mirror of
https://github.com/Relintai/godot-steering-ai-framework.git
synced 2024-11-14 04:57:19 +01:00
Split agent types into specialized classes
This commit is contained in:
parent
7311b75456
commit
2ae06d3da3
@ -1,7 +1,7 @@
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extends KinematicBody2D
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var agent := GSTNode2DAgent.new(self)
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var agent := GSTKinematicBody2DAgent.new(self)
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var target := GSTAgentLocation.new()
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var arrive := GSTArrive.new(agent, target)
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var _accel := GSTTargetAcceleration.new()
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@ -13,7 +13,7 @@ var _drag := 0.1
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var _color := Color(0.4, 1.0, 0.89, 0.3)
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onready var collision := $CollisionShape2D
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onready var agent := GSTNode2DAgent.new(self)
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onready var agent := GSTKinematicBody2DAgent.new(self)
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onready var proximity := GSTRadiusProximity.new(agent, [], 140)
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onready var avoid := GSTAvoidCollisions.new(agent, proximity)
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onready var target := GSTAgentLocation.new()
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@ -2,7 +2,7 @@ extends KinematicBody2D
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var face: GSTFace
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var agent := GSTNode2DAgent.new(self)
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var agent := GSTKinematicBody2DAgent.new(self)
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var _accel := GSTTargetAcceleration.new()
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var _angular_drag := 0.1
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@ -6,7 +6,7 @@ var _accel := GSTTargetAcceleration.new()
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var _valid := false
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var _drag := 0.1
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onready var agent := GSTNode2DAgent.new(self)
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onready var agent := GSTKinematicBody2DAgent.new(self)
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onready var path := GSTPath.new([
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Vector3(global_position.x, global_position.y, 0),
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Vector3(global_position.x, global_position.y, 0)
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@ -4,7 +4,7 @@ extends KinematicBody2D
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var separation: GSTSeparation
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var cohesion: GSTCohesion
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var proximity: GSTRadiusProximity
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var agent := GSTNode2DAgent.new(self)
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var agent := GSTKinematicBody2DAgent.new(self)
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var blend := GSTBlend.new(agent)
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var acceleration := GSTTargetAcceleration.new()
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var draw_proximity := false
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@ -12,6 +12,5 @@ script = ExtResource( 1 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource( 1 )
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script = ExtResource( 3 )
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inner_color = Color( 0, 0, 0, 1 )
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outer_color = Color( 0.301961, 0.65098, 1, 1 )
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stroke = 4.0
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@ -10,7 +10,7 @@ var _linear_drag_coefficient := 0.025
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var _angular_drag := 0.1
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var _direction_face := GSTAgentLocation.new()
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onready var agent := GSTNode2DAgent.new(self)
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onready var agent := GSTKinematicBody2DAgent.new(self)
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onready var accel := GSTTargetAcceleration.new()
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onready var player_agent: GSTSteeringAgent = owner.find_node("Player", true, false).agent
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@ -7,7 +7,7 @@ var start_speed: float
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var start_accel: float
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var use_seek := true
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onready var agent := GSTNode2DAgent.new(self)
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onready var agent := GSTKinematicBody2DAgent.new(self)
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onready var accel := GSTTargetAcceleration.new()
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onready var seek := GSTSeek.new(agent, player_agent)
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onready var flee := GSTFlee.new(agent, player_agent)
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@ -64,6 +64,16 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://src/Proximities/GSTInfiniteProximity.gd"
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}, {
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"base": "GSTSpecializedAgent",
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"class": "GSTKinematicBody2DAgent",
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"language": "GDScript",
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"path": "res://src/Agents/GSTKinematicBody2DAgent.gd"
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}, {
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"base": "GSTSpecializedAgent",
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"class": "GSTKinematicBodyAgent",
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"language": "GDScript",
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"path": "res://src/Agents/GSTKinematicBodyAgent.gd"
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}, {
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"base": "GSTMatchOrientation",
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"class": "GSTLookWhereYouGo",
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"language": "GDScript",
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@ -74,16 +84,6 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://src/Behaviors/GSTMatchOrientation.gd"
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}, {
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"base": "GSTNodeAgent",
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"class": "GSTNode2DAgent",
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"language": "GDScript",
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"path": "res://src/Agents/GSTNode2DAgent.gd"
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}, {
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"base": "GSTSteeringAgent",
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"class": "GSTNodeAgent",
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"language": "GDScript",
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"path": "res://src/Agents/GSTNodeAgent.gd"
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}, {
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"base": "Reference",
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"class": "GSTPath",
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"language": "GDScript",
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@ -109,6 +109,16 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://src/Proximities/GSTRadiusProximity.gd"
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}, {
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"base": "GSTSpecializedAgent",
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"class": "GSTRigidBody2DAgent",
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"language": "GDScript",
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"path": "res://src/Agents/GSTRigidBody2DAgent.gd"
