Big project cleanup with overhaul of file responsibilities (KISS) and code (DRY, YAGNI)
This commit is contained in:
@@ -18,7 +18,7 @@ public class CraftNode : ProgramNode
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if (amount <= 0)
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{
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lastExecutionMessage = "Amount has to be atleast 1";
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lastExecutionMessage = "Amount has to be at least 1";
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return NodeResult.FAILURE;
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}
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@@ -4,90 +4,127 @@ using Godot;
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public class ExploreNode : ProgramNode
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{
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public Vector3 startPosition;
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public Vector3I targetPosition;
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public List<Vector3> pathPoints;
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public ExploreNode()
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{
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DisplayText = "Explore";
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}
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public override NodeResult Execute(Robot robot, double delta)
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{
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if (pathPoints == null)
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{
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int safetyCounter = 0;
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int layerRange = Math.Max(GameData.lowestLayer, 1);
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while (true)
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{
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targetPosition = new Vector3I(GameData.rand.Next(GameData.layerSize), GameData.rand.Next(layerRange), GameData.rand.Next(GameData.layerSize));
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if (!GameData.map[targetPosition.Y].tiles[targetPosition.X, targetPosition.Z].wasVisited) break;
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safetyCounter++;
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if (safetyCounter > Math.Pow(GameData.layerSize, 2) * 2)
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{
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lastExecutionMessage = "No tiles left to explore";
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return NodeResult.SUCCESS;
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}
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}
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}
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public Vector3 startPosition;
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public Vector3I targetPosition;
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public List<Vector3> pathPoints;
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pathPoints ??= new List<Vector3>(Pathfinding.GetPath(Pathfinding.GetClosestStartPoint(robot.Position), targetPosition));
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if (pathPoints.Count <= 0)
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{
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lastExecutionMessage = $"No path available {targetPosition}";
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return NodeResult.FAILURE;
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}
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public ExploreNode()
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{
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DisplayText = "Explore";
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}
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startPosition = robot.Position;
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Vector3 target = pathPoints[0] - startPosition;
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float distance = target.Length();
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public override NodeResult Execute(Robot robot, double delta)
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{
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if (pathPoints == null && !TrySelectTarget())
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{
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lastExecutionMessage = "No tiles left to explore";
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return NodeResult.SUCCESS;
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}
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float movementSpeed = robot.GetMovementSpeed();
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if (pathPoints == null)
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{
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pathPoints = new List<Vector3>(
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Pathfinding.GetPath(Pathfinding.GetClosestStartPoint(robot.Position), targetPosition)
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);
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}
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if (distance < 0.1f * Mathf.Sqrt(movementSpeed))
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{
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robot.Position = pathPoints[0];
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Vector3I mapIndex = Pathfinding.GetClosestStartPoint(robot.Position);
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Tile tile = GameData.map[mapIndex.Y].tiles[mapIndex.X, mapIndex.Z];
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if (!tile.wasVisited)
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{
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tile.VisitTile();
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}
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if (pathPoints.Count <= 0)
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{
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lastExecutionMessage = $"No path available {targetPosition}";
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return NodeResult.FAILURE;
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}
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pathPoints.Remove(pathPoints[0]);
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if (pathPoints.Count <= 0)
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{
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lastExecutionMessage = "Current exploration finished";
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pathPoints = null;
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return NodeResult.RUNNING;
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}
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return MoveAlongPath(robot, delta);
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}
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lastExecutionMessage = "";
