Attempt2/lib/classes/movement_state_receiver.gd

555 lines
22 KiB
GDScript

class_name Movement_StateReceiver
extends Node
## Movement component
# attempts to interact with movement of the scene root without knowing what
# it is. It can be perhaps a static body or kinematicbody
# it doesn't actually move a node, that's what the state machine does
# but it does keep track of velocity
# I can't give it an actor node or a direct reference.
# It can use a number of detection components to help inform decisions.
export var debug_component: bool = false
onready var current_state = StateAnimatedActor.new()
onready var parent: KinematicBody2D = get_parent()
export var callable_state_machine :NodePath
var request_state_change: FuncRef
onready var desired_movement_vector: Vector2 = Vector2(0,0)
# Since animactor state machine can actually view properties from this type
# I'm thinking about moving the velocity tracker in here instead of player.
var velocity = Vector2(0,0)
var momentum = Vector2(0,0)
var inertia = Vector2(0,0)
var acceleration = Vector2(0,0)
#Removing Probably not used
#var sim_velocity = Vector2(0,0)
var physics_delta:float
var process_delta:float
var modifier: StateModifierAnimatedActor
#Removing Probably not used
#var attack_function: FuncRef
const UP = -1.0
const DOWN = 1.0
const LEFT = -1.0
const RIGHT = 1.0
func _ready():
## FuncRef to request state machine change state
request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state')
## Connect signal to get alerted of state change
get_node(callable_state_machine).connect("state_changed", self,"_on_state_change")
## A reference to the current state machine state
current_state = get_node(callable_state_machine).current_state
## A reference to the state machine merged modifiers
modifier = get_node(callable_state_machine).merged_animation_state_modifiers
############
## These get called by the parent
############
func process_physics(delta):
physics_delta = delta
if has_method('_state_process_physics_' + current_state.name):
call('_state_process_physics_' + current_state.name)
else:
move_actor_as_desired()
# more likely needed for Players
func process_physics_input(delta):
physics_delta = delta
if has_method('_state_process_physics_input_' + current_state.name):
call('_state_process_physics_input_' + current_state.name)
# More likely needed for NPCs
func process(delta):
process_delta = delta
if has_method('_state_process_' + current_state.name):
call('_state_process_' + current_state.name)
# For event based input polling (Hadouken?)
func process_unhandled_input(event: InputEvent):
# Reset desired movement vector
desired_movement_vector = Vector2(0,0)
if has_method('_state_process_input_' + current_state.name):
call('_state_process_input_' + current_state.name)
############
############
## A Series of helper functions
############
func go_up():
desired_movement_vector.y = UP
func go_down():
desired_movement_vector.y = DOWN
func go_left():
desired_movement_vector.x = LEFT
func go_right():
desired_movement_vector.x = RIGHT
func stop():
desired_movement_vector = Vector2(0,0)
# Return the desired direction of movement for the character
# in the range [-1, 1], where positive values indicate a desire
# to move to the right and negative values to the left.
func get_movement_direction() -> float:
return desired_movement_vector.x
# Return a boolean indicating if the character wants to jump
func wants_jump() -> bool:
return false
# Return a boolean indicating if the character wants to attack
func wants_shoot() -> bool:
return false
# Return a boolean indicating if the character wants to dash
func wants_dash() -> bool:
return false
func wants_roll() -> bool:
return false
func wants_climb() -> bool:
return false
############
func get_climb_shape_location() -> Vector2:
return Vector2(-1,-1)
func _on_state_change(old_state_name:String, new_state :State):
###### State machine
if new_state is StateAnimatedActor: #Testing this. Update: It works
## Confirmed that I do neet to update the current_state with the passed state.
current_state = new_state
if has_method('_on_state_change_' + current_state.name):
call('_on_state_change_' + current_state.name)
else:
push_warning("Received non animated Actor state.")
#current_state = new_state
## Side effects for these variables
# velocity - doesn't change but uses it to set base calculations
# accepts the state to determine movement, the deltatime, and an optional direction
# Update: Actually should just return movement in PPS
##
#var calc_inertia = velocity.abs()
#var calc_inertial_dir :Vector2
var debug_speed_tracker :Vector2
func new_move_actor_as_desired(_delta :float,
_state :StateAnimatedActor,
_movement_override_normal := Vector2(0,0),
_velocity_override := Vector2(0,0)) -> Vector2:
