78 lines
2.8 KiB
Lua
78 lines
2.8 KiB
Lua
local AnimationNode = require "lib.animation_node"
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--- @class AIBehavior : Behavior
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--- @field animationNode AnimationNode?
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local behavior = {}
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behavior.__index = behavior
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behavior.id = "ai"
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function behavior.new()
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return setmetatable({}, behavior)
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end
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function behavior:update(dt)
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self.owner:try(Tree.behaviors.spellcaster, function(b)
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if b.state == "casting" then
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b.cast:update(self.owner, dt)
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end
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end)
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if self.animationNode and self.animationNode.state == "running" then
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self.animationNode:update(dt)
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-- print(self.animationNode.t)
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end
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end
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function behavior:draw()
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self.owner:try(Tree.behaviors.spellcaster, function(b)
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if b.state == "casting" then
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b.cast:draw()
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end
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end)
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end
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function behavior:makeMove()
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self.owner:try(Tree.behaviors.spellcaster, function(spellB)
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-- print('какещке')
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self.animationNode = AnimationNode {
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function(node) end,
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onEnd = function()
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-- print('kakeshke')
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end,
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children = {
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AnimationNode {
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function(node)
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local caster = Vec3 {}
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self.owner:try(Tree.behaviors.positioned, function(b)
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caster = b.position
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end)
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local target = Vec3 {}
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local charTarget
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local minDist = 88005553535 -- spooky magic number
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for k, v in pairs(Tree.level.characters) do
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v:try(Tree.behaviors.positioned, function(b)
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local dist = ((caster.x - b.position.x) ^ 2 + (caster.y - b.position.y) ^ 2) ^ 0.5
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if dist < minDist and dist ~= 0 then
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minDist = dist
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target = b.position
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charTarget = v
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end
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-- print(k, b.position)
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end)
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break
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end
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-- print(target)
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charTarget:try(Tree.behaviors.positioned, function(b)
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target = Vec3 { target.x, target.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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spellB.spellbook[1]:cast(self.owner, target)
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-- print(minDist, target)
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end
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}
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}
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}
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self.animationNode:run()
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end)
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end
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return behavior
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