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Merge branch 'feature-ai' into ai-input

master
Luna 7 years ago
parent
commit
1d44338f8c
7 changed files with 112 additions and 23 deletions
  1. +10
    -0
      scenes/ai/ai-player.tscn
  2. +14
    -0
      scenes/ai/heroes/0.tscn
  3. +1
    -5
      scenes/heroes/0.tscn
  4. +0
    -2
      scenes/player.tscn
  5. +32
    -13
      scripts/ai/ai-player.gd
  6. +9
    -0
      scripts/lobby.gd
  7. +46
    -3
      scripts/player.gd

+ 10
- 0
scenes/ai/ai-player.tscn View File

@ -0,0 +1,10 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://scenes/player.tscn" type="PackedScene" id=1]
[ext_resource path="res://scripts/ai/ai-player.gd" type="Script" id=2]
[node name="RigidBody" index="0" instance=ExtResource( 1 )]
script = ExtResource( 2 )

+ 14
- 0
scenes/ai/heroes/0.tscn View File

@ -0,0 +1,14 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://scenes/heroes/0.tscn" type="PackedScene" id=1]
[ext_resource path="res://scripts/ai/ai-player.gd" type="Script" id=2]
[node name="RigidBody" index="0" instance=ExtResource( 1 )]
[node name="AIController" type="Node" parent="." index="7"]
pause_mode = 2
script = ExtResource( 2 )
_sections_unfolded = [ "Pause" ]

+ 1
- 5
scenes/heroes/0.tscn View File

@ -3,16 +3,12 @@
[ext_resource path="res://scenes/player.tscn" type="PackedScene" id=1] [ext_resource path="res://scenes/player.tscn" type="PackedScene" id=1]
[ext_resource path="res://scripts/heroes/0.gd" type="Script" id=2] [ext_resource path="res://scripts/heroes/0.gd" type="Script" id=2]
[node name="RigidBody" instance=ExtResource( 1 )]
[node name="RigidBody" index="0" instance=ExtResource( 1 )]
contacts_reported = 1 contacts_reported = 1
contact_monitor = true contact_monitor = true
script = ExtResource( 2 ) script = ExtResource( 2 )
[node name="Ray" parent="Yaw/Pitch" index="1"]
_sections_unfolded = [ "Pause", "Transform", "Visibility" ]
[node name="Crosshair" parent="MasterOnly" index="0"] [node name="Crosshair" parent="MasterOnly" index="0"]
text = "" text = ""


+ 0
- 2
scenes/player.tscn View File

@ -60,8 +60,6 @@ angular_velocity = Vector3( 0, 0, 0 )
angular_damp = -1.0 angular_damp = -1.0
script = ExtResource( 1 ) script = ExtResource( 1 )
_sections_unfolded = [ "Angular", "Axis Lock", "Collision", "Linear", "Transform", "Visibility", "collision" ] _sections_unfolded = [ "Angular", "Axis Lock", "Collision", "Linear", "Transform", "Visibility", "collision" ]
tp_camera = NodePath("TPCamera")
master_only = NodePath("MasterOnly")
[node name="Body" type="CollisionShape" parent="." index="0"] [node name="Body" type="CollisionShape" parent="." index="0"]


