diff --git a/project_gdscript/Demos/Arrive/Arriver.gd b/project_gdscript/Demos/Arrive/Arriver.gd index fb83b57..e5efb29 100644 --- a/project_gdscript/Demos/Arrive/Arriver.gd +++ b/project_gdscript/Demos/Arrive/Arriver.gd @@ -1,9 +1,9 @@ extends KinematicBody2D -var agent := GSAIKinematicBody2DAgent.new() -var target := GSAIAgentLocation.new() -var arrive := GSAIArrive.new() -var _accel := GSAITargetAcceleration.new() +var agent := GDGSAIKinematicBody2DAgent.new() +var target := GDGSAIAgentLocation.new() +var arrive := GDGSAIArrive.new() +var _accel := GDGSAITargetAcceleration.new() var _velocity := Vector2() var _drag := 0.1 diff --git a/project_gdscript/Demos/Arrive/TargetDrawer.gd b/project_gdscript/Demos/Arrive/TargetDrawer.gd index a5dccf7..1cd0d1e 100644 --- a/project_gdscript/Demos/Arrive/TargetDrawer.gd +++ b/project_gdscript/Demos/Arrive/TargetDrawer.gd @@ -12,6 +12,6 @@ func _ready() -> void: func _draw(): - var target_position := GSAIUtils.to_vector2(arriver.target.position) + var target_position := GDGSAIUtils.to_vector2(arriver.target.position) draw_circle(target_position, owner.deceleration_radius, deceleration_radius_color) draw_circle(target_position, owner.arrival_tolerance, arrival_tolerance_color) diff --git a/project_gdscript/Demos/Arrive3d/Seeker.gd b/project_gdscript/Demos/Arrive3d/Seeker.gd index 4d3d5bf..c4575f0 100644 --- a/project_gdscript/Demos/Arrive3d/Seeker.gd +++ b/project_gdscript/Demos/Arrive3d/Seeker.gd @@ -2,28 +2,28 @@ extends KinematicBody var target_node: Spatial -var agent : GSAIKinematicBody3DAgent = null -var target : GSAIAgentLocation = null -var accel : GSAITargetAcceleration = null -var blend : GSAIBlend = null -var face : GSAIFace = null -var arrive : GSAIArrive = null +var agent : GDGSAIKinematicBody3DAgent = null +var target : GDGSAIAgentLocation = null +var accel : GDGSAITargetAcceleration = null +var blend : GDGSAIBlend = null +var face : GDGSAIFace = null +var arrive : GDGSAIArrive = null func _init() -> void: - agent = GSAIKinematicBody3DAgent.new() + agent = GDGSAIKinematicBody3DAgent.new() agent.body = self - target = GSAIAgentLocation.new() - accel = GSAITargetAcceleration.new() - blend = GSAIBlend.new() + target = GDGSAIAgentLocation.new() + accel = GDGSAITargetAcceleration.new() + blend = GDGSAIBlend.new() blend.agent = agent - face = GSAIFace.new() + face = GDGSAIFace.new() face.agent = agent face.target = target face.use_z = true - arrive = GSAIArrive.new() + arrive = GDGSAIArrive.new() arrive.agent = agent arrive.target = target diff --git a/project_gdscript/Demos/AvoidCollisions/Avoider.gd b/project_gdscript/Demos/AvoidCollisions/Avoider.gd index 80d96c2..a2a56be 100644 --- a/project_gdscript/Demos/AvoidCollisions/Avoider.gd +++ b/project_gdscript/Demos/AvoidCollisions/Avoider.gd @@ -5,39 +5,39 @@ var draw_proximity: bool var _boundary_right: float var _boundary_bottom: float var _radius: float -var _accel := GSAITargetAcceleration.new() +var _accel := GDGSAITargetAcceleration.new() var _velocity := Vector2.ZERO var _direction := Vector2() var _drag := 0.1 var _color := Color(0.4, 1.0, 0.89, 0.3) onready var collision := $CollisionShape2D -var agent :GSAIKinematicBody2DAgent= null -var proximity :GSAIRadiusProximity= null -var avoid :GSAIAvoidCollisions= null -var target :GSAIAgentLocation= null -var seek :GSAISeek= null -var priority :GSAIPriority= null +var agent :GDGSAIKinematicBody2DAgent= null +var proximity :GDGSAIRadiusProximity= null +var avoid :GDGSAIAvoidCollisions= null +var target :GDGSAIAgentLocation= null +var seek :GDGSAISeek= null +var priority :GDGSAIPriority= null func _ready() -> void: - agent = GSAIKinematicBody2DAgent.new() + agent = GDGSAIKinematicBody2DAgent.new() agent.body = self - proximity = GSAIRadiusProximity.new() + proximity = GDGSAIRadiusProximity.new() proximity.agent = agent proximity.radius = 140 - avoid = GSAIAvoidCollisions.new() + avoid = GDGSAIAvoidCollisions.new() avoid.agent = agent avoid.proximity = proximity - target = GSAIAgentLocation.new() + target = GDGSAIAgentLocation.new() - seek = GSAISeek.new() + seek = GDGSAISeek.new() seek.agent = agent seek.target = target - priority = GSAIPriority.new() + priority = GDGSAIPriority.new() priority.agent = agent priority.zero_threshold = 0.0001 diff --git a/project_gdscript/Demos/Face/Player.gd b/project_gdscript/Demos/Face/Player.gd index d37cc17..19f6011 100644 --- a/project_gdscript/Demos/Face/Player.gd +++ b/project_gdscript/Demos/Face/Player.gd @@ -2,7 +2,7 @@ extends KinematicBody2D var speed: float -onready var agent := GSAIAgentLocation.new() +onready var agent := GDGSAIAgentLocation.new() func _physics_process(_delta: float) -> void: diff --git a/project_gdscript/Demos/Face/Turret.gd b/project_gdscript/Demos/Face/Turret.gd index 9568909..8af96f8 100644 --- a/project_gdscript/Demos/Face/Turret.gd +++ b/project_gdscript/Demos/Face/Turret.gd @@ -1,9 +1,9 @@ extends KinematicBody2D -var face: GSAIFace -var agent := GSAIKinematicBody2DAgent.new() +var face: GDGSAIFace +var agent := GDGSAIKinematicBody2DAgent.new() -var _accel := GSAITargetAcceleration.new() +var _accel := GDGSAITargetAcceleration.new() var _angular_drag := 0.1 var _cannon: Rect2 var _color: Color @@ -29,13 +29,13 @@ func _draw() -> void: func setup( - player_agent: GSAIAgentLocation, + player_agent: GDGSAIAgentLocation, align_tolerance: float, deceleration_radius: float, angular_accel_max: float, angular_speed_max: float ) -> void: - face = GSAIFace.new() + face = GDGSAIFace.new() face.agent = agent face.target = player_agent diff --git a/project_gdscript/Demos/FollowPath/PathFollower.gd b/project_gdscript/Demos/FollowPath/PathFollower.gd index f50ecdf..0e7b898 100644 --- a/project_gdscript/Demos/FollowPath/PathFollower.gd +++ b/project_gdscript/Demos/FollowPath/PathFollower.gd @@ -1,13 +1,13 @@ extends KinematicBody2D var _velocity := Vector2.ZERO -var _accel := GSAITargetAcceleration.new() +var _accel := GDGSAITargetAcceleration.new() var _valid := false var _drag := 0.1 -var agent := GSAIKinematicBody2DAgent.new() -var path := GSAIPath.new() -var follow := GSAIFollowPath.new() +var agent := GDGSAIKinematicBody2DAgent.new() +var path := GDGSAIPath.new() +var follow := GDGSAIFollowPath.new() func _ready() -> void: agent.body = self diff --git a/project_gdscript/Demos/GroupBehaviors/Member.gd b/project_gdscript/Demos/GroupBehaviors/Member.gd index 6052d19..804e104 100644 --- a/project_gdscript/Demos/GroupBehaviors/Member.gd +++ b/project_gdscript/Demos/GroupBehaviors/Member.gd @@ -1,11 +1,11 @@ extends KinematicBody2D -var separation: GSAISeparation -var cohesion: GSAICohesion -var proximity: GSAIRadiusProximity -var agent :GSAIKinematicBody2DAgent = null -var blend : GSAIBlend = null -var acceleration : GSAITargetAcceleration = null +var separation: GDGSAISeparation +var cohesion: GDGSAICohesion +var proximity: GDGSAIRadiusProximity +var agent :GDGSAIKinematicBody2DAgent = null +var blend : GDGSAIBlend = null +var acceleration : GDGSAITargetAcceleration = null var draw_proximity := false var _color := Color.red @@ -14,13 +14,13 @@ var _velocity := Vector2() onready var collision_shape := $CollisionShape2D func _init() -> void: - agent = GSAIKinematicBody2DAgent.new() + agent = GDGSAIKinematicBody2DAgent.new() agent.body = self - blend = GSAIBlend.new() + blend = GDGSAIBlend.new() blend.agent = agent - acceleration = GSAITargetAcceleration.new() + acceleration = GDGSAITargetAcceleration.new() func setup( linear_speed_max: float, @@ -37,16 +37,16 @@ func setup( agent.linear_speed_max = linear_speed_max agent.linear_drag_percentage = 0.1 - proximity = GSAIRadiusProximity.new() + proximity = GDGSAIRadiusProximity.new() proximity.agent = agent proximity.radius = proximity_radius - separation = GSAISeparation.new() + separation = GDGSAISeparation.new() separation.agent = agent separation.proximity = proximity separation.decay_coefficient = separation_decay_coefficient - cohesion = GSAICohesion.new() + cohesion = GDGSAICohesion.new() cohesion.agent = agent cohesion.proximity = proximity diff --git a/project_gdscript/Demos/PursueSeek/Player.gd b/project_gdscript/Demos/PursueSeek/Player.gd index 8bc3588..de5e04d 100644 --- a/project_gdscript/Demos/PursueSeek/Player.gd +++ b/project_gdscript/Demos/PursueSeek/Player.gd @@ -11,7 +11,7 @@ export var linear_drag := 0.025 var _linear_velocity := Vector2() var _angular_velocity := 0.0 -onready var agent := GSAISteeringAgent.new() +onready var agent := GDGSAISteeringAgent.new() func _physics_process(delta: float) -> void: diff --git a/project_gdscript/Demos/PursueSeek/Pursuer.gd b/project_gdscript/Demos/PursueSeek/Pursuer.gd index 0425f98..02f5222 100644 --- a/project_gdscript/Demos/PursueSeek/Pursuer.gd +++ b/project_gdscript/Demos/PursueSeek/Pursuer.gd @@ -3,22 +3,22 @@ extends KinematicBody2D export var use_seek: bool = false -var _blend: GSAIBlend +var _blend: GDGSAIBlend var _linear_drag_coefficient := 0.025 var _angular_drag := 0.1 -var _direction_face := GSAIAgentLocation.new() +var _direction_face := GDGSAIAgentLocation.new() -var agent : GSAIKinematicBody2DAgent= null -var accel : GSAITargetAcceleration = null -var player_agent : GSAISteeringAgent = null +var agent : GDGSAIKinematicBody2DAgent= null +var accel : GDGSAITargetAcceleration = null +var player_agent : GDGSAISteeringAgent = null func _ready() -> void: - agent = GSAIKinematicBody2DAgent.new() + agent = GDGSAIKinematicBody2DAgent.new() agent.body = self - accel = GSAITargetAcceleration.new() + accel = GDGSAITargetAcceleration.new() player_agent = owner.find_node("Player", true, false).agent agent.calculate_velocities = false @@ -38,36 +38,36 @@ func _physics_process(delta: float) -> void: rotation += agent.angular_velocity * delta var linear_velocity := ( - GSAIUtils.to_vector2(agent.linear_velocity) - + (GSAIUtils.angle_to_vector2(rotation) * -agent.linear_acceleration_max * delta) + GDGSAIUtils.to_vector2(agent.linear_velocity) + + (GDGSAIUtils.