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}, {
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"base": "GSTSpecializedAgent",
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"class": "GSTRigidBodyAgent",
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"language": "GDScript",
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"path": "res://src/Agents/GSTRigidBodyAgent.gd"
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}, {
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"base": "GSTSteeringBehavior",
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"class": "GSTSeek",
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"language": "GDScript",
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@ -119,10 +129,10 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://src/Behaviors/GSTSeparation.gd"
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}, {
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"base": "GSTNodeAgent",
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"class": "GSTSpatialAgent",
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"base": "GSTSteeringAgent",
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"class": "GSTSpecializedAgent",
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"language": "GDScript",
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"path": "res://src/Agents/GSTSpatialAgent.gd"
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"path": "res://src/Agents/GSTSpecializedAgent.gd"
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}, {
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"base": "GSTAgentLocation",
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"class": "GSTSteeringAgent",
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@ -156,18 +166,20 @@ _global_script_class_icons={
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"GSTFollowPath": "",
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"GSTGroupBehavior": "",
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"GSTInfiniteProximity": "",
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"GSTKinematicBody2DAgent": "",
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"GSTKinematicBodyAgent": "",
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"GSTLookWhereYouGo": "",
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"GSTMatchOrientation": "",
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"GSTNode2DAgent": "",
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"GSTNodeAgent": "",
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"GSTPath": "",
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"GSTPriority": "",
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"GSTProximity": "",
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"GSTPursue": "",
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"GSTRadiusProximity": "",
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"GSTRigidBody2DAgent": "",
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"GSTRigidBodyAgent": "",
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"GSTSeek": "",
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"GSTSeparation": "",
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"GSTSpatialAgent": "",
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"GSTSpecializedAgent": "",
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"GSTSteeringAgent": "",
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"GSTSteeringBehavior": "",
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"GSTTargetAcceleration": "",
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@ -1,16 +1,26 @@
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# A specialized steering agent that updates itself every frame so the user does
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# not have to.
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extends GSTNodeAgent
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class_name GSTNode2DAgent
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# not have to using a KinematicBody2D
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extends GSTSpecializedAgent
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class_name GSTKinematicBody2DAgent
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# The Node2D to keep track of
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var body: Node2D setget _set_body
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enum KinematicMovementType { SLIDE, COLLIDE, POSITION }
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# The KinematicBody2D to keep track of
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var body: KinematicBody2D setget _set_body
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# The type of movement the body executes
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#
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# SLIDE uses use move_and_slide
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# COLLIDE uses move_and_collide
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# POSITION changes the global_position directly
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var kinematic_movement_type: int = KinematicMovementType.SLIDE
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var _last_position: Vector2
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func _init(body: Node2D) -> void:
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func _init(body: KinematicBody2D) -> void:
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self.body = body
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if body.is_inside_tree():
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body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
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@ -22,29 +32,15 @@ func _init(body: Node2D) -> void:
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# tags: virtual
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func _apply_steering(acceleration: GSTTargetAcceleration, delta: float) -> void:
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_applied_steering = true
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match _body_type:
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BodyType.RIGID:
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_apply_rigid_steering(acceleration)
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BodyType.KINEMATIC:
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match kinematic_movement_type:
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MovementType.COLLIDE:
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_apply_collide_steering(acceleration.linear, delta)
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MovementType.SLIDE:
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_apply_sliding_steering(acceleration.linear)
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MovementType.POSITION:
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_apply_normal_steering(acceleration.linear, delta)
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BodyType.NODE:
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match kinematic_movement_type:
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KinematicMovementType.COLLIDE:
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_apply_collide_steering(acceleration.linear, delta)
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KinematicMovementType.SLIDE:
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_apply_sliding_steering(acceleration.linear)
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_:
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_apply_normal_steering(acceleration.linear, delta)
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if not _body_type == BodyType.RIGID:
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_apply_orientation_steering(acceleration.angular, delta)
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func _apply_rigid_steering(accel: GSTTargetAcceleration) -> void:
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body.apply_central_impulse(GSTUtils.to_vector2(accel.linear))
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body.apply_torque_impulse(accel.angular)
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if calculate_velocities:
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linear_velocity = GSTUtils.to_vector3(body.linear_velocity)
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angular_velocity = body.angular_velocity
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_apply_orientation_steering(acceleration.angular, delta)