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return NodeResult.RUNNING;
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}
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private bool TrySelectTarget()
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{
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int safetyCounter = 0;
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int layerRange = Math.Max(GameData.lowestLayer, 1);
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int maximumAttempts = (int)Math.Pow(GameData.layerSize, 2) * 2;
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Vector3 direction = target / distance;
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Vector3 lookDirection = new Vector3(direction.X, 0, direction.Z);
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if (lookDirection.Length() > 0.1f)
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{
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robot.LookAt(robot.GlobalPosition + lookDirection, Vector3.Up);
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}
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robot.GlobalPosition += direction * (float)delta * movementSpeed;
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while (safetyCounter <= maximumAttempts)
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{
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targetPosition = new Vector3I(
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GameData.rand.Next(GameData.layerSize),
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GameData.rand.Next(layerRange),
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GameData.rand.Next(GameData.layerSize)
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);
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if (!GameData.map[targetPosition.Y].tiles[targetPosition.X, targetPosition.Z].wasVisited)
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{
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return true;
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}
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return NodeResult.RUNNING;
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}
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safetyCounter++;
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}
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public override ProgramNode Duplicate()
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{
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ExploreNode duplicate = new ExploreNode
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{
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targetPosition = targetPosition
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};
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return duplicate;
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}
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return false;
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}
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public override string Save()
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{
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return $"Name: {DisplayText}";
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}
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private NodeResult MoveAlongPath(Robot robot, double delta)
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{
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startPosition = robot.Position;
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Vector3 target = pathPoints[0] - startPosition;
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float distance = target.Length();
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float movementSpeed = robot.GetMovementSpeed();
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if (distance < 0.1f * Mathf.Sqrt(movementSpeed))
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{
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return FinishCurrentStep(robot);
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}
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Vector3 direction = target / distance;
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RotateRobot(robot, direction);
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robot.GlobalPosition += direction * (float)delta * movementSpeed;
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return NodeResult.RUNNING;
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}
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private NodeResult FinishCurrentStep(Robot robot)
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{
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robot.Position = pathPoints[0];
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VisitCurrentTile(robot);
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pathPoints.RemoveAt(0);
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if (pathPoints.Count > 0)
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{
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lastExecutionMessage = "";
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return NodeResult.RUNNING;
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}
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lastExecutionMessage = "Current exploration finished";
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pathPoints = null;
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return NodeResult.RUNNING;
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}
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private void VisitCurrentTile(Robot robot)
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{
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Vector3I mapIndex = Pathfinding.GetClosestStartPoint(robot.Position);
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Tile tile = GameData.map[mapIndex.Y].tiles[mapIndex.X, mapIndex.Z];
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if (!tile.wasVisited)
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{
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tile.VisitTile();
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}
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}
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private void RotateRobot(Robot robot, Vector3 direction)
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{
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Vector3 lookDirection = new Vector3(direction.X, 0, direction.Z);
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if (lookDirection.Length() <= 0.1f) return;
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robot.LookAt(robot.GlobalPosition + lookDirection, Vector3.Up);
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}
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public override ProgramNode Duplicate()
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{
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return new ExploreNode
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{
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targetPosition = targetPosition
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};