## Calculated movement speed.
var movement_params :Dictionary = {
"_base_h_move_speed" : _state.horizontal_speed,
"_base_h_move_acceleration" : _state.horizontal_acceleration,
"_base_h_move_speed_modifier" : _state.horizontal_speed_offset,
"_base_h_move_modifier_move_acceleration" : _state.horizontal_speed_offset_acceleration,
"_jerk_factor" : _state.jerk_factor,
"_gravity" : _state.gravity
}
var calc_velocity = Vector2.ZERO
if _velocity_override.x != 0.0:
calc_velocity.x = _velocity_override.x
else:
calc_velocity.x = velocity.x
if _velocity_override.y != 0.0:
calc_velocity.y = _velocity_override.y
else:
calc_velocity.y = velocity.y
var calc_acceleration = Vector2.ZERO
var calc_inertia :Vector2
calc_inertia.x = abs(calc_velocity.x)
calc_inertia.y = calc_velocity.y
var calc_inertial_dir = Vector2(sign(calc_velocity.x),sign(calc_velocity.y))
var calc_friction :Vector2 = Vector2.ZERO
## Inertia only applies if there is a difference between the
# base move speed and a derived move speed. This makes it so all you
# have to do is provide a move speed and that is the speed we will travel.
# but if a modifier applies, or an accelleration is given.
# an entirely differant process occurs.
##
var h_speed = resolve_h_speed(movement_params)
#if h_speed != Vector2.ZERO:
# pass
## If an override has been passed (we're ignoring input direction
var move_direction = Vector2.ZERO
if _movement_override_normal != Vector2.ZERO:
move_direction = resolve_move_direction(calc_inertial_dir, _movement_override_normal)
else:
move_direction = resolve_move_direction(calc_inertial_dir, desired_movement_vector)
## Which direction will acceleration be applied.
calc_acceleration.x = resolve_h_acceleration(movement_params, calc_velocity, move_direction.x)
## Direction of inertia not equal to move direction
## If inertia is applying in a direction
if calc_inertial_dir.x:
## And it doesn't apply in the same direction as our movement direction
if calc_inertial_dir.x != sign(move_direction.x):
## Apply the direction of acceleration and apply as friction
# Friction allows the inertia to trend toward 0 instead of the
# 'To' direction of speed.
##
#calc_friction.x = calc_acceleration.x * -1
calc_friction.x = abs(calc_acceleration.x)
calc_acceleration.x = 0.0
## We are always moving from h_speed.x towards y at a given rate
## if we have a difference of speed
if h_speed.x != h_speed.y:
debug_speed_tracker = h_speed
## Clamp inertia to in between speed.
# Problem is that we can suddenly gain or lose inertia.
##
# calc_inertia.x = clamp( calc_inertia.x + (calc_acceleration.x * _delta),
# h_speed.x , h_speed.y)
## If there is currently no inertia apply the base h_speed
if calc_inertia.x == 0.0:
calc_inertia.x = h_speed.x
## Apply acceleration
calc_inertia.x = move_toward(calc_inertia.x, h_speed.y, abs(calc_acceleration.x * _delta))
## Apply friction
calc_inertia.x = move_toward(calc_inertia.x, 0, abs(calc_friction.x * _delta))
## Working but trying something new:
# if h_speed.y > h_speed.x:
# calc_inertia.x = move_toward(calc_inertia.x, h_speed.y, (calc_acceleration.x * _delta))
# else:
# ## use of move_toward forcing need to apply negative accel as postitive.
# #calc_inertia.x = move_toward(calc_inertia.x, h_speed.y, abs(calc_acceleration.x * _delta))
# calc_inertia.x = clamp( calc_inertia.x + (calc_acceleration.x * _delta),
# h_speed.y , h_speed.x)
elif calc_inertia.x != 0.0: ## We still have inertia but no difference in movement
if calc_acceleration.x != 0.0: # We are applying acceleration
## Move back towards the base speed
if calc_inertia.x < h_speed.x:
calc_inertia.x = clamp( calc_inertia.x + ( calc_acceleration.x * _delta),
calc_inertia.x, h_speed.x)
else:
calc_inertia.x = clamp( calc_inertia.x + ( calc_acceleration.x * _delta),
h_speed.x, calc_inertia.x)