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func _apply_sliding_steering(accel: Vector3) -> void:
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@ -89,31 +85,11 @@ func _apply_orientation_steering(angular_acceleration: float, delta: float) -> v
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angular_velocity = velocity
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func _set_use_physics(value: bool) -> void:
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if use_physics and not value:
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body.get_tree().disconnect("idle_frame", self, "_on_SceneTree_frame")
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body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
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elif not use_physics and value:
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body.get_tree().disconnect("physics_frame", self, "_on_SceneTree_frame")
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body.get_tree().connect("idle_frame", self, "_on_SceneTree_frame")
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use_physics = value
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func _set_body(value: Node2D) -> void:
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func _set_body(value: KinematicBody2D) -> void:
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body = value
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if body is RigidBody2D:
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_body_type = BodyType.RIGID
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elif body is KinematicBody2D:
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_body_type = BodyType.KINEMATIC
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else:
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_body_type = BodyType.NODE
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if _body_type == BodyType.RIGID:
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linear_velocity = GSTUtils.to_vector3(body.linear_velocity)
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angular_velocity = body.angular_velocity
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else:
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_last_position = body.global_position
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_last_orientation = body.rotation
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_last_position = body.global_position
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_last_orientation = body.rotation
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position = GSTUtils.to_vector3(_last_position)
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orientation = _last_orientation
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@ -135,31 +111,28 @@ func _on_SceneTree_frame() -> void:
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if _applied_steering:
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_applied_steering = false
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else:
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match _body_type:
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BodyType.RIGID:
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linear_velocity = GSTUtils.to_vector3(body.linear_velocity)
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angular_velocity = body.angular_velocity
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_:
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linear_velocity = GSTUtils.clampedv3(
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GSTUtils.to_vector3(_last_position - current_position),
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linear_speed_max
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)
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if apply_linear_drag:
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linear_velocity = linear_velocity.linear_interpolate(
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Vector3.ZERO,
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linear_drag_percentage
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)
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angular_velocity = clamp(
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_last_orientation - current_orientation,
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-angular_speed_max,
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angular_speed_max
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)
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if apply_angular_drag:
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angular_velocity = lerp(
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angular_velocity,
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0,
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angular_drag_percentage
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)
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linear_velocity = GSTUtils.clampedv3(
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GSTUtils.to_vector3(_last_position - current_position),
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linear_speed_max
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)
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if apply_linear_drag:
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linear_velocity = linear_velocity.linear_interpolate(
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Vector3.ZERO,
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linear_drag_percentage
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)
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angular_velocity = clamp(
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_last_orientation - current_orientation,
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-angular_speed_max,
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angular_speed_max
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)
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if apply_angular_drag:
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angular_velocity = lerp(
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angular_velocity,
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0,
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angular_drag_percentage
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)
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_last_position = current_position
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_last_orientation = current_orientation
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138
project/src/Agents/GSTKinematicBodyAgent.gd
Normal file
138
project/src/Agents/GSTKinematicBodyAgent.gd
Normal file
@ -0,0 +1,138 @@
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# A specialized steering agent that updates itself every frame so the user does
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# not have to using a KinematicBody
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extends GSTSpecializedAgent
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class_name GSTKinematicBodyAgent
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enum KinematicMovementType { SLIDE, COLLIDE, POSITION }
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# The KinematicBody to keep track of
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var body: KinematicBody setget _set_body
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# The type of movement the body executes
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#
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# SLIDE uses use move_and_slide
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# COLLIDE uses move_and_collide
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# POSITION changes the global_position directly
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var kinematic_movement_type: int = KinematicMovementType.SLIDE
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var _last_position: Vector3
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func _init(body: KinematicBody) -> void:
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self.body = body
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if body.is_inside_tree():
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body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
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else:
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body.connect("ready", self, "_on_body_ready")
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# Moves the agent's `body` by target `acceleration`.
