[WIP] Treballant en el jefe. Separat el 'motor' de moviment per patró
This commit is contained in:
@@ -1,3 +1,5 @@
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require "pattern"
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imp = {}
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local DEBUG_FN_NAME = false
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@@ -163,19 +165,23 @@ function imp.new(_hab,_x,_y)
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timers={mood=150,target=150, shot=2500, super=20000, flip_wait=50}, --anterior *_cooldown
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move_types={free=0, pattern=1, super=2},
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move_type=1, -- anterior movement_type
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paths={}, -- Llista de "camins" a fer des d'un hot_point
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-- paths_active = 0, -- Número de path seleccionat
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pattern={}, -- Instruccions per a moviment per patró, anterior path
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pattern_point=1, -- anterior path_curr_action
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target={}, -- Punt al que anar
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-- hot_points={}, -- llista de punts del mapa on anar
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-- paths={}, -- Llista de "camins" a fer des d'un hot_point
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-- -- paths_active = 0, -- Número de path seleccionat
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-- pattern={}, -- Instruccions per a moviment per patró, anterior path
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-- pattern_point=1, -- anterior path_curr_action
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-- target={}, -- Punt al que anar
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shot_target=nil, -- a qui disparar
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analisis = {}, -- memoria per a guardar el resultat de l'analisis
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hot_points={}, -- llista de punts del mapa on anar
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step_length=1,
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falling = 0,
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action_event="", -- Event d'acció que ha passat
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jump_height=0,
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max_jump_height=24,
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pattern= pattern.new(),
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vmove_space = 1,
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-- funcions
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next_frame = imp.staying_next_frame, -- funcio de seleccio del frame
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choose_mood = imp.choose_mood,
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@@ -207,6 +213,7 @@ function imp.new(_hab,_x,_y)
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land = imp.land,
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shot = imp.shot,
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advance=imp.advance,
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jump=imp.jump,
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_moure=imp._moure, -- temporal debug
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}
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@@ -280,12 +287,12 @@ end
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function imp:update_normal()
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print("-------------------------------------------------")
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print("")
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if self.pattern.target then print("TARGET= "..self.pattern.target) end
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if self.pattern.target then print("ACTIONS= "..#self.pattern.actions) end
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--self:reduce_timers()
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if self.mood~=self.moods.stop then print("TARGET= "..self.pattern:target()) end
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if self.mood~=self.moods.stop then print("ACTIONS= "..#self.pattern:actions()) end
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self:reduce_timers()
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-- Ajustar mood (emocions)
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--self:choose_mood()
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self:choose_mood()
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-- analisis
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self:analyze_env()
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@@ -299,10 +306,10 @@ if self.pattern.target then print("ACTIONS= "..#self.pattern.actions) end
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self:moure()
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-- Logica per a selecció de frame
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--self:next_frame()
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-- self:next_frame()
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-- colisions en personatges
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--self:colisions()
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-- self:colisions()
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end
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-- imp.next_frame()
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@@ -435,9 +442,11 @@ if DEBUG_FN_NAME then print("analyze_env") end
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-- Ha arribat a destí
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self.analisis.target_reached = false
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if not empty_table(self.target) then
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print("TARGET= "..self.pattern:target())
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if not empty_table(self.pattern:target_node()) then
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-- Target reached
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if collision(self, self.target) then self.analisis.target_reached=true end
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if self.pattern:in_target(self) then self.analisis.target_reached=true end
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-- if collision(self, self.pattern:target_node()) then self.analisis.target_reached=true end
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end
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end
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@@ -468,23 +477,23 @@ if not DEBUG_FN_NAME then print("pattern_get_next_path") end
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end
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function imp:create_hot_points() --OK
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self.hot_points[1] = point.new(44, 5, 1, 0, 8,"P1")
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self.hot_points[2] = point.new(45, 8, 1, 0, 8,"P2")
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self.hot_points[3] = point.new(44,12, 5, 8, 0,"P3")
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self.hot_points[4] = point.new(54, 5, 4, -8, 0,"P4")
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self.hot_points[5] = point.new(54,12, 4, 8, 0,"P5")
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self.hot_points[6] = point.new(55, 8, 4, 8, 0,"P6")
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self.hot_points[7] = point.new(55, 8, 0, 0, 0,"P7")
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self.hot_points[8] = point.new(54, 5, 0, 0, 0,"P8")
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self.hot_points[9] = point.new(54, 9, 1, 0, 0,"P9")
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self.hot_points[10] = point.new(55,4, 1, 0, 0,"P10")
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self.pattern.node[1] = point.new(44, 5, 1, 0, 8,"P1")
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self.pattern.node[2] = point.new(45, 8, 1, 0, 8,"P2")
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self.pattern.node[3] = point.new(44,12, 5, 8, 0,"P3")
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self.pattern.node[4] = point.new(54, 5, 4, -8, 0,"P4")