else: ## No longer applying acceleration
## Neutralize the inertia? but how?
## Recalc the acceleration with inertia
#var friction :Vector2
calc_friction.x = resolve_h_acceleration(movement_params,Vector2(calc_inertia.x, h_speed.x), move_direction.x)
if calc_friction.x != 0.0: ## No dapening acceleration applies
calc_inertia.x = move_toward(calc_inertia.x, h_speed.x, ( calc_friction.x * _delta))
else:
## no residual acceleration (friction) applies, kill the momentum
calc_inertia.x = 0.0
calc_inertial_dir.x = 0.0
# if (h_speed != debug_speed_tracker):
# print("Inertia SpeedShift: ", debug_speed_tracker, h_speed, (0.0 == -0.0))
# debug_speed_tracker = h_speed
else:
## inertia is just base speed
calc_inertia.x = h_speed.x
calc_inertial_dir.x = 0.0
## Another idea, just return the calculated velocity in PPS
## For now, y component of velocity is just gravity
#calc_velocity.y = movement_params["_gravity"] * Vector2.DOWN.y
calc_inertia.y += movement_params["_gravity"] * _delta
calc_velocity.y = calc_inertia.y
## calc x component of felicty
## Can't do it this way when we have initia
#calc_velocity.x = calc_inertia.x * move_direction.x
## Control, direction can only be controlled when overcome inertia direction.
if calc_inertial_dir.x != 0:
calc_velocity.x = calc_inertia.x * calc_inertial_dir.x
else:
calc_velocity.x = calc_inertia.x * move_direction.x
## Attempting to move this to the top
#calc_inertial_dir = Vector2(sign(calc_velocity.x),sign(calc_velocity.y))
UiManager.debug_text = ( #"H_Speed x Dir: " + str(h_speed) + str('duh') +
"H_Speed Fm:{0} To:{1}".format({"0":"%5.2f" % h_speed.x, "1":"%5.2f" % h_speed.y}) +
"\nVelocity_Calc: {0}, {1}".format({"0":"%5.2f" % calc_velocity.x, "1":"%5.2f" % calc_velocity.y}) +
"\nInertia_Calc: {0}, {1}".format({"0":"%5.2f" % calc_inertia.x, "1":"%5.2f" % calc_inertia.y}) +
"\nVelocity_Real: {0}, {1}".format({"0":"%5.2f" % velocity.x, "1":"%5.2f" % velocity.y}) +
"\nFriction: {0}, {1}".format({"0":"%5.2f" % calc_friction.x, "1":"%5.2f" % calc_friction.y}) +
"\nAccelCalc : {0}, {1}".format({"0":"%5.2f" % calc_acceleration.x, "1":"%5.2f" % calc_acceleration.y}) +
#"\nLength: " + str(velocity.length()) +
"\nMoveDir: {0}, {1}".format({"0":"%4.1f" % move_direction.x, "1":"%4.1f" % move_direction.y})
)
return calc_velocity
## Passed in acceleration, vel, etc is applied to whatever
## the parent is. If Kinematic then move_and_slide, otherwise manually adjusted
func apply_movement_to_parent( _velocity :Vector2) -> void:
var snap = Vector2.DOWN * 8
if parent is KinematicBody2D:
velocity = parent.move_and_slide_with_snap(_velocity, snap , Vector2.UP, true)
## Returns an Vector where x is MIN_SPEED and y is MAX_SPEED
func resolve_h_speed(_params :Dictionary) -> Vector2:
var base_speed :float = _params["_base_h_move_speed"]
## if a speed difference applies
if _params["_base_h_move_speed_modifier"] != 0:
var speed_differance = base_speed + _params["_base_h_move_speed_modifier"]
return(Vector2(base_speed, speed_differance))
return Vector2(base_speed,base_speed)
func resolve_h_acceleration(_params :Dictionary, _inertia :Vector2, _move_direction :float) -> float:
## TODO: Adjust for jerk, determine if we're currently experiencing accel
## if a speed difference applies
var _acceleration :float = 0.0
var base_speed :float = _params["_base_h_move_speed"]
if _params["_base_h_move_speed_modifier"] != 0:
var speed_differance = base_speed + _params["_base_h_move_speed_modifier"]
_acceleration = _params["_base_h_move_acceleration"] + _params["_base_h_move_modifier_move_acceleration"]
##WIP: Add part where offset acceleration only applies until the inertia equals the offset or whatever
# if sign(_params["_base_h_move_modifier_move_acceleration"]) == -1 and abs(_inertia.x) >= speed_differance:
# #print("I should add the modifier acceleration maybe?")
# _acceleration += _params["_base_h_move_modifier_move_acceleration"]
# else:
# print ("not yet.")
else:
_acceleration = _params["_base_h_move_acceleration"]