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# tags: virtual
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func _apply_steering(acceleration: GSTTargetAcceleration, delta: float) -> void:
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_applied_steering = true
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match kinematic_movement_type:
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KinematicMovementType.COLLIDE:
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_apply_collide_steering(acceleration.linear, delta)
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KinematicMovementType.SLIDE:
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_apply_sliding_steering(acceleration.linear)
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_:
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_apply_normal_steering(acceleration.linear, delta)
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_apply_orientation_steering(acceleration.angular, delta)
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func _apply_sliding_steering(accel: Vector3) -> void:
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var velocity := GSTUtils.clampedv3(linear_velocity + accel, linear_speed_max)
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if apply_linear_drag:
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velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage)
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velocity = body.move_and_slide(velocity)
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if calculate_velocities:
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linear_velocity = velocity
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func _apply_collide_steering(accel: Vector3, delta: float) -> void:
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var velocity := GSTUtils.clampedv3(linear_velocity + accel, linear_speed_max)
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if apply_linear_drag:
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velocity = velocity.linear_interpolate(
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Vector3.ZERO,
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linear_drag_percentage
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)
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body.move_and_collide(velocity * delta)
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if calculate_velocities:
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linear_velocity = velocity
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func _apply_normal_steering(accel: Vector3, delta: float) -> void:
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var velocity := GSTUtils.clampedv3(linear_velocity + accel, linear_speed_max)
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if apply_linear_drag:
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velocity = velocity.linear_interpolate(
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Vector3.ZERO,
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linear_drag_percentage
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)
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body.global_position += velocity * delta
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if calculate_velocities:
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linear_velocity = velocity
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func _apply_orientation_steering(angular_acceleration: float, delta: float) -> void:
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var velocity = angular_velocity + angular_acceleration
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if apply_angular_drag:
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velocity = lerp(velocity, 0, angular_drag_percentage)
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body.rotation.y += velocity * delta
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if calculate_velocities:
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angular_velocity = velocity
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func _set_body(value: KinematicBody) -> void:
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body = value
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_last_position = body.global_position
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_last_orientation = body.rotation.y
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position = _last_position
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orientation = _last_orientation
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func _on_body_ready() -> void:
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body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
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_set_body(body)
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func _on_SceneTree_frame() -> void:
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var current_position: Vector3 = body.global_position
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var current_orientation: float = body.rotation.y
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position = current_position
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orientation = current_orientation
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if calculate_velocities:
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if _applied_steering:
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_applied_steering = false
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else:
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linear_velocity = GSTUtils.clampedv3(
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_last_position - current_position,
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linear_speed_max
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)
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if apply_linear_drag:
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linear_velocity = linear_velocity.linear_interpolate(
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Vector3.ZERO,
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linear_drag_percentage
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)
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angular_velocity = clamp(
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_last_orientation - current_orientation,
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-angular_speed_max,
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angular_speed_max
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)
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if apply_angular_drag:
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angular_velocity = lerp(
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angular_velocity,
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0,
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angular_drag_percentage
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)