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self.pattern.node[5] = point.new(54,12, 4, 8, 0,"P5")
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self.pattern.node[6] = point.new(55, 8, 4, 8, 0,"P6")
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self.pattern.node[7] = point.new(55, 8, 0, 0, 0,"P7")
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self.pattern.node[8] = point.new(54, 5, 0, 0, 0,"P8")
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self.pattern.node[9] = point.new(54, 9, 1, 0, 0,"P9")
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self.pattern.node[10] = point.new(55, 4, 1, 0, 0,"P10")
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-- self.hot_points[11] = abad
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-- self.hot_points[11] = point.new(45, 1, 5, 8, 0,"altar-R")
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-- self.hot_points[12] = point.new(44,11, 5, 0, 0,"altar-L")
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end
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function imp:load_pattern_paths() --OK
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self.paths[1] = {
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self.pattern.path[1] = {
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{target=3, actions= {{action="right" , event="prefall"},
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{action="jumpfwd", event="land"},
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{action="right" , event="target"}}},
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@@ -505,7 +514,7 @@ function imp:load_pattern_paths() --OK
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{action="left" , event="target"}}},
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{target=5, actions= {{action="right" , event="target"}}}
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}
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self.paths[2] = {
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self.pattern.path[2] = {
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{target=3, actions= {{action="left" , event="prefall"},
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{action="jumpfwd", event="land"},
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{action="left" , event="target"}}},
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@@ -526,7 +535,7 @@ function imp:load_pattern_paths() --OK
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{action="right" , event="target"}}},
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{target=5, actions= {{action="left" , event="target"}}}
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}
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self.paths[3] = {
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self.pattern.path[3] = {
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{target=1, actions={{action="left" , event="prefall"},
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{action="jumpfwd", event="land"},
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{action="left" , event="prefall"},
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@@ -544,23 +553,23 @@ function imp:load_pattern_paths() --OK
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{target=6, actions={{action="left" , event="land"},
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{action="right" , event="target"}}}
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}
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self.paths[4] = {
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self.pattern.path[4] = {
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{target=1, actions={{action="jump" , event="target"}}},
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{target=5, actions={{action="right", event="target"}}},
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{target=6, actions={{action="right", event="target"}}},
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{target=8, actions={{action="jump" , event="target"}}},
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}
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self.paths[5] = {
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self.pattern.path[5] = {
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{target=4, actions={{action="left" , event="target"}}},
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{target=6, actions={{action="right", event="target"}}}
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}
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self.paths[6] = {
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self.pattern.path[6] = {
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{target=2, actions={{action="jump", event="target"}}},
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{target=5, actions={{action="left", event="target"}}},
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{target=7, actions={{action="jump", event="target"}}},
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{target=4, actions={{action="left", event="target"}}}
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}
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self.paths[7] = {
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self.pattern.path[7] = {
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{target=5, actions={{action="left" , event="prefall"},
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{action="jumpfwd", event="land"},
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{action="left" , event="target"}}},
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@@ -569,7 +578,7 @@ function imp:load_pattern_paths() --OK
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{action="left" , event="target"}}},
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{target=2, actions={{action="jump" , event="target"}}}
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}
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self.paths[8] = {
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self.pattern.path[8] = {
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{target=5, actions={{action="right" , event="prefall"},
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{action="jumpfwd" , event="land"},
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{action="right" , event="target"}}},
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@@ -578,7 +587,7 @@ function imp:load_pattern_paths() --OK
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{action="right" , event="target"}}},
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{target=1, actions={{action="jump" , event="target"}}}
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}
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self.paths[9] = {
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self.pattern.path[9] = {
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{target=5, actions={{action="right" , event="target"}}},
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{target=1, actions={{action="left" , event="prefall"},
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{action="jumpfwd" , event="land"},
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@@ -586,7 +595,7 @@ function imp:load_pattern_paths() --OK
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{action="jump" , event="target"}}},
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{target=4, actions={{action="left" , event="target"}}}
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}
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self.paths[10] = {
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self.pattern.path[10] = {
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{target=5, actions={{action="left" , event="target"}}},
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{target=2, actions={{action="right" , event="prefall"},
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{action="jumpfwd" , event="land"},
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@@ -594,10 +603,10 @@ function imp:load_pattern_paths() --OK
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{action="jump" , event="target"}}},
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{target=6, actions={{action="right" , event="target"}}}
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}
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self.paths[11] = {
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self.pattern.path[11] = {
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{target=4, actions={{action="left", event="target"}}}
