v2.2.0: overhauled retreating enemy AI
This commit is contained in:
@@ -31,6 +31,7 @@ public class PathFinder {
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private static boolean[] goals;
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private static int[] queue;
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private static boolean[] queued; //currently only used in getStepBack, other can piggyback on distance
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private static int size = 0;
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private static int width = 0;
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@@ -57,6 +58,7 @@ public class PathFinder {
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distance = new int[size];
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goals = new boolean[size];
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queue = new int[size];
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queued = new boolean[size];
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maxVal = new int[size];
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Arrays.fill(maxVal, Integer.MAX_VALUE);
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@@ -127,9 +129,51 @@ public class PathFinder {
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return best;
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}
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public static int getStepBack( int cur, int from, boolean[] passable ) {
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public static int getStepBack( int cur, int from, int lookahead, boolean[] passable, boolean canApproachFromPos ) {
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int d = buildEscapeDistanceMap( cur, from, lookahead, passable );
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if (d == 0) return -1;
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if (!canApproachFromPos) {
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//We can't approach the position we are retreating from
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//re-calculate based on this, and reduce the target distance if need-be
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int head = 0;
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int tail = 0;
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int newD = distance[cur];
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BArray.setFalse(queued);
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queue[tail++] = cur;
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queued[cur] = true;
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while (head < tail) {
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int step = queue[head++];
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if (distance[step] > newD) {
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newD = distance[step];
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}
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int start = (step % width == 0 ? 3 : 0);
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int end = ((step + 1) % width == 0 ? 3 : 0);
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for (int i = start; i < dirLR.length - end; i++) {
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int n = step + dirLR[i];
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if (n >= 0 && n < size && passable[n]) {
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if (distance[n] < distance[cur]) {
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passable[n] = false;
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} else if (distance[n] >= distance[step] && !queued[n]) {
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// Add to queue
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queue[tail++] = n;
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queued[n] = true;
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}
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}
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}
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}
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d = Math.min(newD, d);
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}
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int d = buildEscapeDistanceMap( cur, from, 5, passable );
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for (int i=0; i < size; i++) {
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goals[i] = distance[i] == d;
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}
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@@ -284,7 +328,9 @@ public class PathFinder {
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return pathFound;
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}
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//the lookahead is the target number of cells to retreat toward from our current position's
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// distance from the position we are escaping from. Returns the highest found distance, up to the lookahead
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private static int buildEscapeDistanceMap( int cur, int from, int lookAhead, boolean[] passable ) {
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System.arraycopy(maxVal, 0, distance, 0, maxVal.length);
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@@ -26,10 +26,12 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Amok;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.AscensionChallenge;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Awareness;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Dread;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Light;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.MagicalSight;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.MindVision;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.RevealedArea;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Terror;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.abilities.huntress.SpiritHawk;
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@@ -1013,16 +1015,21 @@ public class Dungeon {
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}
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public static int flee( Char ch, int from, boolean[] pass, boolean[] visible, boolean chars ) {
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//only consider chars impassable if our retreat path runs into them
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boolean[] passable = findPassable(ch, pass, visible, false, true);
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passable[ch.pos] = true;
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int step = PathFinder.getStepBack( ch.pos, from, passable );
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while (step != -1 && Actor.findChar(step) != null && chars){
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passable[step] = false;
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step = PathFinder.getStepBack( ch.pos, from, passable );
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//only consider other chars impassable if our retreat step may collide with them
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if (chars) {
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for (Char c : Actor.chars()) {
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if (c.pos == from || Dungeon.level.adjacent(c.pos, ch.pos)) {
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passable[c.pos] = false;
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}
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}
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}
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return step;
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//chars affected by terror have a shorter lookahead and can't approach the fear source
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boolean canApproachFromPos = ch.buff(Terror.class) == null && ch.buff(Dread.class) == null;
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return PathFinder.getStepBack( ch.pos, from, canApproachFromPos ? 8 : 4, passable, canApproachFromPos );
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}
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@@ -25,11 +25,8 @@ import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.AllyBuff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Dread;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Haste;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Terror;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
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@@ -41,7 +38,6 @@ import com.shatteredpixel.shatteredpixeldungeon.items.rings.Ring;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfTeleportation;
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import com.shatteredpixel.shatteredpixeldungeon.items.wands.Wand;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.MimicSprite;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.watabou.noosa.audio.Sample;
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@@ -182,25 +178,23 @@ public class CrystalMimic extends Mimic {
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}
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}
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private class Fleeing extends Mob.Fleeing{
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private class Fleeing extends Mob.Fleeing {
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@Override
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protected void escaped() {
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if (!Dungeon.level.heroFOV[pos] && Dungeon.level.distance(Dungeon.hero.pos, pos) >= 6) {
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GLog.n(Messages.get(CrystalMimic.class, "escaped"));
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destroy();
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sprite.killAndErase();
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} else {
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state = WANDERING;
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}
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}
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@Override
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protected void nowhereToRun() {
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if (buff( Terror.class ) == null
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&& buffs( AllyBuff.class ).isEmpty()
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&& buff( Dread.class ) == null) {
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if (enemySeen) {
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sprite.showStatus(CharSprite.NEGATIVE, Messages.get(Mob.class, "rage"));
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state = HUNTING;
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} else if (!Dungeon.level.heroFOV[pos] && Dungeon.level.distance(Dungeon.hero.pos, pos) >= 6) {
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GLog.n( Messages.get(CrystalMimic.class, "escaped"));
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if (Dungeon.level.heroFOV[pos]) CellEmitter.get(pos).burst(Speck.factory(Speck.WOOL), 6);
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destroy();
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sprite.killAndErase();
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} else {
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state = WANDERING;
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}
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} else {
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super.nowhereToRun();
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super.nowhereToRun();
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if (state == HUNTING){
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spend(-TICK); //crystal mimics are fast!