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||||
_last_position = current_position
|
||||
_last_orientation = current_orientation
|
@ -1,79 +0,0 @@
|
||||
# A base class for a specialized steering agent that updates itself every frame
|
||||
# so the user does not have to.
|
||||
extends GSTSteeringAgent
|
||||
class_name GSTNodeAgent
|
||||
|
||||
|
||||
enum MovementType { SLIDE, COLLIDE, POSITION }
|
||||
|
||||
enum BodyType { NODE, KINEMATIC, RIGID }
|
||||
|
||||
|
||||
# If `true`, will update before `_physics_process` is called. If `false`, will
|
||||
# update before `_process` is called.
|
||||
#
|
||||
# `KinematicBody`, `KinematicBody2D`, `RigidBody`, and `RigidBody2D` should
|
||||
# always use `_physics_process`.
|
||||
var use_physics := true setget _set_use_physics
|
||||
|
||||
# If `true`, will calculate linear and angular velocities based on the previous
|
||||
# frame. When `false`, the user must keep those values updated.
|
||||
var calculate_velocities := true
|
||||
|
||||
# If `true` and velocities and `calculate_velocities` is true, will interpolate
|
||||
# the current linear velocity towards 0 by the `linear_drag_percentage` value.
|
||||
# Does not apply to `RigidBody` and `RigidBody2D` nodes.
|
||||
var apply_linear_drag := true
|
||||
|
||||
# If `true` and velocities and `calculate_velocities` is true, will interpolate
|
||||
# the current angular velocity towards 0 by the `angular_drag_percentage` value.
|
||||
# Does not apply to `RigidBody` and `RigidBody2D` nodes.
|
||||
var apply_angular_drag := true
|
||||
|
||||
# The percentage between the current linear velocity and 0 to interpolate by if
|
||||
# `calculate_velocities` and `apply_linear_drag` are true.
|
||||
# Does not apply to `RigidBody` and `RigidBody2D` nodes.
|
||||
var linear_drag_percentage := 0.0
|
||||
|
||||
# The percentage between the current angular velocity and 0 to interpolate by if
|
||||
# `calculate_velocities` and `apply_angular_drag` are true.
|
||||
# Does not apply to `RigidBody` and `RigidBody2D` nodes.
|
||||
var angular_drag_percentage := 0.0
|
||||
|
||||
# Determines how linear movement occurs if the body is a `KinematicBody` or
|
||||
# `KinematicBody2D`.
|
||||
#
|
||||
# SLIDE uses `move_and_slide`
|
||||
# COLLIDE uses `move_and_collide`
|
||||
# POSITION changes global position directly
|
||||
var kinematic_movement_type: int = MovementType.SLIDE
|
||||
|
||||
var _last_orientation: float
|
||||
var _body_type: int
|
||||
var _applied_steering := false
|
||||
|
||||
|
||||
# Moves the agent's body by target `acceleration`.
|
||||
# tags: virtual
|
||||
func _apply_steering(acceleration: GSTTargetAcceleration, delta: float) -> void:
|
||||
pass
|
||||
|
||||
|
||||
func _apply_sliding_steering(accel: Vector3) -> void:
|
||||
pass
|
||||
|
||||
|
||||
func _apply_collide_steering(accel: Vector3, delta: float) -> void:
|
||||
pass
|
||||
|
||||
|
||||
func _apply_normal_steering(accel: Vector3, delta: float) -> void:
|
||||
pass
|
||||
|
||||
|
||||
func _apply_orientation_steering(angular_acceleration: float, delta: float) -> void:
|
||||
pass
|
||||
|
||||
|
||||
func _set_use_physics(value: bool) -> void:
|
||||
use_physics = value
|
59
project/src/Agents/GSTRigidBody2DAgent.gd
Normal file
59
project/src/Agents/GSTRigidBody2DAgent.gd
Normal file
@ -0,0 +1,59 @@
|
||||
# A specialized steering agent that updates itself every frame so the user does
|
||||
# not have to using a RigidBody2D
|
||||
extends GSTSpecializedAgent
|
||||
class_name GSTRigidBody2DAgent
|
||||
|
||||
|
||||
# The RigidBody2D to keep track of
|
||||
var body: RigidBody2D setget _set_body
|
||||
|
||||
var _last_position: Vector2
|
||||
|
||||
|
||||
func _init(body: RigidBody2D) -> void:
|
||||
self.body = body
|
||||
if body.is_inside_tree():
|
||||
body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
|
||||
else:
|
||||
body.connect("ready", self, "_on_body_ready")
