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Gridmap/scripts/Entity.gd

90 lines
2.1 KiB

extends Node
class_name Entity
var position: Vector3
var position2D: Vector2i
var movement: int = -1
var movement_step: float = 0.0
var id = -1
signal moving
func _init(id: int, position: Vector2i):
self.id = id
self.position.x = position.x
self.position.y = Global.world.get_height(Vector2i(position.x, position.y))
self.position.z = position.y
position2D = position
func get_data():
var data = {
"id": self.id,
"position": self.position
}
return data
func move(new_position: Vector2i):
Global.world.blocs[position.x][position.y].entity = -1
self.position.x = new_position.x
self.position.y = Global.world.get_height(Vector2i(new_position.x, new_position.y))
self.position.z = new_position.y
position2D = new_position
Global.world.blocs[new_position.x][new_position.y].entity = id
emit_signal("moving", self.position)
### Mettre un speed
func follow_path(path: Array):
for next in path:
var t = Timer.new()
t.wait_time = 0.3
t.set_one_shot(true)
t.autostart = true
Engine.get_main_loop().get_root().add_child(t)
await t.timeout
move(next)
t.queue_free()
func heuristic(a: Vector2i, b: Vector2i) -> float:
return abs(a.x - b.x) + abs(a.y - b.y)
func pathfinding(goal: Vector2i):
var frontier = []
var priorities = {}
var came_from = {}
var cost_so_far = {}
came_from[position2D] = null
cost_so_far[position2D] = 0
frontier.append(position2D)
while frontier.size():
var current = frontier.pop_front()
if current == goal:
break
for next in Global.world.neighbours(current):
var new_cost = cost_so_far[current] + Global.world.cost(current, next)
if next not in cost_so_far or new_cost < cost_so_far[next]:
cost_so_far[next] = new_cost
var priority = new_cost + heuristic(goal, next)
frontier.append(next)
priorities[next] = priority
came_from[next] = current
frontier.sort_custom(
func(a, b):
if priorities[a] < priorities[b]:
return true
return false
)
var current = goal
var path = []
while current != position2D:
path.append(current)
current = came_from[current]
path.reverse()
return path