2020-08-23 18:25:09 +02:00
|
|
|
extends KinematicBody2D
|
|
|
|
# Represents a ship that chases after the player.
|
|
|
|
|
|
|
|
export var use_seek: bool = false
|
|
|
|
|
|
|
|
var _blend: GSAIBlend
|
|
|
|
|
|
|
|
var _linear_drag_coefficient := 0.025
|
|
|
|
var _angular_drag := 0.1
|
|
|
|
var _direction_face := GSAIAgentLocation.new()
|
|
|
|
|
2023-01-13 19:42:14 +01:00
|
|
|
var agent : GSAIKinematicBody2DAgent= null
|
|
|
|
var accel : GSAITargetAcceleration = null
|
|
|
|
var player_agent : GSAISteeringAgent = null
|
2020-08-23 18:25:09 +02:00
|
|
|
|
|
|
|
|
|
|
|
func _ready() -> void:
|
2023-01-13 19:42:14 +01:00
|
|
|
agent = GSAIKinematicBody2DAgent.new()
|
|
|
|
agent.body = self
|
|
|
|
|
|
|
|
accel = GSAITargetAcceleration.new()
|
|
|
|
player_agent = owner.find_node("Player", true, false).agent
|
|
|
|
|
2020-08-23 18:25:09 +02:00
|
|
|
agent.calculate_velocities = false
|
|
|
|
set_physics_process(false)
|
|
|
|
|
|
|
|
|
|
|
|
func _physics_process(delta: float) -> void:
|
|
|
|
_direction_face.position = agent.position + accel.linear.normalized()
|
|
|
|
|
|
|
|
_blend.calculate_steering(accel)
|
|
|
|
|
|
|
|
agent.angular_velocity = clamp(
|
|
|
|
agent.angular_velocity + accel.angular * delta, -agent.angular_speed_max, agent.angular_speed_max
|
|
|
|
)
|
|
|
|
agent.angular_velocity = lerp(agent.angular_velocity, 0, _angular_drag)
|
|
|
|
|
|
|
|
rotation += agent.angular_velocity * delta
|
|
|
|
|
|
|
|
var linear_velocity := (
|
|
|
|
GSAIUtils.to_vector2(agent.linear_velocity)
|
|
|
|
+ (GSAIUtils.angle_to_vector2(rotation) * -agent.linear_acceleration_max * delta)
|
|
|
|
)
|
|
|
|
linear_velocity = linear_velocity.clamped(agent.linear_speed_max)
|
|
|
|
linear_velocity = linear_velocity.linear_interpolate(Vector2.ZERO, _linear_drag_coefficient)
|
|
|
|
|
|
|
|
linear_velocity = move_and_slide(linear_velocity)
|
|
|
|
agent.linear_velocity = GSAIUtils.to_vector3(linear_velocity)
|
|
|
|
|
|
|
|
|
|
|
|
func setup(predict_time: float, linear_speed_max: float, linear_accel_max: float) -> void:
|
|
|
|
var behavior: GSAISteeringBehavior
|
|
|
|
if use_seek:
|
2023-01-13 19:42:14 +01:00
|
|
|
behavior = GSAISeek.new()
|
|
|
|
behavior.agent = agent
|
|
|
|
behavior.target = player_agent
|
2020-08-23 18:25:09 +02:00
|
|
|
else:
|
2023-01-13 19:42:14 +01:00
|
|
|
behavior = GSAIPursue.new()
|
|
|
|
behavior.agent = agent
|
|
|
|
behavior.target = player_agent
|
|
|
|
behavior.predict_time_max = predict_time
|
|
|
|
|
|
|
|
var orient_behavior : GSAIFace = GSAIFace.new()
|
|
|
|
orient_behavior.agent = agent
|
|
|
|
orient_behavior.target = _direction_face
|
|
|
|
|
2020-08-23 18:25:09 +02:00
|
|
|
orient_behavior.alignment_tolerance = deg2rad(5)
|
|
|
|
orient_behavior.deceleration_radius = deg2rad(30)
|
|
|
|
|
2023-01-13 19:42:14 +01:00
|
|
|
_blend = GSAIBlend.new()
|
|
|
|
_blend.agent = agent
|
2020-08-23 18:25:09 +02:00
|
|
|
_blend.add(behavior, 1)
|
|
|
|
_blend.add(orient_behavior, 1)
|
|
|
|
|
|
|
|
agent.angular_acceleration_max = deg2rad(1080)
|
|
|
|
agent.angular_speed_max = deg2rad(360)
|
|
|
|
agent.linear_acceleration_max = linear_accel_max
|
|
|
|
agent.linear_speed_max = linear_speed_max
|
|
|
|
|
|
|
|
set_physics_process(true)
|