godot-steering-ai-framework/project/src/Behaviors/GSTBlend.gd

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# Blends multiple steering behaviors into one, and returns acceleration combining all of them.
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#
# Each behavior is associated with a weight - a modifier by which the result will be multiplied by,
# then added to a total acceleration.
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#
# Each behavior is stored internally as a `Dictionary` with a `behavior` key with a value of type
# `GSTSteeringBehavior` and a `weight` key with a value of type float.
class_name GSTBlend
extends GSTSteeringBehavior
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var _behaviors := []
var _accel := GSTTargetAcceleration.new()
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func _init(agent: GSTSteeringAgent).(agent) -> void:
pass
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# Adds a behavior to the next index and gives it a `weight` by which its results will be multiplied
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func add(behavior: GSTSteeringBehavior, weight: float) -> void:
behavior.agent = agent
_behaviors.append({behavior = behavior, weight = weight})
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# Returns the behavior at the specified `index`. Returns an empty `Dictionary` if none was found.
func get_behavior_at(index: int) -> Dictionary:
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if _behaviors.size() > index:
return _behaviors[index]
printerr("Tried to get index " + str(index) + " in array of size " + str(_behaviors.size()))
return {}
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func _calculate_steering(blended_accel: GSTTargetAcceleration) -> GSTTargetAcceleration:
blended_accel.set_zero()
for i in range(_behaviors.size()):
var bw: Dictionary = _behaviors[i]
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bw.behavior.calculate_steering(_accel)
blended_accel.add_scaled_accel(_accel, bw.weight)
blended_accel.linear = GSTUtils.clampedv3(blended_accel.linear, agent.linear_acceleration_max)
blended_accel.angular = clamp(
blended_accel.angular,
-agent.angular_acceleration_max,
agent.angular_acceleration_max
)
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return blended_accel