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chaussette.sale/caracters/human_pathfinder.gd
Thomas a82237ff28 L'arrivée de la boulangerie
Il n'y a rien dedans, mais elle est ouverte. Bonne visite
2025-03-30 14:38:20 +02:00

87 lines
3.0 KiB
GDScript

extends Node2D
class_name HumanPathFinder
var astar_grid: AStarGrid2D
var toFollow: Array[Vector2i]
@onready var world: World = get_parent().get_parent();
@onready var controled:Human = get_parent()
@export var can_walk_on_roads = false
var destination:Vector2 = Vector2.INF
var target_global_position:Vector2 = Vector2.INF
var HumanLayer = 0
var car_layer = 1
func _ready() -> void:
astar_grid = AStarGrid2D.new()
astar_grid.region = world.get_used_rect()
astar_grid.cell_size = Vector2(48, 48)
astar_grid.default_compute_heuristic = AStarGrid2D.HEURISTIC_CHEBYSHEV
astar_grid.default_estimate_heuristic = AStarGrid2D.HEURISTIC_CHEBYSHEV
astar_grid.update()
# only take into account the tiles that are marked with a navigation layer for cars
for x in world.get_used_rect().size.x:
for y in world.get_used_rect().size.y:
var tile_position = Vector2(
x + world.get_used_rect().position.x,
y + world.get_used_rect().position.y,
)
var tile_data = world.get_cell_tile_data(tile_position)
if tile_data == null or tile_data.get_navigation_polygon(HumanLayer) == null:
if can_walk_on_roads:
if tile_data == null or tile_data.get_navigation_polygon(car_layer) == null:
astar_grid.set_point_solid(tile_position)
else:
astar_grid.set_point_solid(tile_position)
for obstacles in world.obstacles:
if (obstacles.get_cell_tile_data(tile_position) != null and
obstacles.get_cell_tile_data(tile_position).get_collision_polygons_count(0)):
astar_grid.set_point_solid(tile_position)
func _process(delta: float) -> void:
if !controled:
return
if controled.wants_to_interact_with:
destination = Vector2.INF
if controled.kill_path_finder:
destination = Vector2.INF
controled.kill_path_finder = false
if destination != Vector2.INF:
var my_global_position = controled.get_feet_global_position()
if target_global_position != destination:
target_global_position = destination
# make the wanted position on the track move ahead by a certain amount
# compute the new navigation points the car should follow
var points = astar_grid.get_id_path(
world.local_to_map(world.to_local(my_global_position)),
world.local_to_map(world.to_local(target_global_position))
).slice(1)
if !points.is_empty():
toFollow = points
if $Label.visible:
$Label.text = (
"position "+str(world.local_to_map(world.to_local(my_global_position)))+" , "+str(my_global_position)+
"\ntarget position "+ str(world.local_to_map(world.to_local(destination)))+" , "+str(destination)+
"\npoint to follow "+str(toFollow)
)
if !toFollow.is_empty():
if world.local_to_map(world.to_local(my_global_position)) == toFollow.front():
toFollow.pop_front()
if !toFollow.is_empty():
controled.moveFeetTo(world.to_global(world.map_to_local(toFollow.front())));
else:
var distance_to_goal = abs(destination - my_global_position)
if distance_to_goal.x > 3 or distance_to_goal.y > 3:
controled.moveFeetTo(destination)
else:
destination = Vector2.INF
target_global_position = Vector2.INF