mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-25 01:17:10 +01:00
121 lines
3.8 KiB
GDScript
121 lines
3.8 KiB
GDScript
# A specialized steering agent that updates itself every frame so the user does
|
|
# not have to using a KinematicBody2D
|
|
extends GSAISpecializedAgent
|
|
class_name GSAIKinematicBody2DAgent
|
|
|
|
# SLIDE uses `move_and_slide`
|
|
# COLLIDE uses `move_and_collide`
|
|
# POSITION changes the `global_position` directly
|
|
enum MovementType { SLIDE, COLLIDE, POSITION }
|
|
|
|
# The KinematicBody2D to keep track of
|
|
var body: KinematicBody2D setget _set_body
|
|
|
|
# The type of movement the body executes
|
|
var movement_type: int
|
|
|
|
var _last_position: Vector2
|
|
|
|
|
|
func _init(_body: KinematicBody2D, _movement_type: int = MovementType.SLIDE) -> void:
|
|
if not _body.is_inside_tree():
|
|
yield(_body, "ready")
|
|
|
|
self.body = _body
|
|
self.movement_type = _movement_type
|
|
|
|
# warning-ignore:return_value_discarded
|
|
body.get_tree().connect("physics_frame", self, "_on_SceneTree_physics_frame")
|
|
|
|
|
|
# Moves the agent's `body` by target `acceleration`.
|
|
# tags: virtual
|
|
func _apply_steering(acceleration: GSAITargetAcceleration, delta: float) -> void:
|
|
_applied_steering = true
|
|
match movement_type:
|
|
MovementType.COLLIDE:
|
|
_apply_collide_steering(acceleration.linear, delta)
|
|
MovementType.SLIDE:
|
|
_apply_sliding_steering(acceleration.linear)
|
|
_:
|
|
_apply_position_steering(acceleration.linear, delta)
|
|
|
|
_apply_orientation_steering(acceleration.angular, delta)
|
|
|
|
|
|
func _apply_sliding_steering(accel: Vector3) -> void:
|
|
var velocity := GSAIUtils.to_vector2(linear_velocity + accel).clamped(linear_speed_max)
|
|
if apply_linear_drag:
|
|
velocity = velocity.linear_interpolate(Vector2.ZERO, linear_drag_percentage)
|
|
velocity = body.move_and_slide(velocity)
|
|
if calculate_velocities:
|
|
linear_velocity = GSAIUtils.to_vector3(velocity)
|
|
|
|
|
|
func _apply_collide_steering(accel: Vector3, delta: float) -> void:
|
|
var velocity := GSAIUtils.clampedv3(linear_velocity + accel, linear_speed_max)
|
|
if apply_linear_drag:
|
|
velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage)
|
|
# warning-ignore:return_value_discarded
|
|
body.move_and_collide(GSAIUtils.to_vector2(velocity) * delta)
|
|
if calculate_velocities:
|
|
linear_velocity = velocity
|
|
|
|
|
|
func _apply_position_steering(accel: Vector3, delta: float) -> void:
|
|
var velocity := GSAIUtils.clampedv3(linear_velocity + accel, linear_speed_max)
|
|
if apply_linear_drag:
|
|
velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage)
|
|
body.global_position += GSAIUtils.to_vector2(velocity) * delta
|
|
if calculate_velocities:
|
|
linear_velocity = velocity
|
|
|
|
|
|
func _apply_orientation_steering(angular_acceleration: float, delta: float) -> void:
|
|
var velocity = angular_velocity + angular_acceleration
|
|
if apply_angular_drag:
|
|
velocity = lerp(velocity, 0, angular_drag_percentage)
|
|
body.rotation += velocity * delta
|
|
if calculate_velocities:
|
|
angular_velocity = velocity
|
|
|
|
|
|
func _set_body(value: KinematicBody2D) -> void:
|
|
body = value
|
|
|
|
_last_position = body.global_position
|
|
_last_orientation = body.rotation
|
|
|
|
position = GSAIUtils.to_vector3(_last_position)
|
|
orientation = _last_orientation
|
|
|
|
|
|
func _on_SceneTree_physics_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.clampedv3(
|
|
GSAIUtils.to_vector3(_last_position - current_position), linear_speed_max
|
|
)
|
|
if apply_linear_drag:
|
|
linear_velocity = linear_velocity.linear_interpolate(
|
|
Vector3.ZERO, linear_drag_percentage
|
|
)
|
|
|
|
angular_velocity = clamp(
|
|
_last_orientation - current_orientation, -angular_speed_max, angular_speed_max
|
|
)
|
|
|
|
if apply_angular_drag:
|
|
angular_velocity = lerp(angular_velocity, 0, angular_drag_percentage)
|
|
|
|
_last_position = current_position
|
|
_last_orientation = current_orientation
|