game-js/src/Game/NPC/NPCController/NPCController.js

130 lines
4.3 KiB
JavaScript

import { GameObject } from "../../GameObject/GameObject";
import { PointInt2D } from "../../Utils/Math.utils";
import { NavigationPath, PathFinder } from "../../Utils/PathFinding.utils";
import { findPathOnNavigationGridIfExists } from "../../World/NavigationGrid/NavigationGrid";
import { NPCAction, NPCActionCallbackResult, NPCBehavior, NPCTask } from "../NPCBehavior/NPCBehavior";
import { NPCProto } from "../NPCProto/NPCProto";
/**
*
* @param {Number} result
*/
function NavigationCallbackFunctor(result) {}
/**
* NPCController defines NPC behavior. Many NPC can have same NPCController for the same behavior.
*/
export class NPCController extends GameObject {
/**
* NPC controlled by this controller
* @type NPCProto
*/
controlledNPC = null;
/**
* @type Array<PointInt2D>
*/
navigationPathQueue = new Array();
navigationInProgress = false;
navigationFollowMidPoint = false;
navigationCallback = () => {};
taskInstanceRef = new NPCTask(
[
new NPCAction(0, new PointInt2D(0, 0), undefined, undefined, undefined, false, true, 1000),
new NPCAction(
1,
undefined,
async (myOwner, action) => {
console.log(myOwner);
return new NPCActionCallbackResult(1, "", action);
},
"Привет!",
undefined,
false,
false,
0
),
],
undefined,
false
);
behavior = new NPCBehavior(this, () => {});
constructor(tickAble = true) {
super(tickAble);
this.behavior.addTask("MoveToCursor", this.taskInstanceRef);
}
/**
* moves NPC to position. callback contains result status: -1 - error happened; 0 - success; 1 - unreachable
* @param {PointInt2D} position
* @param {NavigationCallbackFunctor} callback
*/
moveTo(position, callback) {
// let pf = new PathFinder();
// let nPath = pf.findPathIfExist(new PointInt2D(this.controlledNPC.worldPosition.getX(), this.controlledNPC.worldPosition.getY()), position);
let nPath = findPathOnNavigationGridIfExists(
new PointInt2D(this.controlledNPC.worldPosition.getX(), this.controlledNPC.worldPosition.getY()),
position
);
nPath.then((r) => {
if (r.error) {
this.controlledNPC.isMoving = false;
callback(-1); //error
return;
} else if (r.state === 0) {
this.controlledNPC.isMoving = false;
callback(1); //unreachable
return;
}
this.navigationPathQueue = [];
for (let i = r.result.path.length - 1; i > 0; i--) {
this.navigationPathQueue.push(r.result.path[i]);
}
this.navigationCallback = callback;
this.navigationInProgress = true;
this.controlledNPC.isMoving = true;
});
// console.log("boba");
// console.log(nPath);
}
/**
*
* @param {PointInt2D} pos
*/
startTask(pos) {
this.behavior.abortCurrentTask();
this.behavior.changeTask("MoveToCursor", (task)=>{
task.actionsContainer[0].targetPosition = pos;
});
this.behavior.startTask("MoveToCursor");
}
tick(ticker) {
this.taskInstanceRef.handleTaskTick(ticker);
if (this.navigationInProgress) {
if (!this.navigationFollowMidPoint) {
let target = this.navigationPathQueue.pop();
if (!target) {
this.navigationInProgress = false;
this.controlledNPC.isMoving = false;
this.navigationCallback(0); //success
} else {
this.controlledNPC.worldPosition = target;
this.navigationFollowMidPoint = true;
}
} else {
if (
Math.abs(this.controlledNPC.drawObject.x - this.controlledNPC.worldPosition.getX()) < 0.5 &&
Math.abs(this.controlledNPC.drawObject.y - this.controlledNPC.worldPosition.getY()) < 0.5
) {
this.navigationFollowMidPoint = false;
}
}
}
}
}