2023-01-14 10:05:13 +01:00
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extends KinematicBody2D
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2023-01-14 10:08:49 +01:00
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var player_agent: GDGSAIAgentLocation
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2023-01-14 10:05:13 +01:00
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var velocity := Vector2.ZERO
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var start_speed: float
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var start_accel: float
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var use_seek := true
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2023-01-14 10:08:49 +01:00
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var agent : GDGSAIKinematicBody2DAgent = null
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var accel : GDGSAITargetAcceleration = null
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var seek : GDGSAISeek = null
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var flee : GDGSAIFlee = null
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2023-01-14 10:05:13 +01:00
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func _ready() -> void:
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2023-01-14 10:08:49 +01:00
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agent = GDGSAIKinematicBody2DAgent.new()
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2023-01-14 10:05:13 +01:00
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agent.body = self
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2023-01-14 10:08:49 +01:00
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accel = GDGSAITargetAcceleration.new()
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2023-01-14 10:05:13 +01:00
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2023-01-14 10:08:49 +01:00
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seek = GDGSAISeek.new()
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2023-01-14 10:05:13 +01:00
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seek.agent = agent
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seek.target = player_agent
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2023-01-14 10:08:49 +01:00
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flee = GDGSAIFlee.new()
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2023-01-14 10:05:13 +01:00
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flee.agent = agent
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flee.target = player_agent
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agent.linear_acceleration_max = start_accel
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agent.linear_speed_max = start_speed
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func _physics_process(delta: float) -> void:
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if not player_agent:
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return
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if use_seek:
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seek.calculate_steering(accel)
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else:
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flee.calculate_steering(accel)
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agent.apply_steering(accel, delta)
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