broken_seals_2d/game/steering_ai_framework/Proximities/GSAIRadiusProximity.gd

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2020-07-08 23:25:40 +02:00
# Determines any agent that is in the specified list as being neighbors with the owner agent if
# they lie within the specified radius.
extends GSAIProximity
class_name GSAIRadiusProximity
# The radius around the owning agent to find neighbors in
var radius := 0.0
var _last_frame := 0
var _scene_tree: SceneTree
func _init(agent: GSAISteeringAgent, agents: Array, _radius: float).(agent, agents) -> void:
self.radius = _radius
_scene_tree = Engine.get_main_loop()
# Returns a number of neighbors based on a `callback` function.
#
# `_find_neighbors` calls `callback` for each agent in the `agents` array that lie within
# the radius around the owning agent and adds one to the count if its `callback` returns true.
# tags: virtual
func _find_neighbors(callback: FuncRef) -> int:
var agent_count := agents.size()
var neighbor_count := 0
var current_frame := _scene_tree.get_frame() if _scene_tree else -_last_frame
if current_frame != _last_frame:
_last_frame = current_frame
var owner_position := agent.position
for i in range(agent_count):
var current_agent := agents[i] as GSAISteeringAgent
if current_agent != agent:
var distance_squared := owner_position.distance_squared_to(current_agent.position)
var range_to := radius + current_agent.bounding_radius
if distance_squared < range_to * range_to:
if callback.call_func(current_agent):
current_agent.is_tagged = true
neighbor_count += 1
continue
current_agent.is_tagged = false
else:
for i in range(agent_count):
var current_agent = agents[i] as GSAISteeringAgent
if current_agent != agent and current_agent.is_tagged:
if callback.call_func(current_agent):
neighbor_count += 1
return neighbor_count