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Made exploration task smarter by canceling if was close once

Yan Wittmann 2025-01-14 12:01:11 +01:00
parent a75eb4aa1d
commit 624c14150e
6 changed files with 182 additions and 161 deletions

View File

@ -17,19 +17,24 @@ texture = ExtResource("1_ukrsa")
3:0/0/custom_data_2 = 1
3:0/8 = 8
3:0/8/custom_data_0 = true
3:0/8/custom_data_2 = 1
1:2/0 = 0
3:2/next_alternative_id = 7
3:2/0 = 0
3:2/0/custom_data_0 = true
3:2/0/custom_data_2 = 1
3:2/4 = 4
3:2/4/custom_data_2 = 1
0:0/0 = 0
0:0/0/custom_data_0 = true
0:0/0/custom_data_2 = 2
3:1/next_alternative_id = 4
3:1/0 = 0
3:1/0/custom_data_0 = true
3:1/0/custom_data_2 = 1
3:1/2 = 2
3:1/2/custom_data_0 = true
3:1/2/custom_data_2 = 1
5:3/0 = 0
5:3/0/custom_data_0 = true
4:0/0 = 0

File diff suppressed because one or more lines are too long

View File

@ -17,6 +17,7 @@ enum Event {
GAME_STATE_WIN,
NEW_EXPLORATION_GOAL,
EXPLORATION_GOAL_REACHED,
EXPLORATION_GOAL_CLOSE_ENOUGH,
TEMPERATURE_COLD,
TIME_SUNDOWN,
};
@ -82,6 +83,8 @@ static func populate_visual_log_create_label(event: TrackedEvent, container: Con
text = "New goal " + str(params["goal"])
elif event_id == Event.EXPLORATION_GOAL_REACHED:
text = "Goal reached"
elif event_id == Event.EXPLORATION_GOAL_CLOSE_ENOUGH:
text = "Got close enough to goal..."
elif event_id == Event.TEMPERATURE_COLD:
text = "Temperature is cold: -" + str(params["temperature"])
elif event_id == Event.TIME_SUNDOWN:

View File

@ -65,14 +65,9 @@ func _process(delta: float) -> void:
if Input.is_action_just_pressed("key_1"):
get_tree().reload_current_scene()
if Input.is_action_just_pressed("key_2"):
var exploration_task: TaskPlannedExploration = player.behavior_tree.find_task_by_name("TaskPlannedExploration")
if exploration_task:
exploration_task.current_goal = world.tilemap_ground.local_to_cell(world.get_local_mouse_position())
player.exploration_task.current_goal = world.tilemap_ground.local_to_cell(world.get_local_mouse_position())
player.behavior_tree.blackboard["cached_paths"] = {}
player.behavior_tree.blackboard["path"] = []
else:
print("[ERROR] TaskPlannedExploration not found")
push_error("TaskPlannedExploration not found")
if intro_image.is_visible():
intro_image.set_scale(calculate_scale(intro_image.texture.get_size()))
@ -116,6 +111,8 @@ func _on_game_tick_timeout() -> void:
player.game_tick()
apply_player_exploration_distance()
tree_visualizer.update_task_statuses(player.behavior_tree.blackboard)
tilemap_navigation.game_tick_end()
@ -157,6 +154,10 @@ func camera_follow_player() -> void:
camera.go_to_zooming(avg_position, zoom_level)
func apply_player_exploration_distance():
player.exploration_task.closest_distance_to_goal = min(player.exploration_task.closest_distance_to_goal, TilemapNavigation.manhattan_distance(player.board_position, player.exploration_task.current_goal))
func distance_to_zoom_level(distance: float) -> float:
var a: float = 862.08
var b: float = 274.13

View File

@ -27,6 +27,7 @@ var board_position: Vector2i = Vector2i(0, 0):
@onready var behavior_tree: BehaviorTree = $BehaviorTree
var exploration_task: TaskPlannedExploration = null
var food: int = max_food
# var water: int = 0
var temperature_buff_timer: int = 0
@ -40,6 +41,7 @@ var inventory_slot: Vector2i = tilemap_types.EMPTY:
var player_memory: Dictionary = {}
func _ready() -> void:
call_deferred("defer_ready")
@ -52,6 +54,7 @@ func defer_ready() -> void:
else:
push_error("No player start position found on tilemap")
update_board()
exploration_task = behavior_tree.find_task_by_name("TaskPlannedExploration")
func _process(delta: float) -> void:

View File

@ -3,6 +3,7 @@ extends Task
var last_goals: Array[Vector2i] = []
var current_goal: Vector2i = tilemap_types.NO_TILE_FOUND
var closest_distance_to_goal: float = 99999999
func run(blackboard: Dictionary) -> void:
@ -10,6 +11,13 @@ func run(blackboard: Dictionary) -> void:
var player: PlayerManager = blackboard["player"]
var navigation: TilemapNavigation = blackboard["navigation"]
# check if player distance is < 10 to the camp (world, camp_manager, camp) and if he was closer than the view distance to the goal once (closest_distance_to_goal), reset the goal in that case
if TilemapNavigation.manhattan_distance(player.board_position, world.camp_manager.camp) < 10 and closest_distance_to_goal < player.view_distance:
current_goal = tilemap_types.NO_TILE_FOUND
closest_distance_to_goal = 99999999
EventsTracker.track(EventsTracker.Event.EXPLORATION_GOAL_CLOSE_ENOUGH, {"item": tilemap_types.OBJECT_I_TENT})
print("Resetting goal, player close to camp and was close to goal once")
# check if player distance is < 2 to the current goal
if current_goal != tilemap_types.NO_TILE_FOUND:
if TilemapNavigation.manhattan_distance(player.board_position, current_goal) < 3:
@ -20,6 +28,7 @@ func run(blackboard: Dictionary) -> void:
find_new_goal(world, player, navigation)
if current_goal != tilemap_types.NO_TILE_FOUND:
EventsTracker.track(EventsTracker.Event.NEW_EXPLORATION_GOAL, {"goal": current_goal})
closest_distance_to_goal = 99999999
if current_goal == tilemap_types.NO_TILE_FOUND:
status = Task.FAILURE
@ -98,7 +107,7 @@ func determine_an_interesting_goal(world: World) -> Vector2i:
var picked_goal: Vector2i = Vector2i(0, 0)
for i in range(10):
var check_position: Vector2i = last_walkable + Vector2i(randi_range(-10, 10), randi_range(-10, 10))
if world.is_walkable(check_position):
if world.is_walkable(check_position) and world.tilemap_ground.get_custom_data(check_position, "cost", 999) < 7:
picked_goal = check_position
break