|
||||
|
||||
|
||||
# Moves the agent's `body` by target `acceleration`.
|
||||
# tags: virtual
|
||||
func _apply_steering(acceleration: GSTTargetAcceleration, delta: float) -> void:
|
||||
_applied_steering = true
|
||||
body.apply_central_impulse(GSTUtils.to_vector2(acceleration.linear))
|
||||
body.apply_torque_impulse(acceleration.angular)
|
||||
if calculate_velocities:
|
||||
linear_velocity = GSTUtils.to_vector3(body.linear_velocity)
|
||||
angular_velocity = body.angular_velocity
|
||||
|
||||
|
||||
func _set_body(value: RigidBody2D) -> void:
|
||||
body = value
|
||||
|
||||
_last_position = body.global_position
|
||||
_last_orientation = body.rotation
|
||||
|
||||
position = GSTUtils.to_vector3(_last_position)
|
||||
orientation = _last_orientation
|
||||
|
||||
|
||||
func _on_body_ready() -> void:
|
||||
body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
|
||||
_set_body(body)
|
||||
|
||||
|
||||
func _on_SceneTree_frame() -> void:
|
||||
var current_position: Vector2 = body.global_position
|
||||
var current_orientation: float = body.rotation
|
||||
|
||||
position = GSTUtils.to_vector3(current_position)
|
||||
orientation = current_orientation
|
||||
|
||||
if calculate_velocities:
|
||||
if _applied_steering:
|
||||
_applied_steering = false
|
||||
else:
|
||||
linear_velocity = GSTUtils.to_vector3(body.linear_velocity)
|
||||
angular_velocity = body.angular_velocity
|
59
project/src/Agents/GSTRigidBodyAgent.gd
Normal file
59
project/src/Agents/GSTRigidBodyAgent.gd
Normal file
@ -0,0 +1,59 @@
|
||||
# A specialized steering agent that updates itself every frame so the user does
|
||||
# not have to using a RigidBody
|
||||
extends GSTSpecializedAgent
|
||||
class_name GSTRigidBodyAgent
|
||||
|
||||
|
||||
# The RigidBody to keep track of
|
||||
var body: RigidBody setget _set_body
|
||||
|
||||
var _last_position: Vector3
|
||||
|
||||
|
||||
func _init(body: RigidBody) -> void:
|
||||
self.body = body
|
||||
if body.is_inside_tree():
|
||||
body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
|
||||
else:
|
||||
body.connect("ready", self, "_on_body_ready")
|
||||
|
||||
|
||||
# Moves the agent's `body` by target `acceleration`.
|
||||
# tags: virtual
|
||||
func _apply_steering(acceleration: GSTTargetAcceleration, delta: float) -> void:
|
||||
_applied_steering = true
|
||||
body.apply_central_impulse(acceleration.linear)
|
||||
body.apply_torque_impulse(Vector3.UP * acceleration.angular)
|
||||
if calculate_velocities:
|
||||
linear_velocity = body.linear_velocity
|
||||
angular_velocity = body.angular_velocity.y
|
||||
|
||||
|
||||
func _set_body(value: RigidBody) -> void:
|
||||
body = value
|
||||
|
||||
_last_position = body.global_position
|
||||
_last_orientation = body.rotation.y
|
||||
|
||||
position = _last_position
|
||||
orientation = _last_orientation
|
||||
|
||||
|
||||
func _on_body_ready() -> void:
|
||||
body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
|
||||
_set_body(body)
|
||||
|
||||
|
||||
func _on_SceneTree_frame() -> void:
|
||||
var current_position: Vector3 = body.global_position
|
||||
var current_orientation: float = body.rotation.y
|
||||
|
||||
position = current_position
|
||||
orientation = current_orientation
|
||||
|
||||
if calculate_velocities:
|
||||
if _applied_steering:
|
||||
_applied_steering = false
|
||||
else:
|
||||
linear_velocity = body.linear_velocity
|
||||
angular_velocity = body.angular_velocity.y
|
@ -1,166 +0,0 @@
|
||||
# A specialized steering agent that updates itself every frame so the user does
|
||||
# not have to.
|
||||
extends GSTNodeAgent
|
||||
class_name GSTSpatialAgent
|
||||
|
||||
|
||||
# The Spatial to keep track of
|
||||
var body: Spatial setget _set_body
|
||||
|
||||
var _last_position: Vector3
|
||||
|
||||
|
||||
func _init(body: Spatial) -> void:
|
||||
self.body = body
|
||||
if body.is_inside_tree():
|
||||
body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
|
||||
else:
|
||||
body.connect("ready", self, "_on_body_ready")
