Heavy Refactor with helper funcs
This commit is contained in:
334
PlayerScript.gd
334
PlayerScript.gd
@@ -9,81 +9,40 @@ var Cords = [[0,0]]
|
||||
var Cords_Copy = []
|
||||
var Intersections = [[]]
|
||||
var Intersections_Copy = []
|
||||
var RightCast
|
||||
var LeftCast
|
||||
var UpCast
|
||||
var DownCast
|
||||
var Moves_From_Last_Intersection = []
|
||||
var Moves_From_Last_Intersection_Copy = []
|
||||
var Back_From_DeadEnd = []
|
||||
var Distance_From_Intersection = 0
|
||||
var Duplicates = {}
|
||||
var Tree_Array = [
|
||||
|
||||
]
|
||||
var Tree_Array = []
|
||||
var Options = []
|
||||
var BackTrack_Array = []
|
||||
|
||||
var Traveled = false
|
||||
|
||||
var Coordinate_Dict = {"Position": [0,0]}
|
||||
var Detail_Dict = { "Type": "",
|
||||
"Came_From": 0,
|
||||
"Been_There": false}
|
||||
|
||||
var Preffered_Choice = {"Up": "",
|
||||
"Down": "",
|
||||
"Left": "",
|
||||
"Right": ""}
|
||||
|
||||
|
||||
var Cords_Minus_Curr = []
|
||||
var Move_Strength = 1
|
||||
var HasPrinted = false
|
||||
var cmd_state = 0
|
||||
var state = 0
|
||||
var state2 = 0
|
||||
var state3 = 0
|
||||
var state4 = 0
|
||||
var State = 0
|
||||
var Prev_dir = ""
|
||||
var Prev_dir_Opp = ""
|
||||
var Result = ""
|
||||
var move = 0
|
||||
var move_check = 0
|
||||
var ways = ["None", "Dead End", "Plain Path", "3 Way Intersection", "4 Way Intersection"]
|
||||
var Printer = -1
|
||||
var val = 0
|
||||
var ignore = false
|
||||
var Command_Size = 0
|
||||
var Last_cmd
|
||||
var Ordered_Commands_Forward = ["Start"]
|
||||
var Ordered_Commands_Backward = []
|
||||
var Individual_Steps = []
|
||||
var Back_To_Start = []
|
||||
var Command = []
|
||||
var Couplets = []
|
||||
var Was_DeadEnd_Array = []
|
||||
var Tree_Intersection_Array = []
|
||||
var Deleted = false
|
||||
var Travel_Check = 0
|
||||
var RebuildAfterDeadEnd = []
|
||||
var TakeOut = 0
|
||||
var SaveSize = 0
|
||||
var TrackBack = []
|
||||
var Been_There_Array = []
|
||||
var Move_Check2 = 0
|
||||
var Move_Check = 0
|
||||
var CircleState = 0
|
||||
var CirclingBack = false
|
||||
var Temporary_Instructions = []
|
||||
var move_check2 = 0
|
||||
var Move_Check3 = 0
|
||||
var Been_There_Overide = false
|
||||
var LogDump = []
|
||||
var IntersectionDump = []
|
||||
var move_check3 = 0
|
||||
var move_check4 = 0
|
||||
var move_check5 = 0
|
||||
var Move_Check6 = 0
|
||||
var Move_Check7 = 0
|
||||
@@ -96,14 +55,11 @@ var Intersections_from_root = []
|
||||
var TargetCord = [100,-10]
|
||||
var CircleCompleted = null
|
||||
var AutoBacktrack = false
|
||||
var ChoiceFromInts = []
|
||||
var IntersectionDict = {"Cord": [],
|
||||
"Data": [] }
|
||||
var IntersectionDict = {"Cord": [], "Data": [] }
|
||||
var IntersectionDir = []
|
||||
var IntersectionMove = 0
|
||||
var IntOptions = []
|
||||
var CurrentInt = ""
|
||||
var AmIBacktracking = false
|
||||
|
||||
func _input(event):
|
||||
if Current_Position != TargetCord:
|
||||
@@ -111,30 +67,21 @@ func _input(event):
|
||||
goLeft()
|
||||
Been_There()
|
||||
AutoBacktrack = false
|
||||
#print(Current_Position)
|
||||
elif event.is_action_pressed("ui_right"):
|
||||
goRight()
|
||||
Been_There()
|
||||
AutoBacktrack = false
|
||||
#print(Current_Position)
|
||||
elif event.is_action_pressed("ui_up"):