+ 32
- 13
scripts/ai/ai-player.gd View File

@ -1,22 +1,26 @@
extends "res://scripts/player.gd"
extends Node
var time = 0
var recording
var time
func _ready(): func _ready():
._ready()
read_recording()
print(recording.spawn)
set_translation(recording.spawn)
if is_network_master():
print("readdyyyyy")
read_recording()
time = 0
get_node("..").set_translation(str2var(recording.spawn))
set_physics_process(true)
func _physics_process(delta): func _physics_process(delta):
time += delta
play_keys()
if is_network_master():
time += delta
play_keys()
func read_recording(): func read_recording():
# Gather all existing recordings # Gather all existing recordings
var possible = [] var possible = []
var begin = "%d-%d" % [player_info.level, player_info.hero]
var begin = "%d-%d" % [get_node("..").player_info.level, get_node("..").player_info.hero]
var path = "res://recordings/" var path = "res://recordings/"
var dir = Directory.new() var dir = Directory.new()
dir.open(path) dir.open(path)
@ -30,24 +34,39 @@ func read_recording():
if fname.begins_with(begin): if fname.begins_with(begin):
possible.append(fname) possible.append(fname)
dir.list_dir_end() dir.list_dir_end()
# Now pick a random one # Now pick a random one
var fname = possible[randi() % possible.size()] var fname = possible[randi() % possible.size()]
# Read the file into recording.events for later use # Read the file into recording.events for later use
var frec = File.new() var frec = File.new()
frec.open(path + fname, File.READ) frec.open(path + fname, File.READ)
recording = parse_json(frec.get_as_text()) recording = parse_json(frec.get_as_text())
print(recording.events)
frec.close() frec.close()
func apply_dict(from, to):
if typeof(from) != TYPE_DICTIONARY:
return from
else:
for key in from:
to[key] = apply_dict(from[key], to[key])
return to
func obj_to_event(d):
var e
if d.type == "motion": e = InputEventMouseMotion.new()
if d.type == "key": e = InputEventKey.new()
if d.type == "mb": e = InputEventMouseButton.new()
d.erase("type") # Not in the event
apply_dict(d, e)
return e
func play_keys(): func play_keys():
# events[0] is first event # events[0] is first event
# events[0][0] is first event's TIME # events[0][0] is first event's TIME
while float(recording.events[0][0]) <= time: while float(recording.events[0][0]) <= time:
# events[0][1] is first event's EVENT2 # events[0][1] is first event's EVENT2
var event_obj = recording.events.pop_front()[1] var event_obj = recording.events.pop_front()[1]
print(event_obj)
var event = obj_to_event(event_obj) var event = obj_to_event(event_obj)
Input.parse_input_event(event) Input.parse_input_event(event)
#._input(event) #._input(event)


+ 9
- 0
scripts/lobby.gd View File

@ -20,6 +20,8 @@ func setup_options():
opts.add('-hero', 'r', 'Your choice of hero (index)') opts.add('-hero', 'r', 'Your choice of hero (index)')
opts.add('-level', 'r', 'Your choice of level (index) - server only!') opts.add('-level', 'r', 'Your choice of level (index) - server only!')
opts.add('-start-game', false, 'Join as a client and immediately start the game') opts.add('-start-game', false, 'Join as a client and immediately start the game')
opts.add('-ai', true, 'Run this client as AI')
opts.add('-record', true, 'Record this play for AI later')
opts.add('-h', false, "Print help") opts.add('-h', false, "Print help")
return opts return opts
@ -56,6 +58,10 @@ func _ready():
call_deferred("_client_init") call_deferred("_client_init")
if o.get_value("-singleplayer"): if o.get_value("-singleplayer"):
call_deferred("_singleplayer_init") call_deferred("_singleplayer_init")
if o.get_value("-ai"):
my_info.is_ai = true
if o.get_value("-record"):
my_info.record = true
if o.get_value('-h'): if o.get_value('-h'):
o.print_help() o.print_help()
quit() quit()
@ -203,8 +209,11 @@ sync func pre_configure_game(level):
for p in player_info: for p in player_info:
var hero = player_info[p].hero var hero = player_info[p].hero
var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance() var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance()
if "is_ai" in player_info[p]:
player = load("res://scenes/ai/heroes/" + str(hero) + ".tscn").instance()
player.set_name(str(p)) player.set_name(str(p))
player.set_network_master(p) player.set_network_master(p)
player_info[p].level = level
player.player_info = player_info[p] player.player_info = player_info[p]
get_node("/root/Level/Players").call_deferred("add_child", player) get_node("/root/Level/Players").call_deferred("add_child", player)


