mirror of
https://github.com/Relintai/broken_seals_2d.git
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57 lines
1.7 KiB
GDScript
57 lines
1.7 KiB
GDScript
# Determines any agent that is in the specified list as being neighbors with the owner agent if
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# they lie within the specified radius.
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extends GSAIProximity
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class_name GSAIRadiusProximity
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# The radius around the owning agent to find neighbors in
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var radius := 0.0
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var _last_frame := 0
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var _scene_tree: SceneTree
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func _init(agent: GSAISteeringAgent, agents: Array, _radius: float).(agent, agents) -> void:
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self.radius = _radius
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_scene_tree = Engine.get_main_loop()
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# Returns a number of neighbors based on a `callback` function.
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#
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# `_find_neighbors` calls `callback` for each agent in the `agents` array that lie within
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# the radius around the owning agent and adds one to the count if its `callback` returns true.
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# tags: virtual
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func _find_neighbors(callback: FuncRef) -> int:
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var agent_count := agents.size()
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var neighbor_count := 0
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var current_frame := _scene_tree.get_frame() if _scene_tree else -_last_frame
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if current_frame != _last_frame:
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_last_frame = current_frame
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var owner_position := agent.position
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for i in range(agent_count):
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var current_agent := agents[i] as GSAISteeringAgent
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if current_agent != agent:
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var distance_squared := owner_position.distance_squared_to(current_agent.position)
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var range_to := radius + current_agent.bounding_radius
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if distance_squared < range_to * range_to:
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if callback.call_func(current_agent):
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current_agent.is_tagged = true
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neighbor_count += 1
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continue
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current_agent.is_tagged = false
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else:
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for i in range(agent_count):
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var current_agent = agents[i] as GSAISteeringAgent
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if current_agent != agent and current_agent.is_tagged:
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if callback.call_func(current_agent):
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neighbor_count += 1
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return neighbor_count
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