circleVectors function and some ai progress
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@ -1,5 +1,10 @@
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local easing = require "lib.utils.easing"
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local pf = require "lib.pathfinder"
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local utils = require "lib.utils.utils"
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EPSILON = 0.01
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--- @return Character
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local function closestCharacter(char)
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local caster = Vec3 {}
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char:try(Tree.behaviors.positioned, function(b)
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@ -20,16 +25,54 @@ local function closestCharacter(char)
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return charTarget
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end
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--- Возвращает все точки в радиусе в виде векторов
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--- @param radius integer
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local function circleVectors(radius)
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local cam = Tree.level.camera
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local vecs = {}
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for t = 0, 2 * math.pi, EPSILON do
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local x = math.sin(t) * radius
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local y = math.cos(t) * radius
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vecs[cam:toWorldPosition(Vec3 { x, y })] = true
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end
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return utils.keys(vecs)
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end
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--- @param owner Character
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--- @param space integer здесь мы должны сами определять, сколько должны не доходить до персонажа (1 <= n)
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--- @return Vec3|nil
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local function pathToClosestCharacter(owner, space)
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local charTarget = closestCharacter(owner)
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local targetPosition, ownerPosition = charTarget:has(Tree.behaviors.positioned), owner:has(Tree.behaviors.positioned)
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if not targetPosition or not ownerPosition then return end
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local target = Vec3 {}
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print(ownerPosition.position, targetPosition.position)
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local path = pf(ownerPosition.position, targetPosition.position)
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for c in path:values() do
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print(c)
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end
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print(path)
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space = math.min(space, path:size())
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print(space, path:size())
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for _ = 0, space - 1 do
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path:pop_back()
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end
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if path:size() ~= 0 then
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target = path:pop_back()
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else
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target = ownerPosition.position
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end
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print(target, targetPosition.position)
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--- @todo тут захардкожено + 1, но мы должны как-то хитро определять с какой стороны обойти
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return target
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end
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---@type {[Class]: fun(self: AIBehavior): Task<nil>} возможно где-то здесь на объявлении типа сломается типизация
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local aiNature = {
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["dev_warrior"] = function(self)
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return function(callback) -- почему так, описано в Task
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self.owner:try(Tree.behaviors.spellcaster, function(spellB)
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local charTarget = closestCharacter(self.owner)
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charTarget:try(Tree.behaviors.positioned, function(b)
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self.target = Vec3 { b.position.x, b.position.y + 1 } --- @todo тут захардкожено + 1, но мы должны как-то хитро определять с какой стороны обойти
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end)
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self.target = pathToClosestCharacter(self.owner, 2)
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local task1 = spellB.spellbook[1]:cast(self.owner, self.target)
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if task1 then
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task1(
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@ -46,6 +89,7 @@ local aiNature = {
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end
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)
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else
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print('рот этого казино')
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callback()
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end
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end)
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6
main.lua
6
main.lua
@ -19,7 +19,7 @@ function love.load()
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:addBehavior {
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Tree.behaviors.residentsleeper.new(),
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Tree.behaviors.stats.new(nil, nil, 1),
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Tree.behaviors.positioned.new(Vec3 { 3, 3 }),
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Tree.behaviors.positioned.new(Vec3 { 1, 1 }),
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Tree.behaviors.tiled.new(),
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Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
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Tree.behaviors.shadowcaster.new(),
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@ -29,7 +29,7 @@ function love.load()
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:addBehavior {
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Tree.behaviors.residentsleeper.new(),
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Tree.behaviors.stats.new(nil, nil, 1),
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Tree.behaviors.positioned.new(Vec3 { 4, 3 }),
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Tree.behaviors.positioned.new(Vec3 { 3, 1 }),
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Tree.behaviors.tiled.new(),
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Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
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Tree.behaviors.shadowcaster.new(),
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@ -39,7 +39,7 @@ function love.load()
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:addBehavior {
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Tree.behaviors.residentsleeper.new(),
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Tree.behaviors.stats.new(nil, nil, 3),
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Tree.behaviors.positioned.new(Vec3 { 5, 3 }),
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Tree.behaviors.positioned.new(Vec3 { 7, 1 }),
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Tree.behaviors.tiled.new(),
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Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
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Tree.behaviors.shadowcaster.new(),
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