Browse Source

Complete AI with state updates

master
Luna 7 years ago
parent
commit
3aba577eda
5 changed files with 73 additions and 46 deletions
  1. +0
    -2
      scenes/ai/ai-player.tscn
  2. +0
    -3
      scenes/ai/heroes/0.tscn
  3. +52
    -0
      scripts/ai/ai-player.gd
  4. +5
    -2
      scripts/lobby.gd
  5. +16
    -39
      scripts/player.gd

+ 0
- 2
scenes/ai/ai-player.tscn View File

@ -6,7 +6,5 @@
[node name="RigidBody" index="0" instance=ExtResource( 1 )]
script = ExtResource( 2 )
tp_camera = null
master_only = null

+ 0
- 3
scenes/ai/heroes/0.tscn View File

@ -4,7 +4,4 @@
[node name="RigidBody" instance=ExtResource( 1 )]
tp_camera = NodePath("TPCamera")
master_only = NodePath("MasterOnly")

+ 52
- 0
scripts/ai/ai-player.gd View File

@ -0,0 +1,52 @@
extends "res://scripts/player.gd"
var time = 0
func _ready():
._ready()
read_recording()
func _physics_process(delta):
time += delta
func _integrate_forces(state):
play_keys(state)
func read_recording():
# Gather all existing recordings
var possible = []
var begin = "%d-%d" % [player_info.level, player_info.hero]
var path = "res://recordings/"
var dir = Directory.new()
dir.open(path)
dir.list_dir_begin()
while true:
var fname = dir.get_next()
print(fname)
if fname == "":
# Indicates end of directory
break
if fname.begins_with(begin):
possible.append(fname)
dir.list_dir_end()
# Now pick a random one
var fname = possible[randi() % possible.size()]
# Read the file into recording.events for later use
var frec = File.new()
frec.open(path + fname, File.READ)
recording = parse_json(frec.get_as_text())
frec.close()
func play_keys(phys_state):
# states[0] is first state
# states[0][0] is first state's time
while float(recording[0][0]) <= time:
# states[0][1] is first state's STATE
var state = recording.pop_front()[1]
for i in range(state.size()):
state[i] = str2var(state[i])
set_status(state)
phys_state.integrate_forces()

+ 5
- 2
scripts/lobby.gd View File

@ -20,8 +20,8 @@ func setup_options():
opts.add('-hero', 'r', 'Your choice of hero (index)')
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('-ai', false, 'Run this client as AI')
opts.add('-record', false, 'Record this play for AI later')
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")
return opts
@ -209,8 +209,11 @@ sync func pre_configure_game(level):
for p in player_info:
var hero = player_info[p].hero
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_network_master(p)
player_info[p].level = level
player.player_info = player_info[p]
get_node("/root/Level/Players").call_deferred("add_child", player)


+ 16
- 39
scripts/player.gd View File

@ -22,7 +22,7 @@ var movement_charge = 0.15 # In percent per meter (except when heroes change tha
const fall_height = -50
var debug_node
var recording = { "time": 0, "events": [], "spawn": Vector3() }
var recording = { "time": 0, "states": [], "spawn": Vector3() }
slave var slave_transform = Basis()
slave var slave_lin_v = Vector3()
@ -58,40 +58,6 @@ func spawn():
set_translation(placement)
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 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 _input(event):
if is_network_master():
if Input.is_action_just_pressed("switch_hero"):
@ -99,8 +65,6 @@ func _input(event):
# Quit the game:
if Input.is_action_pressed("quit"):
quit()
if "record" in player_info:
recording.events.append([recording.time, event_to_obj(event)])
func toggle_mouse_capture():
if (Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED):
@ -115,10 +79,18 @@ func set_rotation():
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))
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):
if is_network_master():
control_player(state)
rpc_unreliable("set_status", get_status())
var status = get_status()
rpc_unreliable("set_status", status)
record_status(status)
set_rotation()
slave func set_status(s):
@ -198,6 +170,9 @@ func _process(delta):
if get_translation().y < fall_height:
spawn()
switch_hero_interface()
if "record" in player_info:
recording.time += delta
func switch_hero_interface():
# Interface needs the mouse!
@ -228,6 +203,8 @@ sync func switch_hero(hero):
func _exit_scene():
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
if "record" in player_info:
write_recording()
# Functions
# =========
@ -236,7 +213,7 @@ 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.store_line(to_json(recording.states))
save.close()
# Quits the game:


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