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Transfer continuous pathfinding nodes from TutorialBehaviors#5 #22

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Aug 24, 2019
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38 changes: 38 additions & 0 deletions assets/behaviors/pathfinding/dynamicPathfindingFollow.behavior
Original file line number Diff line number Diff line change
@@ -0,0 +1,38 @@
{
sequence: [
{
animation : {
play: "engine:Walk.animationPool",
loop: "engine:Walk.animationPool"
}
},
{
set_speed : {
speedMultiplier: 0.4
}
},
{
loop: {
child: {
sequence: [
set_target_to_followed_entity,
find_path,
setup_continuous_pathfinding,
{
timeout: {
time: 3,
child: {
move_along_path_continuous: {
child: {
move_to: {}
}
}
}
}
}
]
}
}
}
]
}
31 changes: 31 additions & 0 deletions assets/behaviors/pathfinding/pointPathfindingFollow.behavior
Original file line number Diff line number Diff line change
@@ -0,0 +1,31 @@
{
sequence: [
{
animation : {
play: "engine:Walk.animationPool",
loop: "engine:Walk.animationPool"
}
},
{
set_speed : {
speedMultiplier: 0.4
}
},
{
loop: {
child: {
sequence: [
find_path,
{
move_along_path: {
child: {
move_to: {}
}
}
}
]
}
}
}
]
}
32 changes: 32 additions & 0 deletions assets/behaviors/pathfinding/staticPathfindingFollow.behavior
Original file line number Diff line number Diff line change
@@ -0,0 +1,32 @@
{
sequence: [
{
animation : {
play: "engine:Walk.animationPool",
loop: "engine:Walk.animationPool"
}
},
{
set_speed : {
speedMultiplier: 0.4
}
},
{
loop: {
child: {
sequence: [
set_target_to_followed_entity,
find_path,
{
move_along_path: {
child: {
move_to: {}
}
}
}
]
}
}
}
]
}
2 changes: 1 addition & 1 deletion module.txt
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
{
"id" : "Behaviors",
"version" : "0.2.0-SNAPSHOT",
"version" : "0.2.1-SNAPSHOT",
"author" : "synopia, dkambersky",
"displayName" : "Behaviors",
"description" : "A set of behavior traits which could be applied to creatures and NPCs",
Expand Down
Original file line number Diff line number Diff line change
@@ -0,0 +1,65 @@
/*
* Copyright 2018 MovingBlocks
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package org.terasology.minion.move;

import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import org.terasology.logic.behavior.BehaviorAction;
import org.terasology.logic.behavior.core.Actor;
import org.terasology.logic.behavior.core.BaseAction;
import org.terasology.logic.behavior.core.BehaviorState;
import org.terasology.logic.location.LocationComponent;
import org.terasology.math.geom.Vector3f;
import org.terasology.navgraph.WalkableBlock;
import org.terasology.pathfinding.componentSystem.PathRenderSystem;
import org.terasology.pathfinding.model.Path;
import org.terasology.registry.CoreRegistry;

/**
* Call child node, as long as the actor has not reached the end of the path. Sets <b>MinionMoveComponent.target</b> to
* next step in path.<br/> Old construct() from original {@link MoveAlongPathNode} moved to
* {@link SetupContinuousMoveNode} to allow for path travelling to be interrupted. This enables a character to follow
* a moving target.
* <br/>
* <b>SUCCESS</b>: when actor has reached end of path.<br/>
* <b>FAILURE</b>: if no path was found previously.<br/>
* <br/>
*/
@BehaviorAction(name = "move_along_path_continuous", isDecorator = true)
public class ContinuousMoveAlongPathNode extends BaseAction {

@Override
public BehaviorState modify(Actor actor, BehaviorState result) {
MinionMoveComponent moveComponent = actor.getComponent(MinionMoveComponent.class);
if (result != BehaviorState.SUCCESS) {
return result;
}
moveComponent.currentIndex++;
if (moveComponent.currentIndex < moveComponent.path.size()) {
WalkableBlock block = moveComponent.path.get(moveComponent.currentIndex);
Vector3f pos = block.getBlockPosition().toVector3f();
pos.add(new Vector3f(0, 1, 0));
moveComponent.target = pos;
actor.save(moveComponent);
return BehaviorState.RUNNING;
} else {
moveComponent.path = null;
actor.save(moveComponent);
return BehaviorState.SUCCESS;
}
}

}
Original file line number Diff line number Diff line change
@@ -0,0 +1,49 @@
/*
* Copyright 2018 MovingBlocks
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package org.terasology.minion.move;

import org.terasology.logic.behavior.BehaviorAction;
import org.terasology.logic.behavior.core.Actor;
import org.terasology.logic.behavior.core.BaseAction;
import org.terasology.logic.behavior.core.BehaviorState;
import org.terasology.navgraph.WalkableBlock;
import org.terasology.pathfinding.model.Path;

/**
* Essential setup for a character to travel along a determined path. This is exported from
* {@link MoveAlongPathNode#construct(Actor)}, which allows for characters to interrupt travelling along a path.
* This is essential for characters following a moving object.
*/
@BehaviorAction(name = "setup_continuous_pathfinding")
public class SetupContinuousMoveNode extends BaseAction {

@Override
public BehaviorState modify(Actor actor, BehaviorState result) {

MinionMoveComponent moveComponent = actor.getComponent(MinionMoveComponent.class);
if (moveComponent != null && moveComponent.path != null && moveComponent.path != Path.INVALID) {
moveComponent.currentIndex = 0;
WalkableBlock block = moveComponent.path.get(moveComponent.currentIndex);
moveComponent.target = block.getBlockPosition().toVector3f();
actor.save(moveComponent);

return BehaviorState.SUCCESS;
}

return BehaviorState.FAILURE;
}

}