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}
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self.paths[12] = {
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self.pattern.path[12] = {
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{target=6, actions={{action="right", event="target"}}}
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}
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@@ -608,9 +617,9 @@ if DEBUG_FN_NAME then print("fight") end
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self:create_hot_points()
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self:load_pattern_paths()
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self.target = self.hot_points[6]
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self.pattern = {target=6, actions={{action="right",event="target"}}}
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print("imp2.lua -> #self.pattern.actions= "..#self.pattern.actions)
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self.pattern.manual_target = self.pattern.node[6]
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self.pattern.manual_path = {target=6, actions={{action="right",event="target"}}}
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self.shot_target = abad
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self.mood=self.moods.chase
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@@ -110,29 +110,44 @@ if DEBUG_FN_NAME then print("free_next_action") end
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return action
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end
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-- function imp:pattern_next_action()
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-- if DEBUG_FN_NAME then print("pattern_next_action") end
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-- print("self.pattern_point= ".. self.pattern_point)
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-- local pattern_event = self.pattern.actions[self.pattern_point].event
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-- print("imp_action.lua -> pattern_next_action -> "..self.action_event.."~="..pattern_event)
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-- -- Si no s'ha donat l'event mantindre el moviment
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-- if self.action_event~=pattern_event then
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-- action = self.actions[self.pattern.actions[self.pattern_point].action]
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-- else
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-- -- Si s'ha donat l'event avançar el punter del path
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-- -- En el path
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-- self.pattern_point = self.pattern_point + 1
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-- -- Si no queden accions carregar el següent path
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-- print(self.pattern_point..">#"..#self.pattern.actions)
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-- if self.pattern_point>#self.pattern.actions then
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-- self:pattern_get_next_path()
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-- end
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-- print("-self.pattern_point= ".. self.pattern_point)
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-- action = self:pattern_action()
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-- end
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-- self.action_event = ""; -- Action_event processat
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-- return action
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-- end
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function imp:pattern_next_action()
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if DEBUG_FN_NAME then print("pattern_next_action") end
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print("self.pattern_point= ".. self.pattern_point)
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local pattern_event = self.pattern.actions[self.pattern_point].event
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print("imp_action.lua -> pattern_next_action -> "..self.action_event.."~="..pattern_event)
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local pattern_event = self.pattern:event()
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print("imp_action.lua -> pattern_next_action -> "..self.action_event.."~="..self.pattern:event())
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-- Si no s'ha donat l'event mantindre el moviment
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if self.action_event~=pattern_event then
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action = self.actions[self.pattern.actions[self.pattern_point].action]
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if self.action_event~=self.pattern:event() then
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action = self.pattern:action()
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else
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-- Si s'ha donat l'event avançar el punter del path
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-- En el path
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self.pattern_point = self.pattern_point + 1
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-- Si no queden accions carregar el següent path
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print(self.pattern_point..">#"..#self.pattern.actions)
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if self.pattern_point>#self.pattern.actions then
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self:pattern_get_next_path()
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end
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print("-self.pattern_point= ".. self.pattern_point)
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action = self:pattern_action()
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-- Següent acció
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action = self.pattern:next_action()
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end
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self.action_event = ""; -- Action_event processat
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return action
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return self.actions[action]
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end
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function imp:pattern_action()
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@@ -74,6 +74,8 @@ end
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function imp:controller_input()
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if DEBUG_FN_NAME then print("controller_input") end
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print(self.action)
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--To Do: JumpFWD
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if self.action == self.actions.right or self.action == self.actions.left then
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self.movement = self.action
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152
data/pattern.lua
Normal file
152
data/pattern.lua
Normal file
@@ -0,0 +1,152 @@
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pattern={}
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function pattern.new()
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return {
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node = {}, -- array de punts ( node[1] = punt1,... node[n] = puntN )
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path = {}, -- array de camins entre nodes ( path[1] = { {target=2, actions={ {action="right", until="land"} ...} } ...} )
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path_idx = 0, -- punter a path actiu (coincidix en el node)
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target_idx = 1, -- punter a target actiu, no al número de target si no a l'index dins del path
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action_idx = 1, -- punter a l'acció actual
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manual_target = {},
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manual_path = {},
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next_action = pattern.next_action,
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next_target = pattern.next_target,
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in_target = pattern.in_target,
