242 lines
6.7 KiB
C#
242 lines
6.7 KiB
C#
using Godot;
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using System;
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public partial class ai_fighter : ship
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{
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[Export]
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public float AggroRange = 500f;
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[Export]
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public float FireCooldown = 2f;
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[Export]
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public int ScorePayout = 50;
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[Export]
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public float EngageDistance = 300f;
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//retreat logic
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private float previousDistance = 0f;
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private float stuckTime = 0f;
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private const float stuckThreshold = 0.5f; // how many seconds to count as “stuck”
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private const float distanceTolerance = 5f; // how little the distance must change
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private Node2D currentTarget;
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private float fireTimer = 0f;
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public override void _Ready()
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{
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SetShipStats();
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SetupVisual();
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Sprite.Texture = GD.Load<Texture2D>(spritePath);
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LaserSpawn = GetNode<Node2D>("LaserSpawn");
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}
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public override void _PhysicsProcess(double delta)
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{
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UpdateMovement(delta);
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GD.Print(Name, ": MainSpeed = ", MainSpeed, " Velocity = ", Velocity.Length());
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}
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// SETUP
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private void SetupAI()
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{
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}
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// COMBAT
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private void FireWeapons()
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{
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}
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// TARGETING
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private Node2D FindClosestTarget()
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{
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Node2D closest = null;
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float closestDistance = Mathf.Inf;
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Node shipParent = null;
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if (faction == ShipFaction.FRIENDLY)
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{
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shipParent = GetTree().Root.GetNode("Game/Ships/Enemy");
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}
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else if (faction == ShipFaction.ENEMY || faction == ShipFaction.ACE)
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{
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shipParent = GetTree().Root.GetNode("Game/Ships/Friendly");
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}
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if (shipParent == null)
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{
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GD.Print("No shipParent found");
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return null;
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}
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foreach (Node node in shipParent.GetChildren())
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{
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if (node is ship target && target.Health > 0)
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{
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float dist = GlobalPosition.DistanceTo(target.GlobalPosition);
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if (dist < closestDistance)
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{
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closest = target;
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closestDistance = dist;
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}
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}
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}
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return closest;
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}
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private bool EnsureTarget()
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{
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if (currentTarget == null || !IsInstanceValid(currentTarget))
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{
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currentTarget = FindClosestTarget();
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return false;
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}
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return true;
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}
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private void UpdateDistanceTracking(float distance)
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{
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if (MathF.Abs(distance - previousDistance) < distanceTolerance)
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{
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stuckTime += (float)GetProcessDeltaTime();
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}
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else
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{
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stuckTime = 0f;
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}
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previousDistance = distance;
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}
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private void HandleThrust(Vector2 direction, float angleDiff, float distance)
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{
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float retreatThreshold = EngageDistance * 0.75f;
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if (Mathf.Abs(angleDiff) < 1f && Velocity.Length() < MaxSpeed - MainSpeed)
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{
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if (distance > EngageDistance)
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{
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Velocity += -Transform.Y * MainSpeed;
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}
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else if (distance < retreatThreshold)
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{
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if (stuckTime > stuckThreshold)
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{
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Vector2 away = (GlobalPosition - currentTarget.GlobalPosition).Normalized();
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Velocity += away * MainSpeed;
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}
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else
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{
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Velocity += Transform.X * StrafeSpeed;
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}
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}
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}
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}
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private void RotateToTarget(Vector2 direction, double delta)
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{
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float targetAngle = direction.Angle() + Mathf.Pi / 2;
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float angleDiff = Mathf.AngleDifference(Rotation, targetAngle);
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Rotation += Mathf.Clamp(angleDiff, -RotationSpeed * (float)delta, RotationSpeed * (float)delta);
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}
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private void UpdateMovement(double delta)
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{
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if (!EnsureTarget())
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{
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return;
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}
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Vector2 direction = (currentTarget.GlobalPosition - GlobalPosition).Normalized();
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float angleToTarget = direction.Angle() + MathF.PI / 2;
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float angleDiff = Mathf.AngleDifference(Rotation, angleToTarget);
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float distance = GlobalPosition.DistanceTo(currentTarget.GlobalPosition);
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UpdateDistanceTracking(distance);
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HandleThrust(direction, angleDiff, distance);
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RotateToTarget(direction, delta);
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Velocity = Velocity.MoveToward(Vector2.Zero, 2.5f); //2.5f FA value (on for AI)
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Velocity = Velocity.LimitLength(MaxSpeed);
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MoveAndSlide();
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}
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/*private void UpdateMovement(double delta)
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{
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if (currentTarget == null || !IsInstanceValid(currentTarget))
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{
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currentTarget = FindClosestTarget();
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return;
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}
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Vector2 direction = (currentTarget.GlobalPosition - GlobalPosition).Normalized();
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float distance = GlobalPosition.DistanceTo(currentTarget.GlobalPosition);
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float retreatThreshold = EngageDistance * 0.75f;
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//Velocity += direction * MainSpeed;
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float angleToTarget = direction.Angle() + Mathf.Pi / 2;
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float angleDiff = Mathf.AngleDifference(Rotation, angleToTarget);
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float currentDistance = GlobalPosition.DistanceTo(currentTarget.GlobalPosition);
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if (Mathf.Abs(currentDistance - previousDistance) < distanceTolerance)
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stuckTime += (float)delta;
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else
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stuckTime = 0f;
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previousDistance = currentDistance;
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//GD.Print("angleDiff: ", Mathf.RadToDeg(angleDiff));
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//GD.Print("rotation: ", Mathf.RadToDeg(Rotation), " target: ", Mathf.RadToDeg(angleToTarget));
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if (Mathf.Abs(angleDiff) < 1f && Velocity.Length() < MaxSpeed - MainSpeed)
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{
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if (distance > EngageDistance)
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{
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Velocity += -Transform.Y * MainSpeed;
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}
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else if (distance < retreatThreshold)
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{
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if (stuckTime > stuckThreshold){
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Velocity += Transform.Y * MainSpeed;
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}
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else
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{
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Velocity += Transform.X * StrafeSpeed;
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}
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//Velocity += Transform.Y * MainSpeed;
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//Velocity += Transform.X * StrafeSpeed;
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}
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}
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Velocity = Velocity.MoveToward(Vector2.Zero, 2.5f);
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//GD.Print(MainSpeed);
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//GD.Print(Velocity);
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//Rotation = direction.Angle() + Mathf.Pi / 2; // Keeps ship pointing right way
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angleDiff = Mathf.AngleDifference(Rotation, direction.Angle() + Mathf.Pi / 2);
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Rotation += Mathf.Clamp(angleDiff, -RotationSpeed * (float)delta, RotationSpeed * (float)delta);
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Velocity.LimitLength(MaxSpeed);
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MoveAndSlide();
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}*/
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}
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