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}
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public override string Save()
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{
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return $"Name: {DisplayText}";
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}
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}
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@@ -9,11 +9,12 @@ public class ForNode : ProgramNode
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{
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DisplayText = "For";
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}
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public override NodeResult Execute(Robot robot, double delta)
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{
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bool isConditionFulfilled = DetermineCondition();
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amountExecuted++;
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return isConditionFulfilled? NodeResult.SUCCESS : NodeResult.CONDITIONFALSE;
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return isConditionFulfilled ? NodeResult.SUCCESS : NodeResult.CONDITIONFALSE;
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}
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private bool DetermineCondition()
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@@ -41,21 +42,6 @@ public class ForNode : ProgramNode
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Dictionary<StringName, ProgramNode> availableNodes
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)
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{
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nextNode = null;
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NegativeNode = null;
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foreach (Godot.Collections.Dictionary connection in connections)
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{
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int port = (int)connection["from_port"];
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ProgramNode connectedNode = GetConnectedNode(connection, availableNodes);
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if (port == 0)
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{
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nextNode = connectedNode;
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}
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else
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{
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NegativeNode = connectedNode;
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}
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}
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SetBranchNodes(connections, availableNodes);
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}
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}
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@@ -2,51 +2,48 @@ using Godot;
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public class HarvestNode : ProgramNode
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{
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public HarvestNode()
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{
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DisplayText = "Harvest";
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}
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public override NodeResult Execute(Robot robot, double delta)
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{
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Vector3I mapIndex = Pathfinding.GetClosestStartPoint(robot.Position);
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Tile tile = GameData.map[mapIndex.Y].tiles[mapIndex.X, mapIndex.Z];
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public HarvestNode()
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{
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DisplayText = "Harvest";
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}
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if (!tile.containsResource)
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{
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lastExecutionMessage = "No resource on this tile";
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return NodeResult.FAILURE;
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}
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public override NodeResult Execute(Robot robot, double delta)
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{
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Vector3I mapIndex = Pathfinding.GetClosestStartPoint(robot.Position);
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Tile tile = GameData.map[mapIndex.Y].tiles[mapIndex.X, mapIndex.Z];
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if (!tile.resource.CanExtract())
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{
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lastExecutionMessage = "Resource is depleted and not endless or you haven't unlocked it yet";
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return NodeResult.SUCCESS;
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}
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if (!tile.containsResource || tile.resource == null)
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{
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lastExecutionMessage = "No resource on this tile";
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return NodeResult.FAILURE;
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}
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if (tile.resource.Extract(delta))
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{
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SoundManager.PlayMining();
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if (!GameData.inventory.AddItem(new Item {data = tile.resource.item}, 1))
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{
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lastExecutionMessage = "Not enough space";
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return NodeResult.FAILURE;
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}
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else
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{
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return NodeResult.SUCCESS;
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}
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}
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return NodeResult.RUNNING;
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}
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if (!tile.resource.CanExtract())
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{
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lastExecutionMessage = "Resource is depleted and not endless or you haven't unlocked it yet";
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return NodeResult.SUCCESS;
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}