|
||||
|
||||
|
||||
# Moves the agent's `body` by target `acceleration`.
|
||||
# tags: virtual
|
||||
func _apply_steering(acceleration: GSTTargetAcceleration, delta: float) -> void:
|
||||
_applied_steering = true
|
||||
match _body_type:
|
||||
BodyType.RIGID:
|
||||
_apply_rigid_steering(acceleration)
|
||||
BodyType.KINEMATIC:
|
||||
match kinematic_movement_type:
|
||||
MovementType.COLLIDE:
|
||||
_apply_collide_steering(acceleration.linear, delta)
|
||||
MovementType.SLIDE:
|
||||
_apply_sliding_steering(acceleration.linear)
|
||||
MovementType.POSITION:
|
||||
_apply_normal_steering(acceleration.linear, delta)
|
||||
BodyType.NODE:
|
||||
_apply_normal_steering(acceleration.linear, delta)
|
||||
if not _body_type == BodyType.RIGID:
|
||||
_apply_orientation_steering(acceleration.angular, delta)
|
||||
|
||||
|
||||
func _apply_rigid_steering(accel: GSTTargetAcceleration) -> void:
|
||||
body.apply_central_impulse(GSTUtils.to_Vector3(accel.linear))
|
||||
body.apply_torque_impulse(accel.angular)
|
||||
if calculate_velocities:
|
||||
linear_velocity = body.linear_velocity
|
||||
angular_velocity = body.angular_velocity.y
|
||||
|
||||
|
||||
func _apply_sliding_steering(accel: Vector3) -> void:
|
||||
var velocity := GSTUtils.clampedv3(linear_velocity + accel, linear_speed_max)
|
||||
if apply_linear_drag:
|
||||
velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage)
|
||||
velocity = body.move_and_slide(velocity)
|
||||
if calculate_velocities:
|
||||
linear_velocity = velocity
|
||||
|
||||
|
||||
func _apply_collide_steering(accel: Vector3, delta: float) -> void:
|
||||
var velocity := GSTUtils.clampedv3(linear_velocity + accel, linear_speed_max)
|
||||
if apply_linear_drag:
|
||||
velocity = velocity.linear_interpolate(
|
||||
Vector3.ZERO,
|
||||
linear_drag_percentage
|
||||
)
|
||||
body.move_and_collide(velocity * delta)
|
||||
if calculate_velocities:
|
||||
linear_velocity = velocity
|
||||
|
||||
|
||||
func _apply_normal_steering(accel: Vector3, delta: float) -> void:
|
||||
var velocity := GSTUtils.clampedv3(linear_velocity + accel, linear_speed_max)
|
||||
if apply_linear_drag:
|
||||
velocity = velocity.linear_interpolate(
|
||||
Vector3.ZERO,
|
||||
linear_drag_percentage
|
||||
)
|
||||
body.global_position += velocity * delta
|
||||
if calculate_velocities:
|
||||
linear_velocity = velocity
|
||||
|
||||
|
||||
func _apply_orientation_steering(angular_acceleration: float, delta: float) -> void:
|
||||
var velocity = angular_velocity + angular_acceleration
|
||||
if apply_angular_drag:
|
||||
velocity = lerp(velocity, 0, angular_drag_percentage)
|
||||
body.rotation += velocity * delta
|
||||
if calculate_velocities:
|
||||
angular_velocity = velocity
|
||||
|
||||
|
||||
func _set_use_physics(value: bool) -> void:
|
||||
if use_physics and not value:
|
||||
body.get_tree().disconnect("idle_frame", self, "_on_SceneTree_frame")
|
||||
body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
|
||||
elif not use_physics and value:
|
||||
body.get_tree().disconnect("physics_frame", self, "_on_SceneTree_frame")
|
||||
body.get_tree().connect("idle_frame", self, "_on_SceneTree_frame")
|
||||
use_physics = value
|
||||
|
||||
|
||||
func _set_body(value: Spatial) -> void:
|
||||
body = value
|
||||
if body is RigidBody:
|
||||
_body_type = BodyType.RIGID
|
||||
elif body is KinematicBody:
|
||||
_body_type = BodyType.KINEMATIC
|
||||
else:
|
||||
_body_type = BodyType.NODE
|
||||
|
||||
if _body_type == BodyType.RIGID:
|
||||
linear_velocity = body.linear_velocity
|
||||
angular_velocity = body.angular_velocity
|