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target = pattern.target,
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target_node = pattern.target_node,
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action = pattern.action,
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event = pattern.event,
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actions = pattern.actions,
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recovery = pattern.recovery
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}
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end
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-- Necessite saber quina estrategia aplicar abans de moure al següent target
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-- ara aleatori
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function pattern:origin()
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return self.node[self.path_idx]
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end
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function pattern:origin_num ()
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return self.path_idx
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end
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function pattern:set_path ( num )
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self.path_idx = num
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end
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function pattern:get_path ( num )
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return self.path[num]
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end
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-- [OK] Torna el id del target actual
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-- function pattern:get_target ( )
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-- return self.path[self.path_idx][target_idx].target
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-- end
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function pattern:target()
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print("pattern:target 1")
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if not empty_table(self.manual_path) then
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print("pattern:target 2 a")
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return self.manual_path.target
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else
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print("pattern:target 2 b")
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return self.path[self.path_idx][self.target_idx].target
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end
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end
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-- [OK] Torna la llista d'accions actual
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-- function pattern:get_actions ( )
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-- return self.path[self.path_idx][target_idx].actions
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-- end
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function pattern:actions()
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if not empty_table(self.manual_path) then
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return self.manual_path.actions
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else
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return self.path[self.path_idx][self.target_idx].actions
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end
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end
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-- [OK] Torna l'acció actual
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-- function pattern:get_action ( )
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-- return self.path[self.path_idx][target_idx].actions[self.action_idx]
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-- end
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function pattern:action()
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if not empty_table(self.manual_path) then
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return self.manual_path.actions[self.action_idx].action
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else
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return self.path[self.path_idx][self.target_idx].actions[self.action_idx].action
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end
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end
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-- [OK] Torna l'event actual
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function pattern:event()
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if not empty_table(self.manual_path) then
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return self.manual_path.actions[self.action_idx].event
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else
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return self.path[self.path_idx][self.target_idx].actions[self.action_idx].event
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end
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end
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-- [OK] Obtindre la següent acció a fer
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-- function pattern:next()
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-- self.action_idx = self.action_idx+1
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-- if self.action_idx>#self.path[self.path_idx][self.target_idx].actions then
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-- pattern:next_target() -- pasar per paràmetre o no
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-- end
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-- return pattern:action()
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-- end
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function pattern:next_action ( )
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print("pattern:next_action 1")
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local num_actions = 0
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-- index a la següent acció
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self.action_idx = self.action_idx+1
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-- comprovar si no queden accions disponibles
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if not empty_table(self.manual_path) then
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num_actions = #self.manual_path.actions
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else
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num_actions = #self.path[self.path_idx][self.target_idx].actions
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end
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print("pattern:next_action 2")
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if self.action_idx>num_actions then
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-- avançar el target
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self:next_target() -- pasar per paràmetre o no
|
||||
end
|
||||
print("pattern:next_action 3")
|
||||
-- Tornar l'acció
|
||||
return self:action()
|
||||
end
|
||||
|
||||
-- [OK] Canvia al següent target segons el path o al que se li pase
|
||||
function pattern:next_target( target )
|
||||
print("pattern:next_target 1")
|
||||
target = target or self:target()
|
||||
print("pattern:next_target 2")
|
||||
-- Si hi ha una entrada manual eliminar-la
|
||||
if not empty_table(self.manual_path) then
|
||||
self.manual_path = {}
|
||||
self.manual_target = {}
|
||||
end
|
||||
print("pattern:next_target 3")
|
||||
|
||||
-- target id
|
||||
self.path_idx = target
|
||||
-- tindre en compte l'estrategia per a triar el següent target des del path actual per ara aleatori
|
||||
self.target_idx = math.random(#self.path[self.path_idx])
|
||||
self.action_idx = 1
|
||||
print("pattern:next_target 4")
|
||||
end
|
||||
|
||||
-- [OK] Torna el node del target actual
|
||||
function pattern:target_node()
|
||||
return self.node[self:target()]
|
||||
end
|
||||
|
||||
-- Comprova si point ha arribat al target (Afegir precissio per si volem que estiga nomes tocar, dins o abans d'eixir?)
|
||||
function pattern:in_target( area )
|
||||
return collision( area, self:target_node() )
|
||||
end
|
||||
|
||||
function pattern:recovery( point, target)
|
||||
end
|
||||
Reference in New Issue
Block a user