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}
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}
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}
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@@ -1151,7 +1151,6 @@ public abstract class Mob extends Char {
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}
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}
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//FIXME this works fairly well but is coded poorly. Should refactor
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protected class Fleeing implements AiState {
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public static final String TAG = "FLEEING";
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@@ -1159,9 +1158,12 @@ public abstract class Mob extends Char {
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@Override
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public boolean act( boolean enemyInFOV, boolean justAlerted ) {
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enemySeen = enemyInFOV;
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//loses target when 0-dist rolls a 6 or greater.
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//triggers escape logic when 0-dist rolls a 6 or greater.
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if (enemy == null || !enemyInFOV && 1 + Random.Int(Dungeon.level.distance(pos, target)) >= 6){
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target = -1;
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escaped();
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if (state != FLEEING){
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return true;
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}
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//if enemy isn't in FOV, keep running from their previous position.
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} else if (enemyInFOV) {
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@@ -1183,7 +1185,22 @@ public abstract class Mob extends Char {
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}
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}
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protected void escaped(){
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//does nothing by default, some enemies have special logic for this
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}
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//enemies will turn and fight if they have nowhere to run and aren't affect by terror
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protected void nowhereToRun() {
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if (buff( Terror.class ) == null
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&& buffs( AllyBuff.class ).isEmpty()
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&& buff( Dread.class ) == null) {
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if (enemySeen) {
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sprite.showStatus(CharSprite.NEGATIVE, Messages.get(Mob.class, "rage"));
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state = HUNTING;
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} else {
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state = WANDERING;
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}
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}
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}
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}
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@@ -266,13 +266,5 @@ public class Spinner extends Mob {
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return super.act(enemyInFOV, justAlerted);
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}
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@Override
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protected void nowhereToRun() {
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if (buff(Terror.class) == null && buff(Dread.class) == null) {
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state = HUNTING;
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} else {
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super.nowhereToRun();
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}
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}
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}
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}
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@@ -23,9 +23,6 @@ package com.shatteredpixel.shatteredpixeldungeon.actors.mobs;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.AllyBuff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Dread;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Terror;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
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@@ -34,7 +31,6 @@ import com.shatteredpixel.shatteredpixeldungeon.items.Gold;
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import com.shatteredpixel.shatteredpixeldungeon.items.Honeypot;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ThiefSprite;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.watabou.utils.Bundle;
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@@ -200,44 +196,34 @@ public class Thief extends Mob {
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private class Fleeing extends Mob.Fleeing {
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@Override
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protected void nowhereToRun() {
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if (buff( Terror.class ) == null
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&& buff( Dread.class ) == null
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&& buffs( AllyBuff.class ).isEmpty() ) {
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if (enemySeen) {
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sprite.showStatus(CharSprite.NEGATIVE, Messages.get(Mob.class, "rage"));
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state = HUNTING;
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} else if (item != null
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&& !Dungeon.level.heroFOV[pos]
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&& Dungeon.level.distance(Dungeon.hero.pos, pos) >= 6) {
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int count = 32;
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int newPos;
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do {
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newPos = Dungeon.level.randomRespawnCell( Thief.this );
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if (count-- <= 0) {
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break;
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}
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} while (newPos == -1 || Dungeon.level.heroFOV[newPos] || Dungeon.level.distance(newPos, pos) < (count/3));
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if (newPos != -1) {
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if (Dungeon.level.heroFOV[pos]) CellEmitter.get(pos).burst(Speck.factory(Speck.WOOL), 6);
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pos = newPos;
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sprite.place( pos );
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sprite.visible = Dungeon.level.heroFOV[pos];
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if (Dungeon.level.heroFOV[pos]) CellEmitter.get(pos).burst(Speck.factory(Speck.WOOL), 6);
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protected void escaped() {
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if (item != null
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&& !Dungeon.level.heroFOV[pos]
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&& Dungeon.level.distance(Dungeon.hero.pos, pos) >= 6) {
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int count = 32;
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int newPos;
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do {
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newPos = Dungeon.level.randomRespawnCell( Thief.this );
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if (count-- <= 0) {
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break;
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}
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} while (newPos == -1 || Dungeon.level.heroFOV[newPos] || Dungeon.level.distance(newPos, pos) < (count/3));
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if (newPos != -1) {
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pos = newPos;
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sprite.place( pos );
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sprite.visible = Dungeon.level.heroFOV[pos];
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if (Dungeon.level.heroFOV[pos]) CellEmitter.get(pos).burst(Speck.factory(Speck.WOOL), 6);
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if (item != null) GLog.n( Messages.get(Thief.class, "escapes", item.name()));
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item = null;
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state = WANDERING;
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} else {
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state = WANDERING;
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}
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if (item != null) GLog.n( Messages.get(Thief.class, "escapes", item.name()));
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item = null;
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state = WANDERING;
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} else {
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super.nowhereToRun();
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state = WANDERING;
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}
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}
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}
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