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https://github.com/Relintai/godot-steering-ai-framework.git
synced 2024-11-14 04:57:19 +01:00
Improved how the AI looks in Pursue VS Seek demo
They were looking kind of floaty, moving not like spaceships but like they were on ice. Now they travel along their orientation, towards where the player is/will be.
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@ -14,12 +14,13 @@ __meta__ = {
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}
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linear_speed_max = 240.0
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linear_accel_max = 40.0
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predict_time = 1.1
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[node name="BoundaryManager" type="Node2D" parent="."]
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script = ExtResource( 3 )
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[node name="Player" type="KinematicBody2D" parent="BoundaryManager"]
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position = Vector2( 49.2031, 556.936 )
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position = Vector2( 47.3369, 329.724 )
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rotation = 1.5708
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collision_mask = 2
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script = ExtResource( 2 )
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@ -34,7 +35,7 @@ modulate = Color( 0.968627, 0.188235, 0.0352941, 1 )
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texture = ExtResource( 6 )
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[node name="Pursuer" type="KinematicBody2D" parent="BoundaryManager"]
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position = Vector2( 868.495, 200 )
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position = Vector2( 980, 550 )
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collision_layer = 2
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script = ExtResource( 1 )
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@ -46,7 +47,8 @@ modulate = Color( 0.756863, 0.952941, 0.054902, 1 )
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texture = ExtResource( 6 )
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[node name="Seeker" type="KinematicBody2D" parent="BoundaryManager"]
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position = Vector2( 821.24, 200 )
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position = Vector2( 980, 150 )
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rotation = 3.14159
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collision_layer = 2
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script = ExtResource( 1 )
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use_seek = true
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@ -11,6 +11,7 @@ var _linear_velocity := Vector2()
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var _linear_drag_coefficient := 0.025
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var _angular_velocity := 0.0
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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 := GSTSteeringAgent.new()
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onready var accel := GSTTargetAcceleration.new()
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@ -24,6 +25,10 @@ func _ready() -> void:
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func _physics_process(delta: float) -> void:
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_update_agent()
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accel = _behavior.calculate_steering(accel)
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_direction_face.position = agent.position + accel.linear.normalized()
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accel = _orient_behavior.calculate_steering(accel)
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_angular_velocity += accel.angular
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@ -35,8 +40,7 @@ func _physics_process(delta: float) -> void:
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rotation += _angular_velocity * delta
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accel = _behavior.calculate_steering(accel)
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_linear_velocity += Vector2(accel.linear.x, accel.linear.y)
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_linear_velocity += GSTUtils.angle_to_vector2(rotation) * -agent.linear_acceleration_max
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_linear_velocity = _linear_velocity.clamped(agent.linear_speed_max)
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_linear_velocity = _linear_velocity.linear_interpolate(Vector2.ZERO, _linear_drag_coefficient)
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_linear_velocity = move_and_slide(_linear_velocity)
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@ -48,12 +52,12 @@ func setup(predict_time: float, linear_speed_max: float, linear_accel_max: float
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else:
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_behavior = GSTPursue.new(agent, player_agent, predict_time)
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_orient_behavior = GSTLookWhereYouGo.new(agent)
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_orient_behavior.alignment_tolerance = 0.001
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_orient_behavior.deceleration_radius = PI/2
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_orient_behavior = GSTFace.new(agent, _direction_face)
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_orient_behavior.alignment_tolerance = deg2rad(5)
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_orient_behavior.deceleration_radius = deg2rad(5)
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agent.angular_acceleration_max = deg2rad(10)
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agent.angular_speed_max = deg2rad(45)
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agent.angular_acceleration_max = deg2rad(40)
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agent.angular_speed_max = deg2rad(90)
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agent.linear_acceleration_max = linear_accel_max
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agent.linear_speed_max = linear_speed_max
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@ -39,7 +39,7 @@ func _physics_process(delta: float) -> void:
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var movement := get_movement()
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direction = Vector2(sin(-rotation), cos(rotation))
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direction = GSTUtils.angle_to_vector2(rotation)
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velocity += direction * acceleration_max * movement
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velocity = velocity.clamped(speed_max)
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@ -16,7 +16,7 @@ func _face(acceleration: GSTTargetAcceleration, target_position: Vector3) -> GST
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acceleration.set_zero()
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return acceleration
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else:
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var orientation = GSTUtils.vector_to_angle(to_target)
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var orientation = GSTUtils.vector3_to_angle(to_target)
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return _match_orientation(acceleration, orientation)
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@ -12,5 +12,5 @@ func _calculate_steering(accel: GSTTargetAcceleration) -> GSTTargetAcceleration:
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accel.set_zero()
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return accel
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else:
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var orientation := GSTUtils.vector_to_angle(agent.linear_velocity)
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var orientation := GSTUtils.vector3_to_angle(agent.linear_velocity)
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return _match_orientation(accel, orientation)
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@ -14,6 +14,7 @@ var _segments: Array
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var _nearest_point_on_segment: Vector3
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var _nearest_point_on_path: Vector3
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func _init(waypoints: Array, open := false) -> void:
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self.open = open
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create_path(waypoints)
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@ -15,5 +15,13 @@ static func clampedv3(vector: Vector3, limit: float) -> Vector3:
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#
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# This assumes orientation for 2D agents or 3D agents that are upright and
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# rotate around the Y axis.
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static func vector_to_angle(vector: Vector3) -> float:
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static func vector3_to_angle(vector: Vector3) -> float:
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return atan2(vector.x, -vector.y)
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# Returns a directional vector from the given orientation angle.
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#
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# This assumes orientation for 2D agents or 3D agents that are upright and
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# rotate around the Y axis.
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static func angle_to_vector2(angle: float) -> Vector2:
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return Vector2(sin(-angle), cos(angle))
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