|
||||
goUp()
|
||||
Been_There()
|
||||
AutoBacktrack = false
|
||||
#print(Current_Position)
|
||||
elif event.is_action_pressed("ui_down"):
|
||||
goDown()
|
||||
Been_There()
|
||||
AutoBacktrack = false
|
||||
#print(Current_Position)
|
||||
elif event.is_action_pressed("ui_accept"):
|
||||
AutoSolve()
|
||||
#Mark(Prev_dir)
|
||||
#print(LogDump)
|
||||
#print(BackTrack_Array)
|
||||
#print(move - BackTrack_Array[-1]+1)
|
||||
pass
|
||||
|
||||
|
||||
func _process(delta):
|
||||
if Current_Position != TargetCord:
|
||||
CallableRaycastData()
|
||||
@@ -152,85 +99,9 @@ func _process(delta):
|
||||
MoveAfterIntersection()
|
||||
IntersectionWaysAvailable()
|
||||
IntersectionDumping()
|
||||
#print(Been_There_Array)
|
||||
#BeenTheirFromPrevCord()
|
||||
#print(AutoBacktrack)var IntersectionDict = {
|
||||
#CircleComplete()
|
||||
# CircleRootsAndInts()
|
||||
#print(Cicling)
|
||||
#print(LogDump)
|
||||
#DeadEndMovement()
|
||||
#print(Individual_Steps)
|
||||
#print(Intersections_from_root)
|
||||
#print(Tree_Array)
|
||||
#print(Intersections)
|
||||
#AutoSolve()
|
||||
|
||||
else:
|
||||
print("We Done!!!!!!!!!!!!!!!!!!!!!!!")
|
||||
|
||||
func goDown():
|
||||
var D = $Forwardv
|
||||
dir = Vector2.DOWN
|
||||
if not D.is_colliding():
|
||||
self.global_position.y += 24
|
||||
Current_Position[1] -=1
|
||||
Prev_dir = "D"
|
||||
Prev_dir_Opp = "U"
|
||||
move += Move_Strength
|
||||
Been_There_Overide = false
|
||||
else:
|
||||
Been_There_Overide = true
|
||||
move += Move_Strength
|
||||
print("There is something below you")
|
||||
|
||||
func goUp():
|
||||
var U = $Backv
|
||||
dir = Vector2.UP
|
||||
if not U.is_colliding():
|
||||
self.global_position.y -= 24
|
||||
Current_Position[1] +=1
|
||||
Prev_dir = "U"
|
||||
Prev_dir_Opp = "D"
|
||||
move += Move_Strength
|
||||
Been_There_Overide = false
|
||||
else:
|
||||
Been_There_Overide = true
|
||||
move += Move_Strength
|
||||
print("There is something above you")
|
||||
#BeenTheirFromPrevCord()
|
||||
|
||||
func goRight():
|
||||
var R = $Rightv
|
||||
dir = Vector2.RIGHT
|
||||
if not R.is_colliding():
|
||||
self.global_position.x += 24.4
|
||||
Current_Position[0] +=1
|
||||
Prev_dir = "R"
|
||||
Prev_dir_Opp = "L"
|
||||
move += Move_Strength
|
||||
Been_There_Overide = false
|
||||
else:
|
||||
Been_There_Overide = true
|
||||
move += Move_Strength
|
||||
print("There is something to your right")
|
||||
|
||||
func goLeft():
|
||||
var L = $Leftv
|
||||
dir = Vector2.LEFT
|
||||
if not L.is_colliding():
|
||||
self.global_position.x -= 24.4
|
||||
Current_Position[0] -=1
|
||||
Prev_dir = "L"
|
||||
Prev_dir_Opp = "R"
|
||||
move += Move_Strength
|
||||
Been_There_Overide = false
|
||||
else:
|
||||
Been_There_Overide = true
|
||||
move += Move_Strength
|
||||
print("There is something to your left")
|
||||
|
||||
|
||||
func Mark(Prev_Direction):
|
||||
|
||||
var response = ways[IntersectionCounter()]
|
||||
@@ -242,11 +113,8 @@ func Mark(Prev_Direction):
|
||||
Coordinate_Dict.Details = Detail_Dict
|
||||
var Coordinate_Dict_Copy = Coordinate_Dict.duplicate(true)
|
||||
Coordinate_Dict = Coordinate_Dict_Copy
|
||||
#print(Coordinate_Dict)
|
||||
|
||||
|
||||
|
||||
func WhatMove():
|
||||
|
||||