## This works but I want to try something differant.
# if _inertia.x != 0.0 and sign(_inertia.x) != sign(_move_direction):
# return _acceleration * -1
# elif sign(_move_direction) != 0:
# ## If no velocity or it matches just return as is.
# return _acceleration
if sign(_move_direction) != 0:
return _acceleration
# No accel returned unless intended
return 0.0
func resolve_move_direction(_momentum :Vector2,
_movement_direction :Vector2) -> Vector2:
var horizontal_movement_direction:float
if sign(_movement_direction.x): ## We're trying to move
horizontal_movement_direction = sign(_movement_direction.x)
elif sign(_momentum.x): ## We still have momentum but not trying to move
horizontal_movement_direction = sign(_momentum.x)
return Vector2(horizontal_movement_direction,0)
## About to DEPR this one for redesigned one above
func move_actor_as_desired( x_move_direction_override: float = 0):
var delta:float = physics_delta
var _move_speed = current_state.horizontal_speed
var _move_acceleration = current_state.horizontal_acceleration
var _move_speed_modifier = current_state.horizontal_speed_offset
var _move_modifier_move_acceleration = current_state.horizontal_speed_offset_acceleration
var _jerk_factor = current_state.jerk_factor
var _gravity = current_state.gravity
# if current_state.physics_modifier:
# #physics_modifier.modifier_properties.jerk_factor
# #print(physics_modifier.name)
# #UiManager.debug_text = physics_modifier.name + str(round(adjusted_move_speed))
# var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties()
# if mod_props.move_speed != 0 and mod_props.directional_modifier == false:
# _move_speed = mod_props.move_speed
# _move_speed_modifier += mod_props.move_speed_modifier
# _move_acceleration += mod_props.move_acceleration
# _move_modifier_move_acceleration += mod_props.move_modifier_move_acceleration
# _jerk_factor += mod_props.jerk_factor
var help_me_not_be_dumb = ''
# Allow us to bump out of halt.
if _move_speed == 0 and desired_movement_vector.x != 0:
_move_speed = abs(desired_movement_vector.x)
# Determine or physics movement direction
var current_x_velocity = velocity.x #move_component.velocity.x
var move_direction = 0.0
# Determine movement direction if we have momentum
if momentum.x != 0:
if x_move_direction_override == 0:
move_direction = sign(current_x_velocity)
# if move_component.desired_movement_vector.x != 0:
# # set the move direction to the desired direction
# move_direction = move_component.desired_movement_vector.x
# else:
# # Set move direction to the transform direction
# move_direction = parent.transform.x.x
else:
move_direction = x_move_direction_override
else: # No current momentum in place
if x_move_direction_override == 0:
move_direction = desired_movement_vector.x
else:
move_direction = x_move_direction_override
## TODO: I hate that I have to do this check again.
# if current_state.physics_modifier:
# var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties()
# if mod_props.move_speed != 0 and mod_props.directional_modifier == true:
# # Since move_direction is always positive
# if sign(move_direction) == sign(mod_props.move_speed):
# _move_speed += mod_props.move_speed
# else:
# _move_speed -= mod_props.move_speed
# if sign(move_direction) == 0:
# move_direction = sign(mod_props.move_speed) * -1
# #print("doing this? ")
# Determine the maximum move speed
var MAX_SPEED :float = 0
var MIN_SPEED :float = 0
if sign(_move_speed_modifier) == -1: # decreased speed modifier
help_me_not_be_dumb += '-SpeedMod'
# Move speed cannot go below zero with modifier applied
MIN_SPEED = _move_speed + _move_speed_modifier
# Poor man's clamp
if MIN_SPEED < 0:
MIN_SPEED = 0
MAX_SPEED = _move_speed
elif sign(_move_speed_modifier) == +1: # increased speed modifier
help_me_not_be_dumb += '+SpeedMod'
MIN_SPEED = _move_speed
MAX_SPEED = _move_speed + _move_speed_modifier
else: # physics won't apply here
help_me_not_be_dumb += '_Speed' # Neutral Speed
MIN_SPEED = _move_speed
MAX_SPEED = _move_speed
# get the latest aggregate acceleration
# If we have any acceleration applying
if (_move_modifier_move_acceleration + _move_acceleration) != 0:
# The acceleration is differant
# Perhaps it would be better to trigger this on a difference in modifier but they usually go together.
if abs(acceleration.x) != abs(_move_modifier_move_acceleration + _move_acceleration):
if move_direction:
#print("Acceleration changed.", abs(acceleration.x), "-", (_move_modifier_move_acceleration + _move_acceleration))
acceleration.x = _move_modifier_move_acceleration + _move_acceleration
# If we're no longer tryingg to move int the direction of our movement and momentum.
if (sign(current_x_velocity) != sign(desired_movement_vector.x) and momentum.x != 0):
if sign(_move_speed_modifier) == -1 : # decreased speed modifier
# Maybe we can compare the direction of the acceleration
# The direction of the acceleration should usually be positive at this point.
# when the modifier is negative.
if sign(move_direction) == sign(current_x_velocity):
if sign(acceleration.x) == sign(momentum.x):
acceleration.x *= -1
# print("Whoh Woah")
# Flip the direction of the acceleration
if (sign(desired_movement_vector.x) == -1 and
sign(current_x_velocity) == 1) or (sign(desired_movement_vector.x) == -1 and
sign(current_x_velocity) == -1):
print_debug("be more opposite")
elif (sign(desired_movement_vector.x) == sign(current_x_velocity) and momentum.x != 0):
print('why')
if (sign(acceleration.x) != sign(momentum.x) and x_move_direction_override == 0):
#print("Step it up!")
