# A specialized steering agent that updates itself every frame so the user does # not have to using a RigidBody2D extends GSAISpecializedAgent class_name GSAIRigidBody2DAgent # The RigidBody2D to keep track of var body: RigidBody2D setget _set_body var _last_position: Vector2 func _init(_body: RigidBody2D) -> void: if not _body.is_inside_tree(): yield(_body, "ready") self.body = _body # Moves the agent's `body` by target `acceleration`. # tags: virtual func _apply_steering(acceleration: GSAITargetAcceleration, _delta: float) -> void: _applied_steering = true body.apply_central_impulse(GSAIUtils.to_vector2(acceleration.linear)) body.apply_torque_impulse(acceleration.angular) if calculate_velocities: linear_velocity = GSAIUtils.to_vector3(body.linear_velocity) angular_velocity = body.angular_velocity func _set_body(value: RigidBody2D) -> void: body = value _last_position = body.global_position _last_orientation = body.rotation position = GSAIUtils.to_vector3(_last_position) orientation = _last_orientation func _on_body_ready() -> void: # warning-ignore:return_value_discarded body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame") _set_body(body) func _on_SceneTree_frame() -> void: var current_position := body.global_position var current_orientation := body.rotation position = GSAIUtils.to_vector3(current_position) orientation = current_orientation if calculate_velocities: if _applied_steering: _applied_steering = false else: linear_velocity = GSAIUtils.to_vector3(body.linear_velocity) angular_velocity = body.angular_velocity