broken_seals/game/steering_ai_framework/Agents/GSAIRigidBody2DAgent.gd

59 lines
1.6 KiB
GDScript

# 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