain
|
||||
#leap(Vector3(-4.0, 0.0, 0.0))
|
||||
#northl.text = str(gain)
|
||||
##norths.visible = true
|
||||
#else:
|
||||
#northl.text = "cant"
|
||||
#else:
|
||||
#northl.text = "clear"
|
||||
#else:
|
||||
#northl.text = "invalid"
|
||||
#if south >= 0:
|
||||
#if astar.astar.is_point_disabled(south):
|
||||
#var further_point: int = astar.get_south_point(south)
|
||||
#if further_point >= 0 and !astar.astar.is_point_disabled(further_point):
|
||||
#var expected_offset: float = path.get_closest_offset(character.global_position + Vector3(4.0, 0.0, 0.0))
|
||||
#var current_offset: float = path.get_closest_offset(character.global_position)
|
||||
#var gain: float = expected_offset - current_offset
|
||||
#if gain >= tolerance:
|
||||
#distance_remaining -= gain
|
||||
##path_progress += gain
|
||||
#leap(Vector3(4.0, 0.0, 0.0))
|
||||
#southl.text = str(gain)
|
||||
##souths.visible = true
|
||||
#else:
|
||||
#southl.text = "cant"
|
||||
#else:
|
||||
#southl.text = "clear"
|
||||
#else:
|
||||
#southl.text = "invalid"
|
||||
|
||||
|
||||
func consider_leap(direction: Vector3) -> void:
|
||||
var node: FlowNode = 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)
|
||||
var gain: float = distance_remaining - expected_distance_remaining
|
||||
if gain >= tolerance:
|
||||
distance_remaining -= gain
|
||||
leap(direction * jump_distance)
|
||||
next_node = node
|
||||
|
||||
|
||||
func finish_jump() -> void:
|
||||
jumping = false
|
||||
|
||||
|
||||
func check_jump(destination: Vector3) -> FlowNode:
|
||||
var closest_point: FlowNode = flow_field.get_closest_traversable_point(destination)
|
||||
if !closest_point.best_path or closest_point.global_position.distance_to(destination) > 1.2:
|
||||
return null
|
||||
return closest_point.best_path
|
||||
|
||||
|
||||
func leap(to_point: Vector3) -> void:
|
||||
jumping = true
|
||||
var tween: Tween = create_tween()
|
||||
tween.tween_property(character, "global_position", character.global_position + (to_point / 2.0) + Vector3.UP, 0.5)
|
||||
tween.tween_property(character, "global_position", character.global_position + to_point, 0.5)
|
||||
tween.tween_property(character, "global_position", character.global_position + (to_point / 2.0) + Vector3.UP, 0.3)
|
||||
tween.tween_property(character, "global_position", character.global_position + to_point, 0.3)
|
||||
tween.tween_callback(finish_jump)
|
||||
|
Reference in New Issue
Block a user