if Detail_Dict.Been_There == true:
|
||||
if state4 != 1:
|
||||
Move_Strength = 0
|
||||
@@ -275,10 +143,8 @@ func BackTracking():
|
||||
Distance_From_Intersection = BackTrack_Array[-1] - BackTrack_Array[-2]
|
||||
print("The distance from the last intersection is : ", Distance_From_Intersection)
|
||||
print("To get to the last intersection follow these steps : ", TrackBack)
|
||||
print(Individual_Steps)
|
||||
if Detail_Dict.Type == "Dead End" and Current_Position != [0,0]:
|
||||
GoBack(TrackBack)
|
||||
pass
|
||||
|
||||
|
||||
func Circling():
|
||||
@@ -424,7 +290,7 @@ func TrackIntersections():
|
||||
if Intersections.find(Current_Position) == -1:
|
||||
if Detail_Dict.Type != "Plain Path" and Detail_Dict.Type != "Dead End":
|
||||
Intersections.push_back(Current_Position)
|
||||
Intersections_Copy = Intersections.duplicate(true)
|
||||
var Intersections_Copy = Intersections.duplicate(true)
|
||||
Intersections = Intersections_Copy
|
||||
|
||||
func MoveAfterIntersection():
|
||||
@@ -434,8 +300,6 @@ func MoveAfterIntersection():
|
||||
IntersectionDir.push_back(LogDumpOrdered[0])
|
||||
else:
|
||||
IntersectionDir.push_back(LogDump[0])
|
||||
#print(Intersections)
|
||||
#print(IntersectionDir)
|
||||
Move_Check6 = move
|
||||
|
||||
func IntersectionDumping():
|
||||
@@ -445,23 +309,17 @@ func IntersectionDumping():
|
||||
IntersectionDump.push_back(Current_Position)
|
||||
var Dupe = IntersectionDump.duplicate(true)
|
||||
IntersectionDump = Dupe
|
||||
print(IntersectionDump)
|
||||
#print(IntersectionDump)
|
||||
Move_Check9 = move
|
||||
|
||||
func CallableRaycastData():
|
||||
RightCast = $Rightv.is_colliding()
|
||||
LeftCast = $Leftv.is_colliding()
|
||||
DownCast = $Forwardv.is_colliding()
|
||||
UpCast = $Backv.is_colliding()
|
||||
var count = 0
|
||||
|
||||
var array = [RightCast,LeftCast,UpCast,DownCast]
|
||||
var array = RaycastHelper()
|
||||
for n in array:
|
||||
if n == false:
|
||||
count += 1
|
||||
CurrentInt = ways[count]
|
||||
#print(CurrentInt)
|
||||
|
||||
|
||||
func IntersectionWaysAvailable():
|
||||
var R: bool = $Rightv.is_colliding()
|
||||
@@ -472,13 +330,13 @@ func IntersectionWaysAvailable():
|
||||
var Sender = []
|
||||
var Colliders = [R,L,U,D]
|
||||
var DirArray = ["R","L","U","D"]
|
||||
if Move_Check7 != move and Detail_Dict.Type != "Plain Path" and Detail_Dict.Type != "Dead End" and Detail_Dict.Been_There == false:# and Intersections.find(Current_Position) == -1:
|
||||
if Move_Check7 != move and TypeOfIntersectionHelper() == "BlanketIntersection" and Detail_Dict.Been_There == false:# and Intersections.find(Current_Position) == -1:
|
||||
for n in Colliders.size():
|
||||
if Colliders[n] == false:
|
||||
Sender.push_back(DirArray[n])
|
||||
IntOptions.push_back(Sender)
|
||||
print(IntOptions)
|
||||
if Move_Check7 != move and Detail_Dict.Type != "Plain Path" and Detail_Dict.Type != "Dead End" and Detail_Dict.Been_There == true:
|
||||
if Move_Check7 != move and TypeOfIntersectionHelper() == "BlanketIntersection" and Detail_Dict.Been_There == true:
|
||||
print(IntOptions)
|
||||
Move_Check7 = move
|
||||
|
||||
@@ -487,7 +345,6 @@ func BackToStart():
|
||||
if Detail_Dict.Type == "Plain Path":
|
||||
Individual_Steps.push_front(Ordered_Commands_Backward)
|