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) + agent.linear_velocity = GDGSAIUtils.to_vector3(linear_velocity) func setup(predict_time: float, linear_speed_max: float, linear_accel_max: float) -> void: - var behavior: GSAISteeringBehavior + var behavior: GDGSAISteeringBehavior if use_seek: - behavior = GSAISeek.new() + behavior = GDGSAISeek.new() behavior.agent = agent behavior.target = player_agent else: - behavior = GSAIPursue.new() + behavior = GDGSAIPursue.new() behavior.agent = agent behavior.target = player_agent behavior.predict_time_max = predict_time - var orient_behavior : GSAIFace = GSAIFace.new() + var orient_behavior : GDGSAIFace = GDGSAIFace.new() orient_behavior.agent = agent orient_behavior.target = _direction_face orient_behavior.alignment_tolerance = deg2rad(5) orient_behavior.deceleration_radius = deg2rad(30) - _blend = GSAIBlend.new() + _blend = GDGSAIBlend.new() _blend.agent = agent _blend.add_behavior(behavior, 1) _blend.add_behavior(orient_behavior, 1) diff --git a/project_gdscript/Demos/Quickstart/Agent.gd b/project_gdscript/Demos/Quickstart/Agent.gd index 04a898f..407f662 100644 --- a/project_gdscript/Demos/Quickstart/Agent.gd +++ b/project_gdscript/Demos/Quickstart/Agent.gd @@ -18,52 +18,52 @@ var linear_drag := 0.1 var angular_drag := 0.1 # Holds the linear and angular components calculated by our steering behaviors. -var acceleration : GSAITargetAcceleration = null +var acceleration : GDGSAITargetAcceleration = null onready var current_health := health_max -# GSAISteeringAgent holds our agent's position, orientation, maximum speed and acceleration. -var agent : GSAISteeringAgent = null +# GDGSAISteeringAgent holds our agent's position, orientation, maximum speed and acceleration. +var agent : GDGSAISteeringAgent = null var player: Node = null # This assumes that our player class will keep its own agent updated. -var player_agent : GSAISteeringAgent = null +var player_agent : GDGSAISteeringAgent = null # Proximities represent an area with which an agent can identify where neighbors in its relevant # group are. In our case, the group will feature the player, which will be used to avoid a # collision with them. We use a radius proximity so the player is only relevant inside 100 pixels. -var proximity : GSAIRadiusProximity = null +var proximity : GDGSAIRadiusProximity = null -# GSAIBlend combines behaviors together, calculating all of their acceleration together and adding +# GDGSAIBlend combines behaviors together, calculating all of their acceleration together and adding # them together, multiplied by a strength. We will have one for fleeing, and one for pursuing, # toggling them depending on the agent's health. Since we want the agent to rotate AND move, then # we aim to blend them together. -var flee_blend : GSAIBlend = null -var pursue_blend : GSAIBlend = null +var flee_blend : GDGSAIBlend = null +var pursue_blend : GDGSAIBlend = null -# GSAIPriority will be the main steering behavior we use. It holds sub-behaviors and will pick the +# GDGSAIPriority will be the main steering behavior we use. It holds sub-behaviors and will pick the # first one that returns non-zero acceleration, ignoring any afterwards. -var priority : GSAIPriority = null +var priority : GDGSAIPriority = null func _ready() -> void: - acceleration = GSAITargetAcceleration.new() - agent = GSAISteeringAgent.new() + acceleration = GDGSAITargetAcceleration.new() + agent = GDGSAISteeringAgent.new() player = get_tree().get_nodes_in_group("Player")[0] player_agent = player.agent - proximity = GSAIRadiusProximity.new() + proximity = GDGSAIRadiusProximity.new() proximity.agent = agent proximity.agents = [ player_agent ] proximity.radius = 100 - flee_blend = GSAIBlend.new() + flee_blend = GDGSAIBlend.new() flee_blend.agent = agent - pursue_blend = GSAIBlend.new() + pursue_blend = GDGSAIBlend.new() pursue_blend.agent = agent - priority = GSAIPriority.new() + priority = GDGSAIPriority.new() priority.agent = agent # ---------- Configuration for our agent ---------- @@ -77,26 +77,26 @@ func _ready() -> void: # ---------- Configuration for our behaviors ---------- # Pursue will happen while the agent is in good health. It produces acceleration that takes # the agent on an intercept course with the target, predicting its position in the future. - var pursue : GSAIPursue = GSAIPursue.new() + var pursue : GDGSAIPursue = GDGSAIPursue.new() pursue.agent = agent pursue.target = player_agent pursue.predict_time_max = 1.5 # Flee will happen while the agent is in bad health, so will start disabled. It produces # acceleration that takes the agent directly away from the target with no prediction. - var flee : GSAIFlee = GSAIFlee.new() + var flee : GDGSAIFlee = GDGSAIFlee.new() flee.agent = agent flee.target = player_agent # AvoidCollision tries to keep the agent from running into any of the neighbors found in its # proximity group. In our case, this will be the player, if they are close enough. - var avoid : GSAIAvoidCollisions = GSAIAvoidCollisions.new() + var avoid : GDGSAIAvoidCollisions = GDGSAIAvoidCollisions.new() avoid.agent = agent avoid.proximity = proximity # Face turns the agent to keep looking towards its target. It will be enabled while the agent # is not fleeing due to low health. It tries to arrive 'on alignment' with 0 remaining velocity. - var face : GSAIFace = GSAIFace.new() + var face : GDGSAIFace = GDGSAIFace.new() face.agent = agent face.target = player_agent @@ -108,7 +108,7 @@ func _ready() -> void: # LookWhereYouGo turns the agent to keep looking towards its direction of travel. It will only # be enabled while the agent is at low health. - var look : GSAILookWhereYouGo = GSAILookWhereYouGo.new() + var look : GDGSAILookWhereYouGo = GDGSAILookWhereYouGo.new() look.agent = agent # How close for the agent to be 'aligned', if not exact look.alignment_tolerance = deg2rad(5) diff --git a/project_gdscript/Demos/Quickstart/Player.gd b/project_gdscript/Demos/Quickstart/Player.gd index 3a97a1e..d5758c4 100644 --- a/project_gdscript/Demos/Quickstart/Player.gd +++ b/project_gdscript/Demos/Quickstart/Player.gd @@ -10,18 +10,18 @@ var velocity := Vector2.ZERO var angular_velocity := 0.0 var direction := Vector2.RIGHT -var agent : GSAISteeringAgent = null -var proxy_target : GSAIAgentLocation = null -var face : GSAIFace = null +var agent : GDGSAISteeringAgent = null +var proxy_target : GDGSAIAgentLocation = null +var face : GDGSAIFace = null -onready var accel := GSAITargetAcceleration.new() +onready var accel := GDGSAITargetAcceleration.new() onready var bullets := owner.get_node("Bullets") func _ready() -> void: - agent = GSAISteeringAgent.new() - proxy_target = GSAIAgentLocation.new() - face = GSAIFace.new() + agent = GDGSAISteeringAgent.new() + proxy_target = GDGSAIAgentLocation.new() + face = GDGSAIFace.new() face.agent = agent face.target = proxy_target @@ -45,7 +45,7 @@ func _physics_process(delta: float) -> void: var movement := get_movement() - direction = GSAIUtils.angle_to_vector2(rotation) + direction = GDGSAIUtils.angle_to_vector2(rotation) velocity += direction * acceleration_max * movement * delta velocity = velocity.clamped(speed_max) diff --git a/project_gdscript/Demos/SeekFlee/Player.gd b/project_gdscript/Demos/SeekFlee/Player.gd index 7008704..ec5e2e1 100644 --- a/project_gdscript/Demos/SeekFlee/Player.gd +++ b/project_gdscript/Demos/SeekFlee/Player.gd @@ -2,11 +2,11 @@ extends KinematicBody2D # Class to control the player in basic left/right up/down movement. var speed: float -onready var agent := GSAIAgentLocation.new() +onready var agent := GDGSAIAgentLocation.new() func _ready() -> void: - agent.position = GSAIUtils.to_vector3(global_position) + agent.position = GDGSAIUtils.to_vector3(global_position) func _physics_process(_delta: float) -> void: @@ -16,7 +16,7 @@ func _physics_process(_delta: float) -> void: # warning-ignore:return_value_discarded move_and_slide(movement * speed) - agent.position = GSAIUtils.to_vector3(global_position) + agent.position = GDGSAIUtils.to_vector3(global_position) func _get_movement() -> Vector2: diff --git a/project_gdscript/Demos/SeekFlee/Seeker.gd b/project_gdscript/Demos/SeekFlee/Seeker.gd index 21878ee..8ee2dad 100644 --- a/project_gdscript/Demos/SeekFlee/Seeker.gd +++ b/project_gdscript/Demos/SeekFlee/Seeker.gd @@ -1,28 +1,28 @@ extends KinematicBody2D -var player_agent: GSAIAgentLocation +var player_agent: GDGSAIAgentLocation var velocity := Vector2.ZERO var start_speed: float var start_accel: float var use_seek := true -var agent : GSAIKinematicBody2DAgent = null -var accel : GSAITargetAcceleration = null -var seek : GSAISeek = null -var flee : GSAIFlee = null +var agent : GDGSAIKinematicBody2DAgent = null +var accel : GDGSAITargetAcceleration = null +var seek : GDGSAISeek = null +var flee : GDGSAIFlee = null func _ready() -> void: - agent = GSAIKinematicBody2DAgent.new() + agent = GDGSAIKinematicBody2DAgent.new() agent.body = self - accel = GSAITargetAcceleration.new() + accel = GDGSAITargetAcceleration.new() - seek = GSAISeek.new() + seek = GDGSAISeek.new() seek.agent = agent seek.target = player_agent - flee = GSAIFlee.new() + flee = GDGSAIFlee.new() flee.agent = agent flee.target = player_agent diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIKinematicBody2DAgent.