||||
else:
|
||||
_last_position = body.global_position
|
||||
_last_orientation = body.rotation.y
|
||||
|
||||
position = _last_position
|
||||
orientation = _last_orientation
|
||||
|
||||
|
||||
func _on_body_ready() -> void:
|
||||
body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
|
||||
body.disconnect("ready", self, "_on_body_ready")
|
||||
_set_body(body)
|
||||
|
||||
|
||||
func _on_SceneTree_frame() -> void:
|
||||
var current_position: Vector3 = body.global_position
|
||||
var current_orientation: float = body.rotation.y
|
||||
|
||||
position = current_position
|
||||
orientation = current_orientation
|
||||
|
||||
if calculate_velocities:
|
||||
if _applied_steering:
|
||||
_applied_steering = false
|
||||
else:
|
||||
match _body_type:
|
||||
BodyType.RIGID:
|
||||
linear_velocity = GSTUtils.to_vector3(body.linear_velocity)
|
||||
angular_velocity = body.angular_velocity
|
||||
_:
|
||||
linear_velocity = GSTUtils.clampedv3(
|
||||
_last_position - current_position,
|
||||
linear_speed_max
|
||||
)
|
||||
if apply_linear_drag:
|
||||
linear_velocity = linear_velocity.linear_interpolate(
|
||||
Vector3.ZERO,
|
||||
linear_drag_percentage
|
||||
)
|
||||
angular_velocity = clamp(
|
||||
_last_orientation - current_orientation,
|
||||
-angular_speed_max,
|
||||
angular_speed_max
|
||||
)
|
||||
if apply_angular_drag:
|
||||
angular_velocity = lerp(
|
||||
angular_velocity,
|
||||
0,
|
||||
angular_drag_percentage
|
||||
)
|
||||
|
||||
_last_position = current_position
|
||||
_last_orientation = current_orientation
|
40
project/src/Agents/GSTSpecializedAgent.gd
Normal file
40
project/src/Agents/GSTSpecializedAgent.gd
Normal file
@ -0,0 +1,40 @@
|
||||
# A base class for a specialized steering agent that updates itself every frame
|
||||
# so the user does not have to. All other specialized agents derive from this.
|
||||
# tags: abstract
|
||||
extends GSTSteeringAgent
|
||||
class_name GSTSpecializedAgent
|
||||
|
||||
|
||||
# If `true`, calculates linear and angular velocities based on the previous
|
||||
# frame. When `false`, the user must keep those values updated.
|
||||
var calculate_velocities := true
|
||||
|
||||
# If `true` and velocities and `calculate_velocities` is true, interpolates
|
||||
# the current linear velocity towards 0 by the `linear_drag_percentage` value.
|
||||
# Does not apply to `RigidBody` and `RigidBody2D` nodes.
|
||||
var apply_linear_drag := true
|
||||
|
||||
# If `true` and velocities and `calculate_velocities` is true, interpolates
|
||||
# the current angular velocity towards 0 by the `angular_drag_percentage` value.
|
||||
# Does not apply to `RigidBody` and `RigidBody2D` nodes.
|
||||
var apply_angular_drag := true
|
||||
|
||||
# The percentage between the current linear velocity and 0 to interpolate by if
|
||||
# `calculate_velocities` and `apply_linear_drag` are true.
|
||||
# Does not apply to `RigidBody` and `RigidBody2D` nodes.
|
||||
var linear_drag_percentage := 0.0
|
||||
|
||||
# The percentage between the current angular velocity and 0 to interpolate by if
|
||||
# `calculate_velocities` and `apply_angular_drag` are true.
|
||||
# Does not apply to `RigidBody` and `RigidBody2D` nodes.
|
||||
var angular_drag_percentage := 0.0
|
||||
|
||||
var _last_orientation: float
|
||||
var _body_type: int
|
||||
var _applied_steering := false
|
||||
|
||||
|
||||
# Moves the agent's body by target `acceleration`.
|
||||
# tags: virtual
|
||||
func _apply_steering(acceleration: GSTTargetAcceleration, delta: float) -> void:
|
||||
pass
|
Loading…
Reference in New Issue
Block a user