591 lines
15 KiB
GDScript
591 lines
15 KiB
GDScript
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extends CharacterBody2D
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var Check = 0
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var dir = Vector2.ZERO
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var Current_Position = [0,0]
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var Cords = [[0,0]]
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var Cords_Copy = []
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var Intersections = [[]]
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var Intersections_Copy = []
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var Moves_From_Last_Intersection = []
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var Moves_From_Last_Intersection_Copy = []
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var Back_From_DeadEnd = []
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var Distance_From_Intersection = 0
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var Duplicates = {}
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var Tree_Array = [
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]
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var Options = []
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var BackTrack_Array = []
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var Traveled = false
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var Coordinate_Dict = {"Position": [0,0]}
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var Detail_Dict = { "Type": "",
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"Came_From": 0,
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"Been_There": false}
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var Preffered_Choice = {"Up": "",
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"Down": "",
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"Left": "",
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"Right": ""}
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var Cords_Minus_Curr = []
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var Move_Strength = 1
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var HasPrinted = false
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var cmd_state = 0
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var state = 0
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var state2 = 0
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var state3 = 0
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var state4 = 0
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var State = 0
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var Prev_dir = ""
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var Prev_dir_Opp = ""
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var Result = ""
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var move = 0
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var move_check = 0
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var ways = ["None", "Dead End", "Plain Path", "3 Way Intersection", "4 Way Intersection"]
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var Printer = -1
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var val = 0
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var ignore = false
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var Command_Size = 0
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var Last_cmd
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var Ordered_Commands_Forward = ["Start"]
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var Ordered_Commands_Backward = []
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var Individual_Steps = []
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var Back_To_Start = []
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var Command = []
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var Couplets = []
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var Was_DeadEnd_Array = []
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var Tree_Intersection_Array = []
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var Deleted = false
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var Travel_Check = 0
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var RebuildAfterDeadEnd = []
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var TakeOut = 0
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var SaveSize = 0
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var TrackBack = []
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var Been_There_Array = []
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var Move_Check2 = 0
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var Move_Check = 0
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var CircleState = 0
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var CirclingBack = false
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var Temporary_Instructions = []
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var move_check2 = 0
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var Move_Check3 = 0
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var Been_There_Overide = false
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var LogDump = []
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var IntersectionDump = []
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var move_check3 = 0
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var move_check4 = 0
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var move_check5 = 0
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var Move_Check6 = 0
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var Move_Check7 = 0
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var Move_Check9 = 0
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var Cicling = false
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var CircleInts = 0
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var LogDumpOrdered = []
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var Order = []
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var Intersections_from_root = []
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var TargetCord = [100,-10]
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var CircleCompleted = null
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var AutoBacktrack = false
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var ChoiceFromInts = []
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var IntersectionDict = {"Cord": [],
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"Data": [] }
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var IntersectionDir = []
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var IntersectionMove = 0
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var IntOptions = []
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func _input(event):
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if Current_Position != TargetCord:
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if event.is_action_pressed("ui_left"):
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goLeft()
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Been_There()
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AutoBacktrack = false
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#print(Current_Position)
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elif event.is_action_pressed("ui_right"):
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goRight()
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Been_There()
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AutoBacktrack = false
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#print(Current_Position)
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elif event.is_action_pressed("ui_up"):
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goUp()
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Been_There()
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AutoBacktrack = false
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#print(Current_Position)
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elif event.is_action_pressed("ui_down"):
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goDown()
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Been_There()
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AutoBacktrack = false
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#print(Current_Position)
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elif event.is_action_pressed("ui_accept"):
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AutoSolve()
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#Mark(Prev_dir)
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#print(LogDump)
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#print(BackTrack_Array)
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#print(move - BackTrack_Array[-1]+1)
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pass
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func _process(delta):
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if Current_Position != TargetCord:
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Mark(Prev_dir)
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WhatMove()
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BackTracking()
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GiveOrder()
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Intersection_Tree()
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Circling()
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CheckForTreeDeadEnds()
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TravelLog()
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DeadEndCircles()
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CircleRootsAndInts()
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SolvinCircleDeadEnds()
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MoveAfterIntersection()
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IntersectionWaysAvailable()
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IntersectionDumping()
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#BeenTheirFromPrevCord()
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#print(AutoBacktrack)var IntersectionDict = {
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#CircleComplete()
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# CircleRootsAndInts()
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#print(Cicling)
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#print(LogDump)
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#DeadEndMovement()
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#print(Individual_Steps)
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#print(Intersections_from_root)
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#print(Tree_Array)
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#print(Intersections)
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#AutoSolve()
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else:
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print("We Done!!!!!!!!!!!!!!!!!!!!!!!")
