Further improved NPC logic, and made it multiplayer friendly.

This commit is contained in:
Patrick_Pluto 2024-12-12 11:59:22 +01:00
parent 1ca0a2bdc0
commit 1ee6f6cc6d
5 changed files with 56 additions and 57 deletions

View file

@ -22,3 +22,5 @@ shape = SubResource("CapsuleShape3D_am313")
[node name="NavigationAgent3D" type="NavigationAgent3D" parent="."] [node name="NavigationAgent3D" type="NavigationAgent3D" parent="."]
avoidance_enabled = true avoidance_enabled = true
height = 2.0 height = 2.0
[node name="Timer" type="Timer" parent="."]

View file

@ -39,39 +39,6 @@ environment = SubResource("Environment_pq0iv")
[node name="Closet" parent="." instance=ExtResource("2_yvpvm")] [node name="Closet" parent="." instance=ExtResource("2_yvpvm")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2, 10, 2) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2, 10, 2)
[node name="Npc7" parent="." instance=ExtResource("3_x3gyc")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 40, 30, 0)
[node name="Npc8" parent="." instance=ExtResource("3_x3gyc")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 30, -40)
[node name="Npc9" parent="." instance=ExtResource("3_x3gyc")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 40, 30, -40)
[node name="Npc10" parent="." instance=ExtResource("3_x3gyc")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -40, 30, -40)
[node name="Npc11" parent="." instance=ExtResource("3_x3gyc")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -40, 30, 40)
[node name="Npc12" parent="." instance=ExtResource("3_x3gyc")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 40, 30, 40)
[node name="Npc6" parent="." instance=ExtResource("3_x3gyc")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 40, 20, 0)
[node name="Npc5" parent="." instance=ExtResource("3_x3gyc")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 20, -40)
[node name="Npc4" parent="." instance=ExtResource("3_x3gyc")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 40, 20, -40)
[node name="Npc3" parent="." instance=ExtResource("3_x3gyc")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -40, 20, -40)
[node name="Npc2" parent="." instance=ExtResource("3_x3gyc")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -40, 20, 40)
[node name="Npc1" parent="." instance=ExtResource("3_x3gyc")] [node name="Npc1" parent="." instance=ExtResource("3_x3gyc")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 40, 20, 40) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 40, 20, 40)
@ -86,3 +53,5 @@ skeleton = NodePath("../..")
[node name="CollisionShape3D" type="CollisionShape3D" parent="NavigationRegion3D/StaticBody3D"] [node name="CollisionShape3D" type="CollisionShape3D" parent="NavigationRegion3D/StaticBody3D"]
shape = SubResource("BoxShape3D_rnmx0") shape = SubResource("BoxShape3D_rnmx0")
[node name="Timer" type="Timer" parent="."]

View file

@ -1,44 +1,57 @@
extends CharacterBody3D extends CharacterBody3D
var movement_speed: float = 3.0 var movement_speed: float = 3.0
var angry_meter: int = 5
var target: CharacterBody3D var target: CharacterBody3D
var movement_target_position: Vector3 @onready var timer: Timer = $Timer
var skip: bool = false var skip: bool = false
@onready var navigation_agent: NavigationAgent3D = $NavigationAgent3D @onready var navigation_agent: NavigationAgent3D = $NavigationAgent3D
func _ready() -> void: func _ready() -> void:
if Networking.isManager:
if timer.timeout.connect(_timer_done) != OK:
Log.error("FAILED to connect the timeout signal to _timer_done!", "Internal Error: Failed to connect signal.")
first_frame.call_deferred() first_frame.call_deferred()
func _timer_done() -> void:
if angry_meter > 0:
Log.debug("angrier %d" % angry_meter)
angry_meter -= 1
else:
timer.stop()
first_frame()
func first_frame() -> void: func first_frame() -> void:
await get_tree().physics_frame
timer.start()
actor_setup(999999999) actor_setup(999999999)
# determines the closest player and navigate. # determines the closest player and navigate.
func actor_setup(lowest_distance: float) -> void: func actor_setup(lowest_distance: float) -> void:
if !skip: for child: Node in get_tree().root.get_node("/root/"+Game.mapname+"/").get_children():
for child: Node in get_tree().root.get_node("/root/Testmap").get_children(): if child is Node3D:
if child is Node3D: if child.has_method("playerstub") and position.distance_to((child as Node3D).position) < lowest_distance:
if child.has_method("playerstub") and position.distance_to((child as Node3D).position) < lowest_distance: target = child
target = child
skip = true
var dist: float = target.position.distance_to(movement_target_position) navigation_agent.set_target_position(target.position)
if movement_target_position != target.position and (dist > 5 or position.distance_to(target.position) <= 5 or position.distance_to(movement_target_position) <= 5):
movement_target_position = target.position
navigation_agent.set_target_position(movement_target_position)
func _physics_process(_delta: float) -> void: func _physics_process(_delta: float) -> void:
actor_setup(position.distance_to(target.position)) if Networking.isManager and angry_meter == 0:
actor_setup(position.distance_to(target.position))
if navigation_agent.is_navigation_finished(): if navigation_agent.is_navigation_finished():
return return
var current_agent_position: Vector3 = global_position var current_agent_position: Vector3 = global_position
var next_path_position: Vector3 = navigation_agent.get_next_path_position() var next_path_position: Vector3 = navigation_agent.get_next_path_position()
velocity = current_agent_position.direction_to(next_path_position) * movement_speed
if move_and_slide():
pass
Networking.npc_sync_call(position, rotation, name)
velocity = current_agent_position.direction_to(next_path_position) * movement_speed
if move_and_slide():
pass

View file

@ -40,6 +40,7 @@ func _physics_process(delta: float) -> void:
if Input.is_action_just_pressed("freecam"): if Input.is_action_just_pressed("freecam"):
freecam = !freecam freecam = !freecam
($CollisionShape3D as CollisionShape3D).disabled = !($CollisionShape3D as CollisionShape3D).disabled
var input_dir: Vector2 = Input.get_vector("move_left", "move_right", "move_forwards", "move_backwards") var input_dir: Vector2 = Input.get_vector("move_left", "move_right", "move_forwards", "move_backwards")
var direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() var direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()

View file

@ -280,3 +280,17 @@ func player_sync(position: Vector3, rotation: Vector3) -> void:
var player: CharacterBody3D = get_node("/root/"+Game.mapname+"/"+peer) var player: CharacterBody3D = get_node("/root/"+Game.mapname+"/"+peer)
player.position = position player.position = position
player.rotation = rotation player.rotation = rotation
func npc_sync_call(position: Vector3, rotation: Vector3, node_name: String) -> void:
for peer: int in Networking.get_ids():
if peer != multiplayer.get_unique_id():
if rpc_id(peer, "npc_sync", position, rotation, node_name) != OK:
Log.warning("Couldn't send RPC to %d!" % peer)
# Synchronizes the npc state.
@rpc("any_peer", "call_local", "reliable")
func npc_sync(position: Vector3, rotation: Vector3, node_name: String) -> void:
if managerID == multiplayer.get_remote_sender_id():
var npc: CharacterBody3D = get_node("/root/"+Game.mapname+"/"+node_name)
npc.position = position
npc.rotation = rotation