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public override ProgramNode Duplicate()
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{
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HarvestNode duplicate = new HarvestNode();
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return duplicate;
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}
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if (!tile.resource.Extract(delta)) return NodeResult.RUNNING;
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public override string Save()
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{
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return $"Name: {DisplayText}";
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}
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SoundManager.PlayMining();
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if (!GameData.inventory.AddItem(new Item { data = tile.resource.item }, 1))
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{
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lastExecutionMessage = "Not enough space";
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return NodeResult.FAILURE;
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}
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lastExecutionMessage = "";
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return NodeResult.SUCCESS;
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}
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public override ProgramNode Duplicate()
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{
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return new HarvestNode();
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}
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public override string Save()
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{
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return $"Name: {DisplayText}";
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}
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}
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+11
-31
@@ -10,6 +10,7 @@ public class IfNode : ProgramNode
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{
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DisplayText = "If";
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}
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public override NodeResult Execute(Robot robot, double delta)
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{
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if (selectedItem == null)
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@@ -19,27 +20,21 @@ public class IfNode : ProgramNode
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}
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bool isConditionFulfilled = DetermineCondition();
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return isConditionFulfilled? NodeResult.SUCCESS : NodeResult.CONDITIONFALSE;
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return isConditionFulfilled ? NodeResult.SUCCESS : NodeResult.CONDITIONFALSE;
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}
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private bool DetermineCondition()
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{
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int inventoryAmount = GameData.inventory.GetItemAmount(selectedItem.data.Id);
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switch (comparator)
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return comparator switch
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{
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case "is bigger than":
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return inventoryAmount > amount;
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case "is less than":
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return inventoryAmount < amount;
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case "is not":
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return inventoryAmount != amount;
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case "is less than or equal to":
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return inventoryAmount <= amount;
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case "is bigger than or equal to":
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return inventoryAmount >= amount;
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default:
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return inventoryAmount == amount;
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}
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"is bigger than" => inventoryAmount > amount,
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"is less than" => inventoryAmount < amount,
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"is not" => inventoryAmount != amount,
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"is less than or equal to" => inventoryAmount <= amount,
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"is bigger than or equal to" => inventoryAmount >= amount,
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_ => inventoryAmount == amount
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};
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}
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public override ProgramNode Duplicate()
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@@ -63,21 +58,6 @@ public class IfNode : ProgramNode
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Dictionary<StringName, ProgramNode> availableNodes
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)
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{
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nextNode = null;
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NegativeNode = null;
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foreach (Godot.Collections.Dictionary connection in connections)
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{
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int port = (int)connection["from_port"];
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ProgramNode connectedNode = GetConnectedNode(connection, availableNodes);
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if (port == 0)
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{
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nextNode = connectedNode;
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}
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else
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{
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NegativeNode = connectedNode;
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}
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}
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SetBranchNodes(connections, availableNodes);
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}
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}
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@@ -3,79 +3,98 @@ using Godot;
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public class MoveNode : ProgramNode