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIKinematicBody2DAgent.gd index f697afc..39cd308 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIKinematicBody2DAgent.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIKinematicBody2DAgent.gd @@ -1,5 +1,5 @@ -extends GSAISpecializedAgent -class_name GSAIKinematicBody2DAgent +extends GDGSAISpecializedAgent +class_name GDGSAIKinematicBody2DAgent # A specialized steering agent that updates itself every frame so the user does # not have to using a KinematicBody2D @@ -31,7 +31,7 @@ func _body_ready() -> void: # Moves the agent's `body` by target `acceleration`. # @tags - virtual -func _apply_steering(acceleration: GSAITargetAcceleration, delta: float) -> void: +func _apply_steering(acceleration: GDGSAITargetAcceleration, delta: float) -> void: applied_steering = true if movement_type == MovementType.COLLIDE: @@ -53,7 +53,7 @@ func _apply_sliding_steering(accel: Vector3, delta: float) -> void: if !_body.is_inside_tree() or _body.get_tree().paused: return - var velocity : Vector2 = GSAIUtils.to_vector2(linear_velocity + accel * delta).clamped(linear_speed_max) + var velocity : Vector2 = GDGSAIUtils.to_vector2(linear_velocity + accel * delta).clamped(linear_speed_max) if apply_linear_drag: velocity = velocity.linear_interpolate(Vector2.ZERO, linear_drag_percentage) @@ -61,7 +61,7 @@ func _apply_sliding_steering(accel: Vector3, delta: float) -> void: velocity = _body.move_and_slide(velocity) if calculate_velocities: - linear_velocity = GSAIUtils.to_vector3(velocity) + linear_velocity = GDGSAIUtils.to_vector3(velocity) func _apply_collide_steering(accel: Vector3, delta: float) -> void: @@ -69,12 +69,12 @@ func _apply_collide_steering(accel: Vector3, delta: float) -> void: if !_body: return - var velocity : Vector3 = GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max) + var velocity : Vector3 = GDGSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max) if apply_linear_drag: velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage) # warning-ignore:return_value_discarded - _body.move_and_collide(GSAIUtils.to_vector2(velocity) * delta) + _body.move_and_collide(GDGSAIUtils.to_vector2(velocity) * delta) if calculate_velocities: linear_velocity = velocity @@ -85,12 +85,12 @@ func _apply_position_steering(accel: Vector3, delta: float) -> void: if !_body: return - var velocity : Vector3 = GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max) + var velocity : Vector3 = GDGSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max) if apply_linear_drag: velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage) - _body.global_position += GSAIUtils.to_vector2(velocity) * delta + _body.global_position += GDGSAIUtils.to_vector2(velocity) * delta if calculate_velocities: linear_velocity = velocity @@ -125,7 +125,7 @@ func _set_body(value: KinematicBody2D) -> void: _last_position = value.global_position last_orientation = value.rotation - position = GSAIUtils.to_vector3(_last_position) + position = GDGSAIUtils.to_vector3(_last_position) orientation = last_orientation if !had_body: @@ -143,14 +143,14 @@ func _on_SceneTree_physics_frame() -> void: var current_position : Vector2 = _body.global_position var current_orientation : float = _body.rotation - position = GSAIUtils.to_vector3(current_position) + position = GDGSAIUtils.to_vector3(current_position) orientation = current_orientation if calculate_velocities: if applied_steering: applied_steering = false else: - linear_velocity = GSAIUtils.clampedv3(GSAIUtils.to_vector3(current_position - _last_position), linear_speed_max) + linear_velocity = GDGSAIUtils.clampedv3(GDGSAIUtils.to_vector3(current_position - _last_position), linear_speed_max) if apply_linear_drag: linear_velocity = linear_velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage) diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIKinematicBody3DAgent.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIKinematicBody3DAgent.gd index db47efa..e1e4a71 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIKinematicBody3DAgent.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIKinematicBody3DAgent.gd @@ -1,5 +1,5 @@ -extends GSAISpecializedAgent -class_name GSAIKinematicBody3DAgent +extends GDGSAISpecializedAgent +class_name GDGSAIKinematicBody3DAgent # A specialized steering agent that updates itself every frame so the user does # not have to using a KinematicBody @@ -31,7 +31,7 @@ func _body_ready() -> void: # Moves the agent's `body` by target `acceleration`. # @tags - virtual -func _apply_steering(acceleration: GSAITargetAcceleration, delta: float) -> void: +func _apply_steering(acceleration: GDGSAITargetAcceleration, delta: float) -> void: applied_steering = true if movement_type == MovementType.COLLIDE: _apply_collide_steering(acceleration.linear, delta) @@ -48,7 +48,7 @@ func _apply_sliding_steering(accel: Vector3, delta: float) -> void: if !_body: return - var velocity : Vector3 = GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max) + var velocity : Vector3 = GDGSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max) if apply_linear_drag: velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage) @@ -63,7 +63,7 @@ func _apply_collide_steering(accel: Vector3, delta: float) -> void: if !_body: return - var velocity : Vector3 = GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max) + var velocity : Vector3 = GDGSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max) if apply_linear_drag: velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage) @@ -79,7 +79,7 @@ func _apply_position_steering(accel: Vector3, delta: float) -> void: if !_body: return - var velocity : Vector3 = GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max) + var velocity : Vector3 = GDGSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max) if apply_linear_drag: velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage) @@ -146,7 +146,7 @@ func _on_SceneTree_physics_frame() -> void: if applied_steering: applied_steering = false else: - linear_velocity = GSAIUtils.clampedv3(current_position - _last_position, linear_speed_max) + linear_velocity = GDGSAIUtils.clampedv3(current_position - _last_position, linear_speed_max) if apply_linear_drag: linear_velocity = linear_velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage) diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIRigidBody2DAgent.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIRigidBody2DAgent.gd index 680ace8..5228c7d 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIRigidBody2DAgent.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIRigidBody2DAgent.gd @@ -1,5 +1,5 @@ -extends GSAISpecializedAgent -class_name GSAIRigidBody2DAgent +extends GDGSAISpecializedAgent +class_name GDGSAIRigidBody2DAgent # A specialized steering agent that updates itself every frame so the user does # not have to using a RigidBody2D @@ -19,16 +19,16 @@ func _body_ready() -> void: # Moves the agent's `body` by target `acceleration`. # @tags - virtual -func _apply_steering(acceleration : GSAITargetAcceleration, _delta : float) -> void: +func _apply_steering(acceleration : GDGSAITargetAcceleration, _delta : float) -> void: var _body: RigidBody2D = _body_ref.get_ref() if not _body: return applied_steering = true - _body.apply_central_impulse(GSAIUtils.to_vector2(acceleration.linear)) + _body.apply_central_impulse(GDGSAIUtils.to_vector2(acceleration.linear)) _body.apply_torque_impulse(acceleration.angular) if calculate_velocities: - linear_velocity = GSAIUtils.to_vector3(_body.linear_velocity) + linear_velocity = GDGSAIUtils.to_vector3(_body.linear_velocity) angular_velocity = _body.angular_velocity @@ -44,7 +44,7 @@ func _set_body(value: RigidBody2D) -> void: _last_position = value.global_position last_orientation = value.rotation - position = GSAIUtils.to_vector3(_last_position) + position = GDGSAIUtils.to_vector3(_last_position) orientation = last_orientation if !had_body: @@ -65,12 +65,12 @@ func _on_SceneTree_frame() -> void: var current_position : Vector2 = _body.global_position var current_orientation : float = _body.rotation - position = GSAIUtils.to_vector3(current_position) + position = GDGSAIUtils.to_vector3(current_position) orientation = current_orientation if calculate_velocities: if applied_steering: applied_steering = false else: - linear_velocity = GSAIUtils.to_vector3(_body.linear_velocity) + linear_velocity = GDGSAIUtils.to_vector3(_body.linear_velocity) angular_velocity = _body.angular_velocity diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIRigidBody3DAgent.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIRigidBody3DAgent.gd index 652da1a..2936bc1 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIRigidBody3DAgent.