broken_seals/game/steering_ai_framework/Behaviors/GSAIBlend.gd

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2020-02-19 13:06:40 +01:00
# Blends multiple steering behaviors into one, and returns a weighted
# acceleration from their calculations.
#
# Stores the behaviors internally as dictionaries of the form
# {
# behavior : GSAISteeringBehavior,
# weight : float
# }
class_name GSAIBlend
extends GSAISteeringBehavior
var _behaviors := []
var _accel := GSAITargetAcceleration.new()
func _init(agent: GSAISteeringAgent).(agent) -> void:
pass
# Appends a behavior to the internal array along with its `weight`.
func add(behavior: GSAISteeringBehavior, weight: float) -> void:
behavior.agent = agent
_behaviors.append({behavior = behavior, weight = weight})
# Returns the behavior at the specified `index`, or an empty `Dictionary` if
# none was found.
func get_behavior_at(index: int) -> Dictionary:
if _behaviors.size() > index:
return _behaviors[index]
printerr("Tried to get index " + str(index) + " in array of size " + str(_behaviors.size()))
return {}
func _calculate_steering(blended_accel: GSAITargetAcceleration) -> void:
blended_accel.set_zero()
for i in range(_behaviors.size()):
var bw: Dictionary = _behaviors[i]
bw.behavior.calculate_steering(_accel)
blended_accel.add_scaled_accel(_accel, bw.weight)
blended_accel.linear = GSAIUtils.clampedv3(blended_accel.linear, agent.linear_acceleration_max)
blended_accel.angular = clamp(
blended_accel.angular, -agent.angular_acceleration_max, agent.angular_acceleration_max
)