||||
|
||||
|
||||
func Been_There():
|
||||
if Been_There_Overide == false:
|
||||
if Cords.find(Current_Position) == -1:
|
||||
@@ -495,18 +352,11 @@ func Been_There():
|
||||
Cords_Copy = Cords.duplicate(true)
|
||||
Cords = Cords_Copy
|
||||
Traveled = false
|
||||
|
||||
else:
|
||||
Traveled = true
|
||||
Been_There_Array.push_back(Traveled)
|
||||
|
||||
func recall():
|
||||
print(Individual_Steps)
|
||||
for Sections in Individual_Steps:
|
||||
#print(Sections)
|
||||
for Section in Sections:
|
||||
#Move(Section)
|
||||
pass
|
||||
|
||||
|
||||
func GoBack(Set):
|
||||
AutoBacktrack = true
|
||||
@@ -519,7 +369,7 @@ func IntersectionCounter():
|
||||
var D: bool = $Forwardv.is_colliding()
|
||||
var U: bool = $Backv.is_colliding()
|
||||
var WaysToGo = 0
|
||||
var Directions = [R,L,D,U]
|
||||
var Directions = [R,L,U,D]
|
||||
for Direction in Directions:
|
||||
if Direction == false:
|
||||
WaysToGo += 1
|
||||
@@ -527,8 +377,122 @@ func IntersectionCounter():
|
||||
pass
|
||||
return WaysToGo
|
||||
|
||||
func Move(SetDirection):
|
||||
|
||||
func AutoSolve():
|
||||
var DirectionStrengths = [6,6,5,6]
|
||||
var Colliders = RaycastHelper()
|
||||
var DirArray = ["R","L","U","D"]
|
||||
var DumpDuplicate = LogDump
|
||||
|
||||
|
||||
var cp = Current_Position
|
||||
var OptionArrays = [[cp[0],cp[1]+1],[cp[0],cp[1]-1],[cp[0]+1,cp[1]],[cp[0]-1,cp[1]]]
|
||||
|
||||
for n in DirectionStrengths.size():
|
||||
var MoveScore = DumpDuplicate.rfind(DirArray[n])
|
||||
if Colliders[n] == true:
|
||||
DirectionStrengths[n] -= 1000
|
||||
if DirArray.find(Prev_dir_Opp) == n:
|
||||
DirectionStrengths[n] -= 50
|
||||
if Individual_Steps.size() < 1 and Ordered_Commands_Backward.size() > 1:
|
||||
if Ordered_Commands_Backward[0] == DirArray[n]:
|
||||
DirectionStrengths[n] -= 25
|
||||
elif Individual_Steps.size() >= 1:
|
||||
var Wayback = Individual_Steps[0]
|
||||
if Wayback[0] == DirArray[n]:
|
||||
DirectionStrengths[n] -= 25
|
||||
if MoveScore < 15:
|
||||
DirectionStrengths[n] -= MoveScore
|
||||
|
||||
for i in OptionArrays:
|
||||
if Intersections.find(i) != -1:
|
||||
DirectionStrengths[n] -= 100
|
||||
AutoBacktrack = false
|
||||
var HighestPoints = DirectionStrengths.find(max(DirectionStrengths[0],DirectionStrengths[1],DirectionStrengths[2],DirectionStrengths[3]))
|
||||
Move(DirArray[HighestPoints])
|
||||
|
||||
#***** Helpers *****
|
||||
|
||||
func RaycastHelper():
|
||||
var R: bool = $Rightv.is_colliding()
|
||||
var L: bool = $Leftv.is_colliding()
|
||||
var D: bool = $Forwardv.is_colliding()
|
||||
var U: bool = $Backv.is_colliding()
|
||||
return [R,L,U,D]
|
||||
|
||||
|
||||
func TypeOfIntersectionHelper():
|
||||
if Detail_Dict.Type != "Plain Path" and Detail_Dict.Type != "Dead End":
|
||||
return "BlanketIntersection"
|
||||
else:
|
||||
return "OneDirectionPath"
|
||||
|
||||
#***** Movement *****
|
||||
|
||||
func goDown():
|
||||
var D = $Forwardv
|
||||
dir = Vector2.DOWN
|
||||
if not D.is_colliding():
|
||||
self.global_position.y += 24
|
||||
Current_Position[1] -=1
|
||||
Prev_dir = "D"
|
||||
Prev_dir_Opp = "U"
|
||||
move += Move_Strength
|
||||
Been_There_Overide = false
|
||||
else:
|
||||
Been_There_Overide = true
|
||||
move += Move_Strength
|
||||