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{
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public Vector3 startPosition;
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public Vector3I targetPosition;
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public List<Vector3> pathPoints;
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public MoveNode()
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{
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DisplayText = "Move";
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}
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public override NodeResult Execute(Robot robot, double delta)
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{
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Vector3I closestPosition = Pathfinding.GetClosestStartPoint(robot.Position);
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pathPoints ??= new List<Vector3>(Pathfinding.GetPath(closestPosition, targetPosition));
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public Vector3 startPosition;
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public Vector3I targetPosition;
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public List<Vector3> pathPoints;
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if (pathPoints.Count <= 0)
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{
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if ((closestPosition - targetPosition).Length() == 0)
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{
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lastExecutionMessage = "";
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return NodeResult.SUCCESS;
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}
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lastExecutionMessage = "No path available";
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return NodeResult.FAILURE;
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}
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public MoveNode()
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{
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DisplayText = "Move";
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}
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startPosition = robot.Position;
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Vector3 target = pathPoints[0] - startPosition;
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float distance = target.Length();
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float movementSpeed = robot.GetMovementSpeed();
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public override NodeResult Execute(Robot robot, double delta)
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{
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Vector3I closestPosition = Pathfinding.GetClosestStartPoint(robot.Position);
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if (pathPoints == null)
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{
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pathPoints = new List<Vector3>(Pathfinding.GetPath(closestPosition, targetPosition));
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}
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if (distance < 0.1f * Mathf.Sqrt(movementSpeed))
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{
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robot.Position = pathPoints[0];
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Vector3I mapIndex = Pathfinding.GetClosestStartPoint(robot.Position);
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Tile tile = GameData.map[mapIndex.Y].tiles[mapIndex.X, mapIndex.Z];
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if (!tile.wasVisited)
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{
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tile.VisitTile();
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}
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if (pathPoints.Count <= 0)
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{
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if ((closestPosition - targetPosition).Length() == 0)
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{
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lastExecutionMessage = "";
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return NodeResult.SUCCESS;
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}
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pathPoints.Remove(pathPoints[0]);
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if (pathPoints.Count <= 0)
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{
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pathPoints = null;
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lastExecutionMessage = "";
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return NodeResult.SUCCESS;
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}
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lastExecutionMessage = "No path available";
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return NodeResult.FAILURE;
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}
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lastExecutionMessage = "";
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return NodeResult.RUNNING;
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}
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return MoveAlongPath(robot, delta);
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}
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Vector3 direction = target / distance;
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Vector3 lookDirection = new Vector3(direction.X, 0, direction.Z);
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if (lookDirection.Length() > 0.1f)
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{
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robot.LookAt(robot.GlobalPosition + lookDirection, Vector3.Up);
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}
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robot.GlobalPosition += direction * (float)delta * movementSpeed;
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private NodeResult MoveAlongPath(Robot robot, double delta)
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{
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startPosition = robot.Position;
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Vector3 target = pathPoints[0] - startPosition;
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float distance = target.Length();
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float movementSpeed = robot.GetMovementSpeed();
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return NodeResult.RUNNING;
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}
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if (distance < 0.1f * Mathf.Sqrt(movementSpeed))
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{
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return FinishCurrentStep(robot);
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}
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public override ProgramNode Duplicate()
