Implemented A* pathfinding. Adjusted movement node accordingly.

This commit is contained in:
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2026-04-29 17:05:29 +02:00
parent 21a1eb2085
commit 253c7d9f89
6 changed files with 200 additions and 26 deletions
+26 -7
View File
@@ -1,26 +1,45 @@
using System;
using System.Collections.Generic;
using Godot;
public class MoveNode : ProgramNode
{
public Vector3 startPosition;
public Vector3I targetPosition;
public List<Vector3> pathPoints;
public MoveNode()
{
DisplayText = "Move";
}
public override bool Execute(Robot robot, double delta)
{
Vector3 worldTarget = GameData.map[targetPosition.Y].tiles[targetPosition.X, targetPosition.Z].Position;
GD.Print(startPosition + "/" + worldTarget);
pathPoints ??= [.. Pathfinding.GetPath(Pathfinding.GetClosestStartPoint(robot.Position), targetPosition)];
startPosition = robot.Position;
Vector3 direction = worldTarget - startPosition;
robot.Translate(direction.Normalized() * (float)delta * GameData.robotSpeed);
float distance = direction.Length();
Vector3 target = pathPoints[0] - startPosition;
float distance = target.Length();
if (distance < 0.1f)
{
robot.Position = worldTarget;
return true;
robot.Position = pathPoints[0];
pathPoints.Remove(pathPoints[0]);
if (pathPoints.Count <= 0)
{
pathPoints = null;
return true;
}
return false;
}
Vector3 direction = target / distance;
Vector3 lookDirection = new Vector3(direction.X, 0, direction.Z);
if (lookDirection.Length() > 0.1f)
{
robot.LookAt(robot.GlobalPosition + lookDirection, Vector3.Up);
}
robot.GlobalPosition += direction * (float)delta * GameData.robotSpeed;
return false;
}