broken_seals/game/steering_ai_framework/Behaviors/GSAIFollowPath.gd

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2020-02-19 13:06:40 +01:00
# Produces a linear acceleration that moves the agent along the specified path.
class_name GSAIFollowPath
extends GSAIArrive
# The path to follow and travel along.
var path: GSAIPath
# The distance along the path to generate the next target position.
var path_offset := 0.0
# Whether to use `GSAIArrive` behavior on an open path.
var is_arrive_enabled := true
# The amount of time in the future to predict the owning agent's position along
# the path. Setting it to 0.0 will force non-predictive path following.
var prediction_time := 0.0
func _init(agent: GSAISteeringAgent, _path: GSAIPath, _path_offset := 0.0, _prediction_time := 0.0).(
agent, null
) -> void:
self.path = _path
self.path_offset = _path_offset
self.prediction_time = _prediction_time
func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
var location := (
agent.position
if prediction_time == 0
else agent.position + (agent.linear_velocity * prediction_time)
)
var distance := path.calculate_distance(location)
var target_distance := distance + path_offset
if prediction_time > 0 and path.is_open:
if target_distance < path.calculate_distance(agent.position):
target_distance = path.length
var target_position := path.calculate_target_position(target_distance)
if is_arrive_enabled and path.is_open:
if path_offset >= 0:
if target_distance > path.length - deceleration_radius:
_arrive(acceleration, target_position)
return
else:
if target_distance < deceleration_radius:
_arrive(acceleration, target_position)
return
acceleration.linear = (target_position - agent.position).normalized()
acceleration.linear *= agent.linear_acceleration_max
acceleration.angular = 0