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIRigidBody3DAgent.gd @@ -1,5 +1,5 @@ -extends GSAISpecializedAgent -class_name GSAIRigidBody3DAgent +extends GDGSAISpecializedAgent +class_name GDGSAIRigidBody3DAgent # A specialized steering agent that updates itself every frame so the user does # not have to using a RigidBody @@ -18,7 +18,7 @@ func _body_ready() -> void: # Moves the agent's `body` by target `acceleration`. # @tags - virtual -func _apply_steering(acceleration: GSAITargetAcceleration, _delta: float) -> void: +func _apply_steering(acceleration: GDGSAITargetAcceleration, _delta: float) -> void: var _body: RigidBody = _body_ref.get_ref() if !_body: return diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAISpecializedAgent.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAISpecializedAgent.gd index e656a1d..318beec 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAISpecializedAgent.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAISpecializedAgent.gd @@ -1,5 +1,5 @@ -extends GSAISteeringAgent -class_name GSAISpecializedAgent +extends GDGSAISteeringAgent +class_name GDGSAISpecializedAgent # 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. @@ -33,10 +33,10 @@ var angular_drag_percentage : float = 0.0 var last_orientation : float = 0.0 var applied_steering : bool = false -func apply_steering(_acceleration : GSAITargetAcceleration, _delta : float) -> void: +func apply_steering(_acceleration : GDGSAITargetAcceleration, _delta : float) -> void: call("_apply_steering", _acceleration, _delta) # Moves the agent's body by target `acceleration`. # @tags - virtual -func _apply_steering(_acceleration : GSAITargetAcceleration, _delta : float) -> void: +func _apply_steering(_acceleration : GDGSAITargetAcceleration, _delta : float) -> void: pass diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIArrive.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIArrive.gd index 8629563..b0267a9 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIArrive.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIArrive.gd @@ -1,12 +1,12 @@ -class_name GSAIArrive -extends GSAISteeringBehavior +class_name GDGSAIArrive +extends GDGSAISteeringBehavior # Calculates acceleration to take an agent to its target's location. The # calculation attempts to arrive with zero remaining velocity. # @category - Individual behaviors # Target agent to arrive to. -var target : GSAIAgentLocation +var target : GDGSAIAgentLocation # Distance from the target for the agent to be considered successfully # arrived. var arrival_tolerance : float = 0.0 @@ -15,10 +15,10 @@ var deceleration_radius : float = 0.0 # Represents the time it takes to change acceleration. var time_to_reach : float = 0.1 -func arrive(acceleration : GSAITargetAcceleration, target_position : Vector3) -> void: +func arrive(acceleration : GDGSAITargetAcceleration, target_position : Vector3) -> void: call("_arrive", acceleration, target_position) -func _arrive(acceleration : GSAITargetAcceleration, target_position : Vector3) -> void: +func _arrive(acceleration : GDGSAITargetAcceleration, target_position : Vector3) -> void: var to_target : Vector3 = target_position - agent.position var distance : float = to_target.length() @@ -34,8 +34,8 @@ func _arrive(acceleration : GSAITargetAcceleration, target_position : Vector3) - desired_velocity = ((desired_velocity - agent.linear_velocity) * 1.0 / time_to_reach) - acceleration.linear = GSAIUtils.clampedv3(desired_velocity, agent.linear_acceleration_max) + acceleration.linear = GDGSAIUtils.clampedv3(desired_velocity, agent.linear_acceleration_max) acceleration.angular = 0 -func _calculate_steering(acceleration: GSAITargetAcceleration) -> void: +func _calculate_steering(acceleration: GDGSAITargetAcceleration) -> void: arrive(acceleration, target.position) diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIAvoidCollisions.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIAvoidCollisions.gd index a373b36..0fd9c5e 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIAvoidCollisions.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIAvoidCollisions.gd @@ -1,18 +1,18 @@ -class_name GSAIAvoidCollisions -extends GSAIGroupBehavior +class_name GDGSAIAvoidCollisions +extends GDGSAIGroupBehavior # Steers the agent to avoid obstacles in its path. Approximates obstacles as # spheres. # @category - Group behaviors -var _first_neighbor: GSAISteeringAgent +var _first_neighbor: GDGSAISteeringAgent var _shortest_time : float = 0.0 var _first_minimum_separation : float = 0.0 var _first_distance : float = 0.0 var _first_relative_position : Vector3 var _first_relative_velocity : Vector3 -func _calculate_steering(acceleration: GSAITargetAcceleration) -> void: +func _calculate_steering(acceleration: GDGSAITargetAcceleration) -> void: _shortest_time = INF _first_neighbor = null _first_minimum_separation = 0 @@ -35,7 +35,7 @@ func _calculate_steering(acceleration: GSAITargetAcceleration) -> void: # Callback for the proximity to call when finding neighbors. Keeps track of every `neighbor` # that was found but only keeps the one the owning agent will most likely collide with. # @tags - virtual -func _report_neighbor(neighbor: GSAISteeringAgent) -> bool: +func _report_neighbor(neighbor: GDGSAISteeringAgent) -> bool: var relative_position : Vector3 = neighbor.position - agent.position var relative_velocity : Vector3 = neighbor.linear_velocity - agent.linear_velocity var relative_speed_squared : float = relative_velocity.length_squared() diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIBlend.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIBlend.gd index f14d5a2..1acecbf 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIBlend.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIBlend.gd @@ -1,21 +1,21 @@ -class_name GSAIBlend -extends GSAISteeringBehavior +class_name GDGSAIBlend +extends GDGSAISteeringBehavior # Blends multiple steering behaviors into one, and returns a weighted # acceleration from their calculations. # # Stores the behaviors internally as dictionaries of the form # { -# behavior : GSAISteeringBehavior, +# behavior : GDGSAISteeringBehavior, # weight : float # } # @category - Combination behaviors var _behaviors : Array = Array() -var _accel : GSAITargetAcceleration = GSAITargetAcceleration.new() +var _accel : GDGSAITargetAcceleration = GDGSAITargetAcceleration.new() # Appends a behavior to the internal array along with its `weight`. -func add_behavior(behavior : GSAISteeringBehavior, weight : float) -> void: +func add_behavior(behavior : GDGSAISteeringBehavior, weight : float) -> void: behavior.agent = agent var dict : Dictionary = Dictionary() @@ -48,10 +48,10 @@ func remove_behavior(index : int) -> void: func get_behaviour_count() -> int: return _behaviors.size() -func get_accel() -> GSAITargetAcceleration: +func get_accel() -> GDGSAITargetAcceleration: return _accel -func _calculate_steering(blended_accel: GSAITargetAcceleration) -> void: +func _calculate_steering(blended_accel: GDGSAITargetAcceleration) -> void: blended_accel.set_zero() for i in range(_behaviors.size()): @@ -60,5 +60,5 @@ func _calculate_steering(blended_accel: GSAITargetAcceleration) -> void: blended_accel.add_scaled_accel(_accel, bw.weight) - blended_accel.linear = GSAIUtils.clampedv3(blended_accel.linear, agent.linear_acceleration_max) + blended_accel.linear = GDGSAIUtils.clampedv3(blended_accel.linear, agent.linear_acceleration_max) blended_accel.angular = clamp(blended_accel.angular, -agent.angular_acceleration_max, agent.angular_acceleration_max) diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAICohesion.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAICohesion.gd index 772a894..7508938 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAICohesion.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAICohesion.gd @@ -1,14 +1,14 @@ -class_name GSAICohesion -extends GSAIGroupBehavior +class_name GDGSAICohesion +extends GDGSAIGroupBehavior # Calculates an acceleration that attempts to move the agent towards the center -# of mass of the agents in the area defined by the `GSAIProximity`. +# of mass of the agents in the area defined by the `GDGSAIProximity`. # @category - Group behaviors var _center_of_mass: Vector3 -func _calculate_steering(acceleration: GSAITargetAcceleration) -> void: +func _calculate_steering(acceleration: GDGSAITargetAcceleration) -> void: acceleration.set_zero() _center_of_mass = Vector3.ZERO @@ -21,6 +21,6 @@ func _calculate_steering(acceleration: GSAITargetAcceleration) -> void: # Callback for the proximity to call when finding neighbors. Adds `neighbor`'s position # to the center of mass of the group. # @tags - virtual -func _report_neighbor(neighbor: GSAISteeringAgent) -> bool: +func _report_neighbor(neighbor: GDGSAISteeringAgent) -> bool: _center_of_mass += neighbor.position return true diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIEvade.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIEvade.gd index 3b3ed8c..cdf7342 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIEvade.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIEvade.gd @@ -1,5 +1,5 @@ -class_name GSAIEvade -extends GSAIPursue +class_name GDGSAIEvade +extends GDGSAIPursue # Calculates acceleration to take an agent away from where a target agent is # moving. diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIFace.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIFace.gd index 2ec724a..dc7f66a 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIFace.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIFace.gd @@ -1,14 +1,14 @@ -class_name GSAIFace -extends GSAIMatchOrientation +class_name GDGSAIFace +extends GDGSAIMatchOrientation # Calculates angular acceleration to rotate a target to face its target's # position. The behavior attemps to arrive with zero remaining angular velocity. # @category - Individual behaviors -func face(acceleration: GSAITargetAcceleration, target_position: Vector3) -> void: +func face(acceleration: GDGSAITargetAcceleration, target_position: Vector3) -> void: call("_face", acceleration, target_position) -func _face(acceleration: GSAITargetAcceleration, target_position: Vector3) -> void: +func _face(acceleration: GDGSAITargetAcceleration, target_position: Vector3) -> void: var to_target : Vector3 = target_position - agent.position var distance_squared : float = to_target.length_squared() @@ -18,11 +18,11 @@ func _face(acceleration: GSAITargetAcceleration, target_position: Vector3) -> vo var orientation : float if use_z: - orientation = GSAIUtils.vector3_to_angle(to_target) + orientation = GDGSAIUtils.vector3_to_angle(to_target) else: - orientation = GSAIUtils.vector2_to_angle(GSAIUtils.to_vector2(to_target)) + orientation = GDGSAIUtils.vector2_to_angle(GDGSAIUtils.to_vector2(to_target)) match_orientation(acceleration, orientation) -func _calculate_steering(acceleration: GSAITargetAcceleration) -> void: +func _calculate_steering(acceleration: GDGSAITargetAcceleration) -> void: face(acceleration, target.position) diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIFlee.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIFlee.gd index 8255300..a5b7b59 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIFlee.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIFlee.gd @@ -1,9 +1,9 @@ -class_name GSAIFlee -extends GSAISeek +class_name GDGSAIFlee +extends GDGSAISeek # Calculates acceleration to take an agent directly away from a target agent. # @category - Individual behaviors -func _calculate_steering(acceleration: GSAITargetAcceleration) -> void: +func _calculate_steering(acceleration: GDGSAITargetAcceleration) -> void: acceleration.linear = ((agent.position - target.position).normalized() * agent.linear_acceleration_max) acceleration.angular = 0 diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIFollowPath.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIFollowPath.gd index ab3a9e1..140eb90 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIFollowPath.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIFollowPath.gd @@ -1,22 +1,22 @@ -class_name GSAIFollowPath -extends GSAIArrive +class_name GDGSAIFollowPath +extends GDGSAIArrive # Produces a linear acceleration that moves the agent along the specified path. # @category - Individual behaviors # The path to follow and travel along. -var path : GSAIPath +var path : GDGSAIPath # The distance along the path to generate the next target position. var path_offset : float = 0.0 -# Whether to use `GSAIArrive` behavior on an open path. +# Whether to use `GDGSAIArrive` behavior on an open path. var is_arrive_enabled : bool = true # The amount of time in the future to predict the owning agent's position along # the path. Setting it to 0.0 will force non-predictive path following. var prediction_time : float = 0.0 -func _calculate_steering(acceleration: GSAITargetAcceleration) -> void: +func _calculate_steering(acceleration: GDGSAITargetAcceleration) -> void: var location : Vector3 if prediction_time == 0: diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAILookWhereYouGo.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAILookWhereYouGo.gd index 07b5175..19b588a 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAILookWhereYouGo.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAILookWhereYouGo.gd @@ -1,19 +1,19 @@ -class_name GSAILookWhereYouGo -extends GSAIMatchOrientation +class_name GDGSAILookWhereYouGo +extends GDGSAIMatchOrientation # Calculates an angular acceleration to match an agent's orientation to its # direction of travel. # @category - Individual behaviors -func _calculate_steering(accel: GSAITargetAcceleration) -> void: +func _calculate_steering(accel: GDGSAITargetAcceleration) -> void: if agent.linear_velocity.length_squared() < agent.zero_linear_speed_threshold: accel.set_zero() else: var orientation : float if use_z: - orientation = GSAIUtils.vector3_to_angle(agent.linear_velocity) + orientation = GDGSAIUtils.vector3_to_angle(agent.linear_velocity) else: - orientation = GSAIUtils.vector2_to_angle(GSAIUtils.to_vector2(agent.linear_velocity)) + orientation = GDGSAIUtils.vector2_to_angle(GDGSAIUtils.to_vector2(agent.linear_velocity)) match_orientation(accel, orientation) diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIMatchOrientation.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIMatchOrientation.gd index 2afe5d3..721d550 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIMatchOrientation.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIMatchOrientation.gd @@ -1,5 +1,5 @@ -class_name GSAIMatchOrientation -extends GSAISteeringBehavior +class_name GDGSAIMatchOrientation +extends GDGSAISteeringBehavior # Calculates an angular acceleration to match an agent's orientation to that of # its target. Attempts to make the agent arrive with zero remaining angular @@ -7,7 +7,7 @@ extends GSAISteeringBehavior # @category - Individual behaviors # The target orientation for the behavior to try and match rotations to. -var target : GSAIAgentLocation +var target : GDGSAIAgentLocation # The amount of distance in radians for the behavior to consider itself close # enough to be matching the target agent's rotation. var alignment_tolerance : float = 0.0 @@ -19,10 +19,10 @@ var time_to_reach : float = 0.1 # determining angles. X and Z should be used in 3D. var use_z : bool = false -func match_orientation(acceleration: GSAITargetAcceleration, desired_orientation: float) -> void: +func match_orientation(acceleration: GDGSAITargetAcceleration, desired_orientation: float) -> void: call("_match_orientation", acceleration, desired_orientation) -func _match_orientation(acceleration: GSAITargetAcceleration, desired_orientation: float) -> void: +func _match_orientation(acceleration: GDGSAITargetAcceleration, desired_orientation: float) -> void: var rotation : float = wrapf(desired_orientation - agent.orientation, -PI, PI) var rotation_size : float = abs(rotation) @@ -46,5 +46,5 @@ func _match_orientation(acceleration: GSAITargetAcceleration, desired_orientatio acceleration.linear = Vector3.ZERO -func _calculate_steering(acceleration: GSAITargetAcceleration) -> void: +func _calculate_steering(acceleration: GDGSAITargetAcceleration) -> void: match_orientation(acceleration, target.orientation) diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIPriority.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIPriority.gd index 7b787bb..7e79431 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIPriority.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIPriority.gd @@ -1,5 +1,5 @@ -class_name GSAIPriority -extends GSAISteeringBehavior +class_name GDGSAIPriority +extends GDGSAISteeringBehavior # Container for multiple behaviors that returns the result of the first child # behavior with non-zero acceleration. @@ -14,12 +14,12 @@ var _last_selected_index : int = 0 var _behaviors : Array = Array() # Appends a steering behavior as a child of this container. -func add_behavior(behavior: GSAISteeringBehavior) -> void: +func add_behavior(behavior: GDGSAISteeringBehavior) -> void: _behaviors.append(behavior) # Returns the behavior at the position in the pool referred to by `index`, or # `null` if no behavior was found. -func get_behavior(index : int) -> GSAISteeringBehavior: +func get_behavior(index : int) -> GDGSAISteeringBehavior: if _behaviors.size() > index: return _behaviors[index] @@ -41,7 +41,7 @@ func get_behaviour_count() -> int: return _behaviors.size() -func _calculate_steering(accel : GSAITargetAcceleration) -> void: +func _calculate_steering(accel : GDGSAITargetAcceleration) -> void: var threshold_squared : float = zero_threshold * zero_threshold _last_selected_index = -1 @@ -51,7 +51,7 @@ func _calculate_steering(accel : GSAITargetAcceleration) -> void: if size > 0: for i in range(size): _last_selected_index = i - var behavior: GSAISteeringBehavior = _behaviors[i] + var behavior: GDGSAISteeringBehavior = _behaviors[i] behavior.calculate_steering(accel) if accel.get_magnitude_squared() > threshold_squared: diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIPursue.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIPursue.gd index b229384..647df3b 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIPursue.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIPursue.gd @@ -1,17 +1,17 @@ -class_name GSAIPursue -extends GSAISteeringBehavior +class_name GDGSAIPursue +extends GDGSAISteeringBehavior # Calculates an acceleration to make an agent intercept another based on the # target agent's movement. # @category - Individual behaviors # The target agent that the behavior is trying to intercept. -var target : GSAISteeringAgent +var target : GDGSAISteeringAgent # The maximum amount of time in the future the behavior predicts the target's # location. var predict_time_max : float = 1.0 -func _calculate_steering(acceleration : GSAITargetAcceleration) -> void: +func _calculate_steering(acceleration : GDGSAITargetAcceleration) -> void: var target_position : Vector3 = target.position var distance_squared : float = (target_position - agent.position).length_squared() diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAISeek.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAISeek.gd index 8537269..0fe4f5a 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAISeek.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAISeek.gd @@ -1,14 +1,14 @@ -class_name GSAISeek -extends GSAISteeringBehavior +class_name GDGSAISeek +extends GDGSAISteeringBehavior # Calculates an acceleration to take an agent to a target agent's position # directly. # @category - Individual behaviors # The target that the behavior aims to move the agent to. -var target : GSAIAgentLocation +var target : GDGSAIAgentLocation -func _calculate_steering(acceleration: GSAITargetAcceleration) -> void: +func _calculate_steering(acceleration: GDGSAITargetAcceleration) -> void: acceleration.linear = ((target.position - agent.position).normalized() * agent.linear_acceleration_max) acceleration.angular = 0 diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAISeparation.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAISeparation.gd index 1eacc08..4f6450d 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAISeparation.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAISeparation.gd @@ -1,8 +1,8 @@ -class_name GSAISeparation -extends GSAIGroupBehavior +class_name GDGSAISeparation +extends GDGSAIGroupBehavior # Calculates an acceleration that repels the agent from its neighbors in the -# given `GSAIProximity`. +# given `GDGSAIProximity`. # # The acceleration is an average based on all neighbors, multiplied by a # strength decreasing by the inverse square law in relation to distance, and it @@ -12,10 +12,10 @@ extends GSAIGroupBehavior # The coefficient to calculate how fast the separation strength decays with distance. var decay_coefficient : float = 1.0 -var acceleration : GSAITargetAcceleration +var acceleration : GDGSAITargetAcceleration -func _calculate_steering(_acceleration : GSAITargetAcceleration) -> void: +func _calculate_steering(_acceleration : GDGSAITargetAcceleration) -> void: self.acceleration = _acceleration acceleration.set_zero() # warning-ignore:return_value_discarded @@ -25,7 +25,7 @@ func _calculate_steering(_acceleration : GSAITargetAcceleration) -> void: # Callback for the proximity to call when finding neighbors. Determines the amount of # acceleration that `neighbor` imposes based on its distance from the owner agent. # @tags - virtual -func _report_neighbor(neighbor : GSAISteeringAgent) -> bool: +func _report_neighbor(neighbor : GDGSAISteeringAgent) -> bool: var to_agent : Vector3 = agent.position - neighbor.position var distance_squared : float = to_agent.length_squared() diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAIAgentLocation.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAIAgentLocation.gd index 5e2b8fd..55647e0 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAIAgentLocation.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAIAgentLocation.gd @@ -1,5 +1,5 @@ extends Reference -class_name GSAIAgentLocation +class_name GDGSAIAgentLocation # Represents an agent with only a location and an orientation. # @category - Base types diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAIGroupBehavior.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAIGroupBehavior.gd index 1b6dbb2..9bb1b1b 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAIGroupBehavior.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAIGroupBehavior.gd @@ -1,11 +1,11 @@ -class_name GSAIGroupBehavior -extends GSAISteeringBehavior +class_name GDGSAIGroupBehavior +extends GDGSAISteeringBehavior # Base type for group-based steering behaviors. # @category - Base types # Container to find neighbors of the agent and calculate group behavior. -var proximity : GSAIProximity +var proximity : GDGSAIProximity var _callback : FuncRef = funcref(self, "_report_neighbor") @@ -15,5 +15,5 @@ func get_callback() -> FuncRef: # Internal callback for the behavior to define whether or not a member is # relevant # @tags - virtual -func _report_neighbor(_neighbor : GSAISteeringAgent) -> bool: +func _report_neighbor(_neighbor : GDGSAISteeringAgent) -> bool: return false diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAIPath.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAIPath.gd index 11ba939..99a5eab 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAIPath.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAIPath.gd @@ -1,4 +1,4 @@ -class_name GSAIPath +class_name GDGSAIPath extends Reference # Represents a path made up of Vector3 waypoints, split into segments path @@ -43,7 +43,7 @@ func create_path(waypoints : Array) -> void: else: current = waypoints[0] - var segment : GSAISegment = GSAISegment.new(previous, current) + var segment : GDGSAISegment = GDGSAISegment.new(previous, current) length += segment.length segment.cumulative_length = length _segments.append(segment) @@ -55,10 +55,10 @@ func calculate_distance(agent_current_position : Vector3) -> float: return 0.0 var smallest_distance_squared : float = INF - var nearest_segment : GSAISegment = null + var nearest_segment : GDGSAISegment = null for i in range(_segments.size()): - var segment: GSAISegment = _segments[i] + var segment: GDGSAISegment = _segments[i] var distance_squared : float = _calculate_point_segment_distance_squared(segment.begin, segment.end, agent_current_position) if distance_squared < smallest_distance_squared: @@ -81,9 +81,9 @@ func calculate_target_position(target_distance: float) -> Vector3: elif target_distance > length: target_distance = fmod(target_distance, length) - var desired_segment: GSAISegment + var desired_segment: GDGSAISegment for i in range(_segments.size()): - var segment: GSAISegment = _segments[i] + var segment: GDGSAISegment = _segments[i] if segment.cumulative_length >= target_distance: desired_segment = segment break @@ -117,7 +117,7 @@ func _calculate_point_segment_distance_squared(start: Vector3, end: Vector3, pos return _nearest_point_on_segment.distance_squared_to(position) # not exposed helper struct -class GSAISegment: +class GDGSAISegment: var begin: Vector3 var end: Vector3 var length: float diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAISteeringAgent.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAISteeringAgent.gd index cda4f98..2186376 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAISteeringAgent.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAISteeringAgent.gd @@ -1,7 +1,7 @@ -extends GSAIAgentLocation -class_name GSAISteeringAgent +extends GDGSAIAgentLocation +class_name GDGSAISteeringAgent -# Adds velocity, speed, and size data to `GSAIAgentLocation`. +# Adds velocity, speed, and size data to `GDGSAIAgentLocation`. # # It is the character's responsibility to keep this information up to date for # the steering toolkit to work correctly. diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAISteeringBehavior.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAISteeringBehavior.gd index c83c2c0..10b50fc 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAISteeringBehavior.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAISteeringBehavior.gd @@ -1,5 +1,5 @@ extends Reference -class_name GSAISteeringBehavior +class_name GDGSAISteeringBehavior # Base class for all steering behaviors. # @@ -13,14 +13,14 @@ class_name GSAISteeringBehavior # If `false`, all calculations return zero amounts of acceleration. var is_enabled : bool = true # The AI agent on which the steering behavior bases its calculations. -var agent : GSAISteeringAgent +var agent : GDGSAISteeringAgent # Sets the `acceleration` with the behavior's desired amount of acceleration. -func calculate_steering(acceleration: GSAITargetAcceleration) -> void: +func calculate_steering(acceleration: GDGSAITargetAcceleration) -> void: if is_enabled: call("_calculate_steering", acceleration) else: acceleration.set_zero() -func _calculate_steering(acceleration: GSAITargetAcceleration) -> void: +func _calculate_steering(acceleration: GDGSAITargetAcceleration) -> void: acceleration.set_zero() diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAITargetAcceleration.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAITargetAcceleration.gd index e094008..0ad3ee7 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAITargetAcceleration.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAITargetAcceleration.gd @@ -1,5 +1,5 @@ extends Reference -class_name GSAITargetAcceleration +class_name GDGSAITargetAcceleration # A desired linear and angular amount of acceleration requested by the steering # system. @@ -18,7 +18,7 @@ func set_zero() -> void: angular = 0.0 # Adds `accel`'s components, multiplied by `scalar`, to this one. -func add_scaled_accel(accel: GSAITargetAcceleration, scalar: float) -> void: +func add_scaled_accel(accel: GDGSAITargetAcceleration, scalar: float) -> void: linear += accel.linear * scalar angular += accel.angular * scalar diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAIUtils.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAIUtils.gd index 621a1f6..ce466c9 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAIUtils.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/GSAIUtils.gd @@ -1,4 +1,4 @@ -class_name GSAIUtils +class_name GDGSAIUtils # Math and vector utility functions. # @Category - Utilities diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Proximities/GSAIInfiniteProximity.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Proximities/GSAIInfiniteProximity.gd index 57d33ea..f2d8703 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Proximities/GSAIInfiniteProximity.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Proximities/GSAIInfiniteProximity.gd @@ -1,5 +1,5 @@ -extends GSAIProximity -class_name GSAIInfiniteProximity +extends GDGSAIProximity +class_name GDGSAIInfiniteProximity # Determines any agent that is in the specified list as being neighbors with the # owner agent, regardless of distance. @@ -14,7 +14,7 @@ func _find_neighbors(callback: FuncRef) -> int: var neighbor_count : int = 0 var agent_count : int = agents.size() for i in range(agent_count): - var current_agent : GSAISteeringAgent = agents[i] as GSAISteeringAgent + var current_agent : GDGSAISteeringAgent = agents[i] as GDGSAISteeringAgent if current_agent != agent: if callback.call_func(current_agent): diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Proximities/GSAIProximity.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Proximities/GSAIProximity.gd index 8ce092e..e31550c 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Proximities/GSAIProximity.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Proximities/GSAIProximity.gd @@ -1,12 +1,12 @@ extends Reference -class_name GSAIProximity +class_name GDGSAIProximity # Base container type that stores data to find the neighbors of an agent. # @category - Proximities # @tags - abstract # The owning agent whose neighbors are found in the group -var agent : GSAISteeringAgent +var agent : GDGSAISteeringAgent # The agents who are part of this group and could be potential neighbors var agents : Array = Array() diff --git a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Proximities/GSAIRadiusProximity.gd b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Proximities/GSAIRadiusProximity.gd index 57324f2..ac02d83 100644 --- a/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Proximities/GSAIRadiusProximity.gd +++ b/project_gdscript/addons/com.gdquest.godot-steering-ai-framework/Proximities/GSAIRadiusProximity.gd @@ -1,5 +1,5 @@ -extends GSAIProximity -class_name GSAIRadiusProximity +extends GDGSAIProximity +class_name GDGSAIRadiusProximity # Determines any agent that is in the specified list as being neighbors with the owner agent if # they lie within the specified radius. @@ -37,7 +37,7 @@ func _find_neighbors(callback : FuncRef) -> int: var owner_position : Vector3 = agent.position for i in range(agent_count): - var current_agent : GSAISteeringAgent = agents[i] as GSAISteeringAgent + var current_agent : GDGSAISteeringAgent = agents[i] as GDGSAISteeringAgent if current_agent != agent: var distance_squared : float = owner_position.distance_squared_to(current_agent.position) @@ -53,7 +53,7 @@ func _find_neighbors(callback : FuncRef) -> int: current_agent.is_tagged = false else: for i in range(agent_count): - var current_agent : GSAISteeringAgent = agents[i] as GSAISteeringAgent + var current_agent : GDGSAISteeringAgent = agents[i] as GDGSAISteeringAgent if current_agent != agent and current_agent.is_tagged: if callback.call_func(current_agent): diff --git a/project_gdscript/project.godot b/project_gdscript/project.godot index 5352085..fed2f47 100644 --- a/project_gdscript/project.godot +++ b/project_gdscript/project.godot @@ -15,181 +15,181 @@ _global_script_classes=[ { "path": "res://Demos/DemoPickerUI.gd" }, { "base": "Reference", -"class": "GSAIAgentLocation", +"class": "GDGSAIAgentLocation", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/GSAIAgentLocation.gd" }, { -"base": "GSAISteeringBehavior", -"class": "GSAIArrive", +"base": "GDGSAISteeringBehavior", +"class": "GDGSAIArrive", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIArrive.gd" }, { -"base": "GSAIGroupBehavior", -"class": "GSAIAvoidCollisions", +"base": "GDGSAIGroupBehavior", +"class": "GDGSAIAvoidCollisions", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIAvoidCollisions.gd" }, { -"base": "GSAISteeringBehavior", -"class": "GSAIBlend", +"base": "GDGSAISteeringBehavior", +"class": "GDGSAIBlend", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIBlend.gd" }, { -"base": "GSAIGroupBehavior", -"class": "GSAICohesion", +"base": "GDGSAIGroupBehavior", +"class": "GDGSAICohesion", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAICohesion.gd" }, { -"base": "GSAIPursue", -"class": "GSAIEvade", +"base": "GDGSAIPursue", +"class": "GDGSAIEvade", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIEvade.gd" }, { -"base": "GSAIMatchOrientation", -"class": "GSAIFace", +"base": "GDGSAIMatchOrientation", +"class": "GDGSAIFace", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIFace.gd" }, { -"base": "GSAISeek", -"class": "GSAIFlee", +"base": "GDGSAISeek", +"class": "GDGSAIFlee", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIFlee.gd" }, { -"base": "GSAIArrive", -"class": "GSAIFollowPath", +"base": "GDGSAIArrive", +"class": "GDGSAIFollowPath", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIFollowPath.gd" }, { -"base": "GSAISteeringBehavior", -"class": "GSAIGroupBehavior", +"base": "GDGSAISteeringBehavior", +"class": "GDGSAIGroupBehavior", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/GSAIGroupBehavior.gd" }, { -"base": "GSAIProximity", -"class": "GSAIInfiniteProximity", +"base": "GDGSAIProximity", +"class": "GDGSAIInfiniteProximity", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Proximities/GSAIInfiniteProximity.gd" }, { -"base": "GSAISpecializedAgent", -"class": "GSAIKinematicBody2DAgent", +"base": "GDGSAISpecializedAgent", +"class": "GDGSAIKinematicBody2DAgent", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIKinematicBody2DAgent.gd" }, { -"base": "GSAISpecializedAgent", -"class": "GSAIKinematicBody3DAgent", +"base": "GDGSAISpecializedAgent", +"class": "GDGSAIKinematicBody3DAgent", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIKinematicBody3DAgent.gd" }, { -"base": "GSAIMatchOrientation", -"class": "GSAILookWhereYouGo", +"base": "GDGSAIMatchOrientation", +"class": "GDGSAILookWhereYouGo", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAILookWhereYouGo.gd" }, { -"base": "GSAISteeringBehavior", -"class": "GSAIMatchOrientation", +"base": "GDGSAISteeringBehavior", +"class": "GDGSAIMatchOrientation", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIMatchOrientation.gd" }, { "base": "Reference", -"class": "GSAIPath", +"class": "GDGSAIPath", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/GSAIPath.gd" }, { -"base": "GSAISteeringBehavior", -"class": "GSAIPriority", +"base": "GDGSAISteeringBehavior", +"class": "GDGSAIPriority", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIPriority.gd" }, { "base": "Reference", -"class": "GSAIProximity", +"class": "GDGSAIProximity", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Proximities/GSAIProximity.gd" }, { -"base": "GSAISteeringBehavior", -"class": "GSAIPursue", +"base": "GDGSAISteeringBehavior", +"class": "GDGSAIPursue", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIPursue.gd" }, { -"base": "GSAIProximity", -"class": "GSAIRadiusProximity", +"base": "GDGSAIProximity", +"class": "GDGSAIRadiusProximity", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Proximities/GSAIRadiusProximity.gd" }, { -"base": "GSAISpecializedAgent", -"class": "GSAIRigidBody2DAgent", +"base": "GDGSAISpecializedAgent", +"class": "GDGSAIRigidBody2DAgent", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIRigidBody2DAgent.gd" }, { -"base": "GSAISpecializedAgent", -"class": "GSAIRigidBody3DAgent", +"base": "GDGSAISpecializedAgent", +"class": "GDGSAIRigidBody3DAgent", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIRigidBody3DAgent.gd" }, { -"base": "GSAISteeringBehavior", -"class": "GSAISeek", +"base": "GDGSAISteeringBehavior", +"class": "GDGSAISeek", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAISeek.gd" }, { -"base": "GSAIGroupBehavior", -"class": "GSAISeparation", +"base": "GDGSAIGroupBehavior", +"class": "GDGSAISeparation", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAISeparation.gd" }, { -"base": "GSAISteeringAgent", -"class": "GSAISpecializedAgent", +"base": "GDGSAISteeringAgent", +"class": "GDGSAISpecializedAgent", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Agents/GSAISpecializedAgent.gd" }, { -"base": "GSAIAgentLocation", -"class": "GSAISteeringAgent", +"base": "GDGSAIAgentLocation", +"class": "GDGSAISteeringAgent", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/GSAISteeringAgent.gd" }, { "base": "Reference", -"class": "GSAISteeringBehavior", +"class": "GDGSAISteeringBehavior", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/GSAISteeringBehavior.gd" }, { "base": "Reference", -"class": "GSAITargetAcceleration", +"class": "GDGSAITargetAcceleration", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/GSAITargetAcceleration.gd" }, { "base": "Reference", -"class": "GSAIUtils", +"class": "GDGSAIUtils", "language": "GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/GSAIUtils.gd" } ] _global_script_class_icons={ "DemoPickerUI": "", -"GSAIAgentLocation": "", -"GSAIArrive": "", -"GSAIAvoidCollisions": "", -"GSAIBlend": "", -"GSAICohesion": "", -"GSAIEvade": "", -"GSAIFace": "", -"GSAIFlee": "", -"GSAIFollowPath": "", -"GSAIGroupBehavior": "", -"GSAIInfiniteProximity": "", -"GSAIKinematicBody2DAgent": "", -"GSAIKinematicBody3DAgent": "", -"GSAILookWhereYouGo": "", -"GSAIMatchOrientation": "", -"GSAIPath": "", -"GSAIPriority": "", -"GSAIProximity": "", -"GSAIPursue": "", -"GSAIRadiusProximity": "", -"GSAIRigidBody2DAgent": "", -"GSAIRigidBody3DAgent": "", -"GSAISeek": "", -"GSAISeparation": "", -"GSAISpecializedAgent": "", -"GSAISteeringAgent": "", -"GSAISteeringBehavior": "", -"GSAITargetAcceleration": "", -"GSAIUtils": "" +"GDGSAIAgentLocation": "", +"GDGSAIArrive": "", +"GDGSAIAvoidCollisions": "", +"GDGSAIBlend": "", +"GDGSAICohesion": "", +"GDGSAIEvade": "", +"GDGSAIFace": "", +"GDGSAIFlee": "", +"GDGSAIFollowPath": "", +"GDGSAIGroupBehavior": "", +"GDGSAIInfiniteProximity": "", +"GDGSAIKinematicBody2DAgent": "", +"GDGSAIKinematicBody3DAgent": "", +"GDGSAILookWhereYouGo": "", +"GDGSAIMatchOrientation": "", +"GDGSAIPath": "", +"GDGSAIPriority": "", +"GDGSAIProximity": "", +"GDGSAIPursue": "", +"GDGSAIRadiusProximity": "", +"GDGSAIRigidBody2DAgent": "", +"GDGSAIRigidBody3DAgent": "", +"GDGSAISeek": "", +"GDGSAISeparation": "", +"GDGSAISpecializedAgent": "", +"GDGSAISteeringAgent": "", +"GDGSAISteeringBehavior": "", +"GDGSAITargetAcceleration": "", +"GDGSAIUtils": "" } [application] diff --git a/project_gdscript/project.pandemonium b/project_gdscript/project.pandemonium index e3f17ca..8fb71bb 100644 --- a/project_gdscript/project.pandemonium +++ b/project_gdscript/project.pandemonium @@ -15,181 +15,181 @@ _global_script_classes=[ { "path": "res://Demos/DemoPickerUI.gd" }, { "base": "Reference", -"class": @"GSAIAgentLocation", +"class": @"GDGSAIAgentLocation", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/GSAIAgentLocation.gd" }, { -"base": "GSAISteeringBehavior", -"class": @"GSAIArrive", +"base": "GDGSAISteeringBehavior", +"class": @"GDGSAIArrive", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIArrive.gd" }, { -"base": "GSAIGroupBehavior", -"class": @"GSAIAvoidCollisions", +"base": "GDGSAIGroupBehavior", +"class": @"GDGSAIAvoidCollisions", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIAvoidCollisions.gd" }, { -"base": "GSAISteeringBehavior", -"class": @"GSAIBlend", +"base": "GDGSAISteeringBehavior", +"class": @"GDGSAIBlend", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIBlend.gd" }, { -"base": "GSAIGroupBehavior", -"class": @"GSAICohesion", +"base": "GDGSAIGroupBehavior", +"class": @"GDGSAICohesion", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAICohesion.gd" }, { -"base": "GSAIPursue", -"class": @"GSAIEvade", +"base": "GDGSAIPursue", +"class": @"GDGSAIEvade", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIEvade.gd" }, { -"base": "GSAIMatchOrientation", -"class": @"GSAIFace", +"base": "GDGSAIMatchOrientation", +"class": @"GDGSAIFace", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIFace.gd" }, { -"base": "GSAISeek", -"class": @"GSAIFlee", +"base": "GDGSAISeek", +"class": @"GDGSAIFlee", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIFlee.gd" }, { -"base": "GSAIArrive", -"class": @"GSAIFollowPath", +"base": "GDGSAIArrive", +"class": @"GDGSAIFollowPath", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIFollowPath.gd" }, { -"base": "GSAISteeringBehavior", -"class": @"GSAIGroupBehavior", +"base": "GDGSAISteeringBehavior", +"class": @"GDGSAIGroupBehavior", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/GSAIGroupBehavior.gd" }, { -"base": "GSAIProximity", -"class": @"GSAIInfiniteProximity", +"base": "GDGSAIProximity", +"class": @"GDGSAIInfiniteProximity", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Proximities/GSAIInfiniteProximity.gd" }, { -"base": "GSAISpecializedAgent", -"class": @"GSAIKinematicBody2DAgent", +"base": "GDGSAISpecializedAgent", +"class": @"GDGSAIKinematicBody2DAgent", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIKinematicBody2DAgent.gd" }, { -"base": "GSAISpecializedAgent", -"class": @"GSAIKinematicBody3DAgent", +"base": "GDGSAISpecializedAgent", +"class": @"GDGSAIKinematicBody3DAgent", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIKinematicBody3DAgent.gd" }, { -"base": "GSAIMatchOrientation", -"class": @"GSAILookWhereYouGo", +"base": "GDGSAIMatchOrientation", +"class": @"GDGSAILookWhereYouGo", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAILookWhereYouGo.gd" }, { -"base": "GSAISteeringBehavior", -"class": @"GSAIMatchOrientation", +"base": "GDGSAISteeringBehavior", +"class": @"GDGSAIMatchOrientation", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIMatchOrientation.gd" }, { "base": "Reference", -"class": @"GSAIPath", +"class": @"GDGSAIPath", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/GSAIPath.gd" }, { -"base": "GSAISteeringBehavior", -"class": @"GSAIPriority", +"base": "GDGSAISteeringBehavior", +"class": @"GDGSAIPriority", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIPriority.gd" }, { "base": "Reference", -"class": @"GSAIProximity", +"class": @"GDGSAIProximity", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Proximities/GSAIProximity.gd" }, { -"base": "GSAISteeringBehavior", -"class": @"GSAIPursue", +"base": "GDGSAISteeringBehavior", +"class": @"GDGSAIPursue", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAIPursue.gd" }, { -"base": "GSAIProximity", -"class": @"GSAIRadiusProximity", +"base": "GDGSAIProximity", +"class": @"GDGSAIRadiusProximity", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Proximities/GSAIRadiusProximity.gd" }, { -"base": "GSAISpecializedAgent", -"class": @"GSAIRigidBody2DAgent", +"base": "GDGSAISpecializedAgent", +"class": @"GDGSAIRigidBody2DAgent", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIRigidBody2DAgent.gd" }, { -"base": "GSAISpecializedAgent", -"class": @"GSAIRigidBody3DAgent", +"base": "GDGSAISpecializedAgent", +"class": @"GDGSAIRigidBody3DAgent", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIRigidBody3DAgent.gd" }, { -"base": "GSAISteeringBehavior", -"class": @"GSAISeek", +"base": "GDGSAISteeringBehavior", +"class": @"GDGSAISeek", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAISeek.gd" }, { -"base": "GSAIGroupBehavior", -"class": @"GSAISeparation", +"base": "GDGSAIGroupBehavior", +"class": @"GDGSAISeparation", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Behaviors/GSAISeparation.gd" }, { -"base": "GSAISteeringAgent", -"class": @"GSAISpecializedAgent", +"base": "GDGSAISteeringAgent", +"class": @"GDGSAISpecializedAgent", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/Agents/GSAISpecializedAgent.gd" }, { -"base": "GSAIAgentLocation", -"class": @"GSAISteeringAgent", +"base": "GDGSAIAgentLocation", +"class": @"GDGSAISteeringAgent", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/GSAISteeringAgent.gd" }, { "base": "Reference", -"class": @"GSAISteeringBehavior", +"class": @"GDGSAISteeringBehavior", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/GSAISteeringBehavior.gd" }, { "base": "Reference", -"class": @"GSAITargetAcceleration", +"class": @"GDGSAITargetAcceleration", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/GSAITargetAcceleration.gd" }, { "base": "Reference", -"class": @"GSAIUtils", +"class": @"GDGSAIUtils", "language": @"GDScript", "path": "res://addons/com.gdquest.godot-steering-ai-framework/GSAIUtils.gd" } ] _global_script_class_icons={ -@"GSAISeparation": "", +@"GDGSAIInfiniteProximity": "", +@"GDGSAILookWhereYouGo": "", +@"GDGSAIRigidBody3DAgent": "", @"DemoPickerUI": "", -@"GSAIBlend": "", -@"GSAIEvade": "", -@"GSAIGroupBehavior": "", -@"GSAIPath": "", -@"GSAIProximity": "", -@"GSAIRadiusProximity": "", -@"GSAIFlee": "", -@"GSAIPursue": "", -@"GSAISpecializedAgent": "", -@"GSAIInfiniteProximity": "", -@"GSAILookWhereYouGo": "", -@"GSAIRigidBody3DAgent": "", -@"GSAIAvoidCollisions": "", -@"GSAIPriority": "", -@"GSAIRigidBody2DAgent": "", -@"GSAIArrive": "", -@"GSAIKinematicBody3DAgent": "", -@"GSAIMatchOrientation": "", -@"GSAISteeringBehavior": "", -@"GSAITargetAcceleration": "", -@"GSAIUtils": "", -@"GSAIAgentLocation": "", -@"GSAICohesion": "", -@"GSAIFollowPath": "", -@"GSAIKinematicBody2DAgent": "", -@"GSAISeek": "", -@"GSAISteeringAgent": "", -@"GSAIFace": "" +@"GDGSAIAvoidCollisions": "", +@"GDGSAIPriority": "", +@"GDGSAIRigidBody2DAgent": "", +@"GDGSAIArrive": "", +@"GDGSAIKinematicBody3DAgent": "", +@"GDGSAIMatchOrientation": "", +@"GDGSAISteeringBehavior": "", +@"GDGSAITargetAcceleration": "", +@"GDGSAIUtils": "", +@"GDGSAIAgentLocation": "", +@"GDGSAICohesion": "", +@"GDGSAIFollowPath": "", +@"GDGSAIKinematicBody2DAgent": "", +@"GDGSAISeek": "", +@"GDGSAISteeringAgent": "", +@"GDGSAIFace": "", +@"GDGSAISeparation": "", +@"GDGSAIBlend": "", +@"GDGSAIEvade": "", +@"GDGSAIGroupBehavior": "", +@"GDGSAIPath": "", +@"GDGSAIProximity": "", +@"GDGSAIRadiusProximity": "", +@"GDGSAIFlee": "", +@"GDGSAIPursue": "", +@"GDGSAISpecializedAgent": "" } [application] diff --git a/project_gdscript_ged.sh b/project_gdscript_ged.sh new file mode 100755 index 0000000..6a53918 --- /dev/null +++ b/project_gdscript_ged.sh @@ -0,0 +1,6 @@ +#!/bin/bash + +cp -u ./pandemonium_engine/bin/pandemonium.x11.opt.tools.64 ./pandemonium_engine/bin/run.pandemonium.x11.opt.tools.64 + +export LD_LIBRARY_PATH=`pwd`/pandemonium_engine/bin/ +./pandemonium_engine/bin/run.pandemonium.x11.opt.tools.64 -e --path ./project_gdscript/