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func goDown():
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var D = $Forwardv
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dir = Vector2.DOWN
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if not D.is_colliding():
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self.global_position.y += 24
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Current_Position[1] -=1
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Prev_dir = "D"
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Prev_dir_Opp = "U"
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move += Move_Strength
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Been_There_Overide = false
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else:
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Been_There_Overide = true
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move += Move_Strength
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print("There is something below you")
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func goUp():
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var U = $Backv
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dir = Vector2.UP
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if not U.is_colliding():
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self.global_position.y -= 24
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Current_Position[1] +=1
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Prev_dir = "U"
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Prev_dir_Opp = "D"
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move += Move_Strength
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Been_There_Overide = false
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else:
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Been_There_Overide = true
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move += Move_Strength
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print("There is something above you")
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#BeenTheirFromPrevCord()
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func goRight():
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var R = $Rightv
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dir = Vector2.RIGHT
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if not R.is_colliding():
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self.global_position.x += 24.4
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Current_Position[0] +=1
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Prev_dir = "R"
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Prev_dir_Opp = "L"
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move += Move_Strength
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Been_There_Overide = false
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else:
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Been_There_Overide = true
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move += Move_Strength
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print("There is something to your right")
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func goLeft():
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var L = $Leftv
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dir = Vector2.LEFT
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if not L.is_colliding():
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self.global_position.x -= 24.4
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Current_Position[0] -=1
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Prev_dir = "L"
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Prev_dir_Opp = "R"
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move += Move_Strength
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Been_There_Overide = false
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else:
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Been_There_Overide = true
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move += Move_Strength
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print("There is something to your left")
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func Mark(Prev_Direction):
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var response = ways[IntersectionCounter()]
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Detail_Dict.Type = response
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Detail_Dict.Came_From = Prev_Direction
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Detail_Dict.Been_There = Traveled
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Detail_Dict.Move = move
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Coordinate_Dict.Position = Current_Position
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Coordinate_Dict.Details = Detail_Dict
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var Coordinate_Dict_Copy = Coordinate_Dict.duplicate(true)
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Coordinate_Dict = Coordinate_Dict_Copy
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#print(Coordinate_Dict)
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func WhatMove():
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if Detail_Dict.Been_There == true:
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if state4 != 1:
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Move_Strength = 0
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move = move - 1
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state4 = 1
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if Detail_Dict.Been_There == false:
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if state4 != 2:
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Move_Strength = 1
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move = move + 1
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state4 = 2
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func TravelLog():
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if Detail_Dict.Been_There == false:
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if move_check3 != move:
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LogDump.push_front(Prev_dir_Opp)
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LogDumpOrdered.push_front(Prev_dir)
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move_check3 = move
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func BackTracking():
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if Cicling == false:
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if Detail_Dict.Type != "Plain Path" and Detail_Dict.Been_There == false:
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if BackTrack_Array.find(move) == -1:
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BackTrack_Array.push_back(move)
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if Intersections.find(Current_Position) == -1 and Intersections.find(Current_Position) != Intersections.size() -1 and BackTrack_Array.size() >= 2:
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TrackBack = GiveOrder()
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Distance_From_Intersection = BackTrack_Array[-1] - BackTrack_Array[-2]
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print("The distance from the last intersection is : ", Distance_From_Intersection)
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print("To get to the last intersection follow these steps : ", TrackBack)
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print(Individual_Steps)
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if Detail_Dict.Type == "Dead End" and Current_Position != [0,0]:
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GoBack(TrackBack)
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pass
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func Circling():
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if Been_There_Array.size() > 3:
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if move_check5 != move:
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if Intersections.find(Current_Position) != Intersections.size()-1 and Intersections.find(Current_Position) != -1 and Been_There_Array[-2] == false and Been_There_Array[-3] == false:
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var holder = []
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for n in (move - BackTrack_Array[-1]):
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holder.push_back(LogDump[n])
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holder.push_front(Prev_dir_Opp)
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print("Circling")
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Cicling = true
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Individual_Steps.push_front(holder)
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CircleRootsAndInts()
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HowManyIntsInCircle()
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FirstCirclePart()
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move_check5 = move
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func HowManyIntsInCircle():
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CircleInts = Tree_Array.size() - Intersections.find(Current_Position)+1
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print(CircleInts)
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func FirstCirclePart():
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var count = CircleInts
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if count == 0 and Current_Position == Intersections_from_root[0]:
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Cicling = false
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Intersection_Tree()
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Ordered_Commands_Backward.clear()
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print("Ignoreeeeeee")
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for takeout in CircleInts + 1:
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Individual_Steps.pop_front()
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Tree_Array.pop_back()
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print("Goin back")
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print(Individual_Steps)
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GoBack(Individual_Steps[0])
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CircleCompleted = true
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#** Returning if it needs more work or not
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return false
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elif count != 0 and Current_Position == Intersections_from_root[0]:
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GoBack(Individual_Steps[0])
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Individual_Steps.pop_front()
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print("Number Of Ints: ", CircleInts)
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print(Individual_Steps)
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#** Returning if it needs more work or not
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return true
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func CircleRootsAndInts():
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if Cicling == true:
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if Detail_Dict.Type != "Plain Path":
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if Intersections_from_root.find(Current_Position) == -1:
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Intersections_from_root.push_back(Current_Position)
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var Duplicate = Intersections_from_root.duplicate(true)
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Intersections_from_root = Duplicate
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func DeadEndCircles():
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if Cicling == true:
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if Detail_Dict.Type == "Dead End":
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if AutoBacktrack == true:
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CircleIntSubtractor()
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return true
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else:
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return false
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func SolvinCircleDeadEnds():
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if CircleManualDistance() != null:
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for n in CircleManualDistance():
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GoBack(LogDump[n])
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func CircleComplete():
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if CircleCompleted == true:
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if Detail_Dict.Type != "Plain Path" and Detail_Dict.Been_There == false:
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Individual_Steps.push_front(GiveOrder())
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print("Circle Complete")
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print(Individual_Steps)
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print(Tree_Array)
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CircleCompleted = false
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else:
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pass
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func CircleIntSubtractor():
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CircleInts -= 1
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print(CircleInts)
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func Intersection_Tree():
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if Cicling == false:
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if Detail_Dict.Been_There == false:
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if Move_Check2 != move:
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if Detail_Dict.Type == "3 Way Intersection" and Current_Position != [0,0]:
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Tree_Array.push_back(2)
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Individual_Steps.push_front(TrackBack)
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print(Tree_Array)
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print(Intersections)
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if Detail_Dict.Type == "4 Way Intersection" and Current_Position != [0,0]:
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Tree_Array.push_back(3)
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Individual_Steps.push_front(TrackBack)
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print(Tree_Array)
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print(Intersections)
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if Detail_Dict.Type == "Dead End" and Current_Position != [0,0]:
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Tree_Array[-1] -= 1
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print(Tree_Array)
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print(Intersections)
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Move_Check2 = move
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func CheckForTreeDeadEnds():
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if Tree_Array.size() > 0:
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if Tree_Array[-1] <= 0:
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Tree_Array.pop_back()
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Tree_Array[-1] -= 1
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print(Tree_Array)
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GoBack(Individual_Steps[0])
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Individual_Steps.pop_front()
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else:
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pass
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func CircleManualDistance():
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if DeadEndCircles() == true and Intersections_from_root.size() >= 2:
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var Starting_Pos = Intersections_from_root[-2]
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var Ending_Pos = Intersections_from_root[-1]
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var x = abs(Starting_Pos[0] - Ending_Pos[0])
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var y = abs(Starting_Pos[1] - Ending_Pos[1])
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return x+y
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func GiveOrder():
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Ordered_Commands_Backward.erase("")
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if move_check != move:
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TrackIntersections()
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if Detail_Dict.Been_There == false:
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Ordered_Commands_Backward.push_back(Prev_dir_Opp)
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if Detail_Dict.Type != "Plain Path":
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TakeOut = (Cords.size() - Cords.find(Intersections[-2]))
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var test = Ordered_Commands_Backward.slice(0 , TakeOut)
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test.reverse()
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Ordered_Commands_Backward.clear()
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return test
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move_check = move
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func TrackIntersections():
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if Intersections.find(Current_Position) == -1:
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if Detail_Dict.Type != "Plain Path" and Detail_Dict.Type != "Dead End":
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Intersections.push_back(Current_Position)
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Intersections_Copy = Intersections.duplicate(true)
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Intersections = Intersections_Copy
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func MoveAfterIntersection():
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if move == IntersectionMove+1:
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if Move_Check6 != move:
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if TrackBack.size() != 1:
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IntersectionDir.push_back(LogDumpOrdered[0])
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else:
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IntersectionDir.push_back(LogDump[0])
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#print(Intersections)
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#print(IntersectionDir)
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Move_Check6 = move
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#Omggggggggggggggggggggggggggggggggggggggg
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func IntersectionDumping():