print("There is something below you")
|
||||
|
||||
func goUp():
|
||||
var U = $Backv
|
||||
dir = Vector2.UP
|
||||
if not U.is_colliding():
|
||||
self.global_position.y -= 24
|
||||
Current_Position[1] +=1
|
||||
Prev_dir = "U"
|
||||
Prev_dir_Opp = "D"
|
||||
move += Move_Strength
|
||||
Been_There_Overide = false
|
||||
else:
|
||||
Been_There_Overide = true
|
||||
move += Move_Strength
|
||||
print("There is something above you")
|
||||
#BeenTheirFromPrevCord()
|
||||
|
||||
func goRight():
|
||||
var R = $Rightv
|
||||
dir = Vector2.RIGHT
|
||||
if not R.is_colliding():
|
||||
self.global_position.x += 24.4
|
||||
Current_Position[0] +=1
|
||||
Prev_dir = "R"
|
||||
Prev_dir_Opp = "L"
|
||||
move += Move_Strength
|
||||
Been_There_Overide = false
|
||||
else:
|
||||
Been_There_Overide = true
|
||||
move += Move_Strength
|
||||
print("There is something to your right")
|
||||
|
||||
func goLeft():
|
||||
var L = $Leftv
|
||||
dir = Vector2.LEFT
|
||||
if not L.is_colliding():
|
||||
self.global_position.x -= 24.4
|
||||
Current_Position[0] -=1
|
||||
Prev_dir = "L"
|
||||
Prev_dir_Opp = "R"
|
||||
move += Move_Strength
|
||||
Been_There_Overide = false
|
||||
else:
|
||||
Been_There_Overide = true
|
||||
move += Move_Strength
|
||||
print("There is something to your left")
|
||||
|
||||
#***** Auto Movement *****
|
||||
|
||||
func Move(SetDirection):
|
||||
if SetDirection == "R":
|
||||
self.global_position.x += 24.4
|
||||
Current_Position[0] +=1
|
||||
@@ -560,49 +524,3 @@ func Move(SetDirection):
|
||||
Prev_dir_Opp = "D"
|
||||
move += Move_Strength
|
||||
Been_There()
|
||||
|
||||
|
||||
func AutoSolve():
|
||||
var R: bool = $Rightv.is_colliding()
|
||||
var L: bool = $Leftv.is_colliding()
|
||||
var D: bool = $Forwardv.is_colliding()
|
||||
var U: bool = $Backv.is_colliding()
|
||||
|
||||
var DirectionStrengths = [6,6,5,6]
|
||||
var Colliders = [R,L,U,D]
|
||||
var DirArray = ["R","L","U","D"]
|
||||
var DumpDuplicate = LogDump
|
||||
|
||||
|
||||
var cp = Current_Position
|
||||
var OptionArrays = [[cp[0],cp[1]+1],[cp[0],cp[1]-1],[cp[0]+1,cp[1]],[cp[0]-1,cp[1]]]
|
||||
|
||||
for n in DirectionStrengths.size():
|
||||
var MoveScore = DumpDuplicate.rfind(DirArray[n])
|
||||
if Colliders[n] == true:
|
||||
DirectionStrengths[n] -= 1000
|
||||
if DirArray.find(Prev_dir_Opp) == n:
|
||||
DirectionStrengths[n] -= 50
|
||||
if Individual_Steps.size() < 1 and Ordered_Commands_Backward.size() > 1:
|
||||
if Ordered_Commands_Backward[0] == DirArray[n]:
|
||||
DirectionStrengths[n] -= 25
|
||||
elif Individual_Steps.size() >= 1:
|
||||
var Wayback = Individual_Steps[0]
|
||||
if Wayback[0] == DirArray[n]:
|
||||
DirectionStrengths[n] -= 25
|
||||
if MoveScore < 15:
|
||||
DirectionStrengths[n] -= MoveScore
|
||||
|
||||
for i in OptionArrays:
|
||||
if Intersections.find(i) != -1:
|
||||
DirectionStrengths[n] -= 100
|
||||
|
||||
AutoBacktrack = false
|
||||
var HighestPoints = DirectionStrengths.find(max(DirectionStrengths[0],DirectionStrengths[1],DirectionStrengths[2],DirectionStrengths[3]))
|
||||
#print(DirArray[HighestPoints])
|
||||
Move(DirArray[HighestPoints])
|
||||
#print(DirectionStrengths)
|
||||
#print(DirArray)
|
||||
#print(Individual_Steps)
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user