|
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{
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MoveNode duplicate = new MoveNode
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{
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targetPosition = targetPosition
|
||||
};
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return duplicate;
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||||
}
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Vector3 direction = target / distance;
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||||
RotateRobot(robot, direction);
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robot.GlobalPosition += direction * (float)delta * movementSpeed;
|
||||
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public override string Save()
|
||||
{
|
||||
return $"Name: {DisplayText}, Position: ({targetPosition.X}|{targetPosition.Y}|{targetPosition.Z})";
|
||||
}
|
||||
return NodeResult.RUNNING;
|
||||
}
|
||||
|
||||
private NodeResult FinishCurrentStep(Robot robot)
|
||||
{
|
||||
robot.Position = pathPoints[0];
|
||||
VisitCurrentTile(robot);
|
||||
pathPoints.RemoveAt(0);
|
||||
lastExecutionMessage = "";
|
||||
|
||||
if (pathPoints.Count > 0) return NodeResult.RUNNING;
|
||||
|
||||
pathPoints = null;
|
||||
return NodeResult.SUCCESS;
|
||||
}
|
||||
|
||||
private void VisitCurrentTile(Robot robot)
|
||||
{
|
||||
Vector3I mapIndex = Pathfinding.GetClosestStartPoint(robot.Position);
|
||||
Tile tile = GameData.map[mapIndex.Y].tiles[mapIndex.X, mapIndex.Z];
|
||||
if (!tile.wasVisited)
|
||||
{
|
||||
tile.VisitTile();
|
||||
}
|
||||
}
|
||||
|
||||
private void RotateRobot(Robot robot, Vector3 direction)
|
||||
{
|
||||
Vector3 lookDirection = new Vector3(direction.X, 0, direction.Z);
|
||||
if (lookDirection.Length() <= 0.1f) return;
|
||||
|
||||
robot.LookAt(robot.GlobalPosition + lookDirection, Vector3.Up);
|
||||
}
|
||||
|
||||
public override ProgramNode Duplicate()
|
||||
{
|
||||
return new MoveNode
|
||||
{
|
||||
targetPosition = targetPosition
|
||||
};
|
||||
}
|
||||
|
||||
public override string Save()
|
||||
{
|
||||
return $"Name: {DisplayText}, Position: ({targetPosition.X}|{targetPosition.Y}|{targetPosition.Z})";
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,35 +3,57 @@ using System.Collections.Generic;
|
||||
|
||||
public abstract class ProgramNode
|
||||
{
|
||||
public ProgramNode nextNode;
|
||||
public ProgramNode NegativeNode;
|
||||
public string DisplayText;
|
||||
public string lastExecutionMessage;
|
||||
public ProgramNode nextNode;
|
||||
public ProgramNode NegativeNode;
|
||||
public string DisplayText;
|
||||
public string lastExecutionMessage;
|
||||
|
||||
public abstract NodeResult Execute(Robot robot, double delta);
|
||||
public abstract ProgramNode Duplicate();
|
||||
public abstract string Save();
|
||||
public abstract NodeResult Execute(Robot robot, double delta);
|
||||
public abstract ProgramNode Duplicate();
|
||||
public abstract string Save();
|
||||
|
||||
public virtual void SetNextNode(
|
||||
List<Godot.Collections.Dictionary> connections,
|
||||
Dictionary<StringName, ProgramNode> availableNodes
|
||||
)
|
||||
{
|
||||
nextNode = null;
|
||||
public virtual void SetNextNode(
|
||||
List<Godot.Collections.Dictionary> connections,
|
||||
Dictionary<StringName, ProgramNode> availableNodes
|
||||
)
|
||||
{
|
||||
nextNode = null;
|
||||
|
||||
if (connections.Count <= 0) return;
|
||||
if (connections.Count <= 0) return;
|
||||
|
||||
nextNode = GetConnectedNode(connections[0], availableNodes);
|
||||
}
|
||||
nextNode = GetConnectedNode(connections[0], availableNodes);
|
||||
}
|
||||
|
||||
protected ProgramNode GetConnectedNode(
|
||||
Godot.Collections.Dictionary connection,
|
||||
Dictionary<StringName, ProgramNode> availableNodes
|
||||
)
|
||||
{
|
||||
StringName nodeName = connection["to_node"].AsStringName();
|
||||
if (!availableNodes.ContainsKey(nodeName)) return null;
|
||||
protected void SetBranchNodes(
|
||||
List<Godot.Collections.Dictionary> connections,
|
||||
Dictionary<StringName, ProgramNode> availableNodes
|
||||
)
|
||||
{
|
||||
nextNode = null;
|
||||
NegativeNode = null;
|
||||
|
||||
return availableNodes[nodeName];
|
||||
}
|
||||
foreach (Godot.Collections.Dictionary connection in connections)
|
||||
{
|
||||
ProgramNode connectedNode = GetConnectedNode(connection, availableNodes);
|
||||
if ((int)connection["from_port"] == 0)
|
||||
{
|
||||
nextNode = connectedNode;
|
||||
}
|
||||
else
|
||||
{
|
||||
NegativeNode = connectedNode;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected ProgramNode GetConnectedNode(
|
||||
Godot.Collections.Dictionary connection,
|
||||
Dictionary<StringName, ProgramNode> availableNodes
|
||||
)
|
||||
{
|
||||
StringName nodeName = connection["to_node"].AsStringName();
|
||||
if (!availableNodes.ContainsKey(nodeName)) return null;
|
||||
|
||||
return availableNodes[nodeName];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,9 +10,9 @@ public class WhileNode : ProgramNode
|
||||
{
|
||||
DisplayText = "While";
|
||||
}
|
||||
|
||||
public override NodeResult Execute(Robot robot, double delta)
|
||||
{
|
||||
|
||||
if (selectedItem == null)
|
||||
{
|
||||
lastExecutionMessage = "No Item selected";
|
||||
@@ -20,27 +20,21 @@ public class WhileNode : ProgramNode
|
||||
}
|
||||
|
||||
bool isConditionFulfilled = DetermineCondition();
|
||||
return isConditionFulfilled? NodeResult.SUCCESS : NodeResult.CONDITIONFALSE;
|
||||
return isConditionFulfilled ? NodeResult.SUCCESS : NodeResult.CONDITIONFALSE;
|
||||
}
|
||||
|
||||
private bool DetermineCondition()
|
||||
{
|
||||
int inventoryAmount = GameData.inventory.GetItemAmount(selectedItem.data.Id);
|
||||
switch (comparator)
|
||||
return comparator switch
|
||||
{
|
||||
case "is bigger than":
|
||||
return inventoryAmount > amount;
|
||||
case "is less than":
|
||||
return inventoryAmount < amount;
|
||||
case "is not":
|
||||
return inventoryAmount != amount;
|
||||
case "is less than or equal to":
|
||||
return inventoryAmount <= amount;
|
||||
case "is bigger than or equal to":
|
||||
return inventoryAmount >= amount;
|
||||
default:
|
||||
return inventoryAmount == amount;
|
||||
}
|
||||
"is bigger than" => inventoryAmount > amount,
|
||||
"is less than" => inventoryAmount < amount,
|
||||
"is not" => inventoryAmount != amount,
|
||||
"is less than or equal to" => inventoryAmount <= amount,
|
||||
"is bigger than or equal to" => inventoryAmount >= amount,
|
||||
_ => inventoryAmount == amount
|
||||
};
|
||||
}
|
||||
|
||||
public override ProgramNode Duplicate()
|
||||
@@ -64,21 +58,6 @@ public class WhileNode : ProgramNode
|
||||
Dictionary<StringName, ProgramNode> availableNodes
|
||||
)
|
||||
{
|
||||
nextNode = null;
|
||||
NegativeNode = null;
|
||||
|
||||
foreach (Godot.Collections.Dictionary connection in connections)
|
||||
{
|
||||
int port = (int)connection["from_port"];
|
||||
ProgramNode connectedNode = GetConnectedNode(connection, availableNodes);
|
||||
if (port == 0)
|
||||
{
|
||||
nextNode = connectedNode;
|
||||
}
|
||||
else
|
||||
{
|
||||
NegativeNode = connectedNode;
|
||||
}
|
||||
}
|
||||
SetBranchNodes(connections, availableNodes);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user