+ 46
- 3
scripts/player.gd View File

@ -22,13 +22,14 @@ var movement_charge = 0.15 # In percent per meter (except when heroes change tha
const fall_height = -50 const fall_height = -50
var debug_node var debug_node
var recording = { "time": 0, "states": [], "events": [], "spawn": Vector3() }
slave var slave_transform = Basis() slave var slave_transform = Basis()
slave var slave_lin_v = Vector3() slave var slave_lin_v = Vector3()
slave var slave_ang_v = Vector3() slave var slave_ang_v = Vector3()
export(NodePath) var tp_camera
export(NodePath) var master_only
var tp_camera = "TPCamera"
var master_only = "MasterOnly"
func _ready(): func _ready():
@ -52,9 +53,27 @@ func spawn():
# So we don't all spawn on top of each other # So we don't all spawn on top of each other
placement.x += rand_range(0, x_varies) placement.x += rand_range(0, x_varies)
placement.y += rand_range(0, y_varies) placement.y += rand_range(0, y_varies)
recording.spawn = var2str(placement)
set_transform(Basis()) set_transform(Basis())
set_translation(placement) set_translation(placement)
set_linear_velocity(Vector3()) set_linear_velocity(Vector3())
func event_to_obj(event):
var d = {}
if event is InputEventMouseMotion:
d.relative = {}
d.relative.x = event.relative.x
d.relative.y = event.relative.y
d.type = "motion"
if event is InputEventKey:
d.scancode = event.scancode
d.pressed = event.pressed
d.type = "key"
if event is InputEventMouseButton:
d.button_index = event.button_index
d.pressed = event.pressed
d.type = "mb"
return d
func _input(event): func _input(event):
if is_network_master(): if is_network_master():
@ -63,6 +82,8 @@ func _input(event):
# Quit the game: # Quit the game:
if Input.is_action_pressed("quit"): if Input.is_action_pressed("quit"):
quit() quit()
if "record" in player_info:
recording.events.append([recording.time, event_to_obj(event)])
func toggle_mouse_capture(): func toggle_mouse_capture():
if (Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED): if (Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED):
@ -77,10 +98,18 @@ func set_rotation():
get_node("Yaw").set_rotation(Vector3(0, deg2rad(get_node(tp_camera).cam_yaw), 0)) get_node("Yaw").set_rotation(Vector3(0, deg2rad(get_node(tp_camera).cam_yaw), 0))
get_node("Yaw/Pitch").set_rotation(Vector3(deg2rad(-get_node(tp_camera).cam_pitch), 0, 0)) get_node("Yaw/Pitch").set_rotation(Vector3(deg2rad(-get_node(tp_camera).cam_pitch), 0, 0))
func record_status(status):
if "record" in player_info:
for i in range(status.size()):
status[i] = var2str(status[i])
recording.states.append([recording.time, status])
func _integrate_forces(state): func _integrate_forces(state):
if is_network_master(): if is_network_master():
control_player(state) control_player(state)
rpc_unreliable("set_status", get_status())
var status = get_status()
rpc_unreliable("set_status", status)
record_status(status)
set_rotation() set_rotation()
slave func set_status(s): slave func set_status(s):
@ -160,6 +189,9 @@ func _process(delta):
if get_translation().y < fall_height: if get_translation().y < fall_height:
spawn() spawn()
switch_hero_interface() switch_hero_interface()
if "record" in player_info:
recording.time += delta
func switch_hero_interface(): func switch_hero_interface():
# Interface needs the mouse! # Interface needs the mouse!
@ -190,10 +222,21 @@ sync func switch_hero(hero):
func _exit_scene(): func _exit_scene():
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
if "record" in player_info:
write_recording()
# Functions # Functions
# ========= # =========
func write_recording():
var save = File.new()
var fname = "res://recordings/%d-%d-%d.rec" % [player_info.level, player_info.hero, randi() % 10000]
save.open(fname, File.WRITE)
save.store_line(to_json(recording))
save.close()
# Quits the game: # Quits the game:
func quit(): func quit():
if "record" in player_info:
write_recording()
get_tree().quit() get_tree().quit()

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