# Flip the direction of the acceleration
acceleration.x *= -1
# Apply momentum and acceleration if a modifer exists
if momentum.x <= 0 and _move_speed_modifier !=0:
#if we're trying to move but we have no momentum applied currently
#if move_component.desired_movement_vector.x != 0:
if move_direction:
acceleration.x = _move_modifier_move_acceleration + _move_acceleration
##TODO: I don't know where I should actually set the momentum. :
if sign(_move_speed_modifier) == -1: # decreased speed modifier
momentum.x = 0
elif sign(_move_speed_modifier) == +1: # increased speed modifier
##TODO: in most cases this should only be applied once. need to find a way to warn against this.
momentum.x = abs(_move_speed_modifier)
print("momentum applied!")
# Reverse the accelerations if we carry over momentum but the modifier no longer applies.
if momentum.x > 0 and _move_speed_modifier == 0:
if sign(acceleration.x) == sign(momentum.x):
print("Whoh Woah your done.")
# Flip the direction of the acceleration
acceleration.x *= -1
# We're going to adjust our move speed only to the modifier
momentum.x += acceleration.x * delta
##TODO: Apparently I disabled jerk some time ago for some reason.
current_state.jerk += _jerk_factor * delta
var new_move_speed :float = 0
if sign(_move_speed_modifier) == -1: # decreased speed modifier
# MIN_SPEED = _move_speed + _move_speed_modifier
# MAX_SPEED = _move_speed
momentum.x = clamp(momentum.x, 0, abs(_move_speed_modifier))
# new_move_speed = (_move_speed + _move_speed_modifier ) + (sign(_move_speed_modifier) * -1 * move_component.momentum.x) # + jerk
new_move_speed = MIN_SPEED + (sign(_move_speed_modifier) * -1 * momentum.x) # + jerk
elif sign(_move_speed_modifier) == +1: # increased speed modifier
# MIN_SPEED = _move_speed
# MAX_SPEED = _move_speed + _move_speed_modifier
momentum.x = clamp(momentum.x, 0, _move_speed_modifier )
new_move_speed = _move_speed + momentum.x # + jerk
else: # physics won't apply here
# move_component.acceleration.x = 0
# move_component.momentum.x = 0
# new_move_speed = _move_speed
momentum.x = clamp(momentum.x, 0, MIN_SPEED )
new_move_speed = _move_speed + momentum.x # + jerk
#new_move_speed = clamp(new_move_speed, MIN_SPEED, MAX_SPEED)
var sim_move_speed = (MIN_SPEED + (sign(_move_speed_modifier) * -1 * momentum.x))
# if move_component.momentum.x != 0:
if debug_component == true:
UiManager.debug_text = ( "Mod(" + str(sign(_move_speed_modifier)) + ") Dir(" + str(move_direction) + ") Vel(" + str(sign(current_x_velocity)) + ") Mov(" + str(sign(desired_movement_vector.x)) +
")\nNS:" + str(round(sim_move_speed)) + #" Z:" + str(sign(_move_speed_modifier) * -1 * move_component.momentum.x) +
"\nS:" + str(round(_move_speed + _move_speed_modifier)) + ",M" + str(round(momentum.x)) +
",A" + str(round(acceleration.x)) +
"\nVel:" + str(round(velocity.x)) + "Min:" + str(round(MIN_SPEED)) + ",Max:" + str(round(MAX_SPEED))
) # str(round(jerk))
#sim_velocity.x = move_direction * sim_move_speed
#print(adjusted_move_speed, ",", new_move_speed, ",", jerk)
#print(new_move_speed, " ", adjusted_move_speed)
velocity.y += _gravity * delta
#parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
#print(speed_multiplier)
# move_component.velocity.x = move_component.desired_movement_vector.x * _move_speed
velocity.x = move_direction * new_move_speed
#move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2.UP)
var snap = Vector2.DOWN * 8
if velocity.y < -8:
snap = Vector2.ZERO
velocity = parent.move_and_slide_with_snap(velocity, snap , Vector2.UP, true)