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if Move_Check9 != move:
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if Detail_Dict.Type != "Plain Path" and Detail_Dict.Type != "Dead End":
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IntersectionMove = move
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IntersectionDump.push_back(Current_Position)
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print(IntersectionDump)
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Move_Check9 = move
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func IntersectionWaysAvailable():
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var R: bool = $Rightv.is_colliding()
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var L: bool = $Leftv.is_colliding()
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var D: bool = $Forwardv.is_colliding()
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var U: bool = $Backv.is_colliding()
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var Sender = []
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var Colliders = [R,L,U,D]
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var DirArray = ["R","L","U","D"]
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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:
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for n in Colliders.size():
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if Colliders[n] == false:
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Sender.push_back(DirArray[n])
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IntOptions.push_back(Sender)
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print(IntOptions)
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if Move_Check7 != move and Detail_Dict.Type != "Plain Path" and Detail_Dict.Type != "Dead End" and Detail_Dict.Been_There == true:
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print(IntOptions)
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Move_Check7 = move
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func BackToStart():
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if Detail_Dict.Type == "Plain Path":
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Individual_Steps.push_front(Ordered_Commands_Backward)
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func Been_There():
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if Been_There_Overide == false:
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if Cords.find(Current_Position) == -1:
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Cords.push_back(Current_Position)
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Cords_Copy = Cords.duplicate(true)
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Cords = Cords_Copy
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Traveled = false
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else:
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Traveled = true
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Been_There_Array.push_back(Traveled)
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func recall():
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print(Individual_Steps)
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for Sections in Individual_Steps:
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#print(Sections)
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for Section in Sections:
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#Move(Section)
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pass
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func GoBack(Set):
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AutoBacktrack = true
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for n in Set:
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Move(n)
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func IntersectionCounter():
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var R: bool = $Rightv.is_colliding()
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var L: bool = $Leftv.is_colliding()
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var D: bool = $Forwardv.is_colliding()
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var U: bool = $Backv.is_colliding()
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var WaysToGo = 0
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var Directions = [R,L,D,U]
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for Direction in Directions:
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if Direction == false:
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WaysToGo += 1
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if Direction == true:
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pass
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return WaysToGo
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func Move(SetDirection):
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if SetDirection == "R":
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self.global_position.x += 24.4
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Current_Position[0] +=1
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Prev_dir = "R"
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Prev_dir_Opp = "L"
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move += Move_Strength
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Been_There()
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if SetDirection == "L":
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self.global_position.x -= 24.4
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Current_Position[0] -=1
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Prev_dir = "L"
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Prev_dir_Opp = "R"
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move += Move_Strength
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Been_There()
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if SetDirection == "D":
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self.global_position.y += 24
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Current_Position[1] -=1
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Prev_dir = "D"
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Prev_dir_Opp = "U"
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move += Move_Strength
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Been_There()
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if SetDirection == "U":
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self.global_position.y -= 24
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Current_Position[1] +=1
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Prev_dir = "U"
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Prev_dir_Opp = "D"
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move += Move_Strength
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Been_There()
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#print(Current_Position)
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func AutoSolve():
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var R: bool = $Rightv.is_colliding()
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var L: bool = $Leftv.is_colliding()
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var D: bool = $Forwardv.is_colliding()
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var U: bool = $Backv.is_colliding()
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var DirectionStrengths = [6,6,5,6]
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var Colliders = [R,L,U,D]
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var DirArray = ["R","L","U","D"]
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var DumpDuplicate = LogDump
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var cp = Current_Position
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var OptionArrays = [[cp[0],cp[1]+1],[cp[0],cp[1]-1],[cp[0]+1,cp[1]],[cp[0]-1,cp[1]]]
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for n in DirectionStrengths.size():
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var MoveScore = DumpDuplicate.rfind(DirArray[n])
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if Colliders[n] == true:
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DirectionStrengths[n] -= 1000
|
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if DirArray.find(Prev_dir_Opp) == n:
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|
DirectionStrengths[n] -= 50
|
|
if Individual_Steps.size() < 1 and Ordered_Commands_Backward.size() > 1:
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if Ordered_Commands_Backward[0] == DirArray[n]:
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|
DirectionStrengths[n] -= 25
|
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elif Individual_Steps.size() >= 1:
|
|
var Wayback = Individual_Steps[0]
|
|
if Wayback[0] == DirArray[n]:
|
|
DirectionStrengths[n] -= 25
|
|
if MoveScore < 15:
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|
DirectionStrengths[n] -= MoveScore
|
|
|
|
for i in OptionArrays:
|
|
if Intersections.find(i) != -1:
|
|
DirectionStrengths[n] -= 100
|
|
|
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AutoBacktrack = false
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var HighestPoints = DirectionStrengths.find(max(DirectionStrengths[0],DirectionStrengths[1],DirectionStrengths[2],DirectionStrengths[3]))
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#print(DirArray[HighestPoints])
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Move(DirArray[HighestPoints])
|
|
#print(DirectionStrengths)
|
|
#print(DirArray)
|
|
#print(Individual_Steps)
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