Use GSAI as a class prefix instead of GST

GSAI for Godot Steering AI
This commit is contained in:
Nathan Lovato 2020-02-11 11:33:25 -06:00
parent 7241bc754b
commit 7eb91a6165
44 changed files with 353 additions and 353 deletions

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@ -74,32 +74,32 @@ var linear_drag := 0.1
var angular_drag := 0.1
# Holds the linear and angular components calculated by our steering behaviors.
var acceleration := GSTTargetAcceleration.new()
var acceleration := GSAITargetAcceleration.new()
onready var current_health := health_max
# GSTSteeringAgent holds our agent's position, orientation, maximum speed and acceleration.
onready var agent := GSTSteeringAgent.new()
# GSAISteeringAgent holds our agent's position, orientation, maximum speed and acceleration.
onready var agent := GSAISteeringAgent.new()
onready var player: Node = get_tree().get_nodes_in_group("Player")[0]
# This assumes that our player class will keep its own agent updated.
onready var player_agent: GSTSteeringAgent = player.agent
onready var player_agent: GSAISteeringAgent = player.agent
# 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
onready var proximity := GSTRadiusProximity.new(agent, [player_agent], 100).
onready var proximity := GSAIRadiusProximity.new(agent, [player_agent], 100).
# GSTBlend combines behaviors together, calculating all of their acceleration together and adding
# GSAIBlend 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.
onready var flee_blend := GSTBlend.new(agent)
onready var pursue_blend := GSTBlend.new(agent)
onready var flee_blend := GSAIBlend.new(agent)
onready var pursue_blend := GSAIBlend.new(agent)
# GSTPriority will be the main steering behavior we use. It holds sub-behaviors and will pick the
# GSAIPriority 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.
onready var priority := GSTPriority.new(agent)
onready var priority := GSAIPriority.new(agent)
func _ready() -> void:
@ -114,20 +114,20 @@ func _ready() -> void:
# ---------- Configuration for our behaviors ----------
# Pursue will happen while the player 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 := GSTPursue.new(agent, player_agent)
var pursue := GSAIPursue.new(agent, 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 := GSTFlee.new(agent, player_agent)
var flee := GSAIFlee.new(agent, 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 := GSTAvoidCollisions.new(agent, proximity)
var avoid := GSAIAvoidCollisions.new(agent, 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 := GSTFace.new(agent, player_agent)
var face := GSAIFace.new(agent, player_agent)
# We use deg2rad because the math in the toolkit assumes radians.
# How close for the agent to be 'aligned', if not exact.
@ -137,7 +137,7 @@ 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 := GSTLookWhereYouGo.new(agent)
var look := GSAILookWhereYouGo.new(agent)
# How close for the agent to be 'aligned', if not exact.
look.alignment_tolerance = deg2rad(5)
# When to start slowing down.

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@ -1,10 +1,10 @@
extends KinematicBody2D
var agent := GSTKinematicBody2DAgent.new(self)
var target := GSTAgentLocation.new()
var arrive := GSTArrive.new(agent, target)
var _accel := GSTTargetAcceleration.new()
var agent := GSAIKinematicBody2DAgent.new(self)
var target := GSAIAgentLocation.new()
var arrive := GSAIArrive.new(agent, target)
var _accel := GSAITargetAcceleration.new()
var _velocity := Vector2()
var _drag := 0.1

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@ -15,6 +15,6 @@ func _ready() -> void:
func _draw():
var target_position := GSTUtils.to_vector2(arriver.target.position)
var target_position := GSAIUtils.to_vector2(arriver.target.position)
draw_circle(target_position, owner.deceleration_radius, COLORS.deceleration_radius)
draw_circle(target_position, owner.arrival_tolerance, COLORS.arrival_tolerance)

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@ -6,19 +6,19 @@ var draw_proximity: bool
var _boundary_right: float
var _boundary_bottom: float
var _radius: float
var _accel := GSTTargetAcceleration.new()
var _accel := GSAITargetAcceleration.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
onready var agent := GSTKinematicBody2DAgent.new(self)
onready var proximity := GSTRadiusProximity.new(agent, [], 140)
onready var avoid := GSTAvoidCollisions.new(agent, proximity)
onready var target := GSTAgentLocation.new()
onready var seek := GSTSeek.new(agent, target)
onready var priority := GSTPriority.new(agent, 0.0001)
onready var agent := GSAIKinematicBody2DAgent.new(self)
onready var proximity := GSAIRadiusProximity.new(agent, [], 140)
onready var avoid := GSAIAvoidCollisions.new(agent, proximity)
onready var target := GSAIAgentLocation.new()
onready var seek := GSAISeek.new(agent, target)
onready var priority := GSAIPriority.new(agent, 0.0001)
func _draw() -> void:

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@ -3,7 +3,7 @@ extends KinematicBody2D
var speed: float
onready var agent := GSTAgentLocation.new()
onready var agent := GSAIAgentLocation.new()
func _physics_process(delta: float) -> void:

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@ -1,10 +1,10 @@
extends KinematicBody2D
var face: GSTFace
var agent := GSTKinematicBody2DAgent.new(self)
var face: GSAIFace
var agent := GSAIKinematicBody2DAgent.new(self)
var _accel := GSTTargetAcceleration.new()
var _accel := GSAITargetAcceleration.new()
var _angular_drag := 0.1
var _cannon: Rect2
var _color: Color
@ -28,13 +28,13 @@ func _draw() -> void:
func setup(
player_agent: GSTAgentLocation,
player_agent: GSAIAgentLocation,
align_tolerance: float,
deceleration_radius: float,
angular_accel_max: float,
angular_speed_max: float
) -> void:
face = GSTFace.new(agent, player_agent)
face = GSAIFace.new(agent, player_agent)
face.alignment_tolerance = align_tolerance
face.deceleration_radius = deceleration_radius

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@ -2,17 +2,17 @@ extends KinematicBody2D
var _velocity := Vector2.ZERO
var _accel := GSTTargetAcceleration.new()
var _accel := GSAITargetAcceleration.new()
var _valid := false
var _drag := 0.1
onready var agent := GSTKinematicBody2DAgent.new(self)
onready var path := GSTPath.new([
onready var agent := GSAIKinematicBody2DAgent.new(self)
onready var path := GSAIPath.new([
Vector3(global_position.x, global_position.y, 0),
Vector3(global_position.x, global_position.y, 0)
], true)
onready var follow := GSTFollowPath.new(agent, path, 0, 0)
onready var follow := GSAIFollowPath.new(agent, path, 0, 0)
func setup(

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@ -1,12 +1,12 @@
extends KinematicBody2D
var separation: GSTSeparation
var cohesion: GSTCohesion
var proximity: GSTRadiusProximity
var agent := GSTKinematicBody2DAgent.new(self)
var blend := GSTBlend.new(agent)
var acceleration := GSTTargetAcceleration.new()
var separation: GSAISeparation
var cohesion: GSAICohesion
var proximity: GSAIRadiusProximity
var agent := GSAIKinematicBody2DAgent.new(self)
var blend := GSAIBlend.new(agent)
var acceleration := GSAITargetAcceleration.new()
var draw_proximity := false
var _color := Color.red
@ -30,10 +30,10 @@ func setup(
agent.linear_speed_max = linear_speed_max
agent.linear_drag_percentage = 0.1
proximity = GSTRadiusProximity.new(agent, [], proximity_radius)
separation = GSTSeparation.new(agent, proximity)
proximity = GSAIRadiusProximity.new(agent, [], proximity_radius)
separation = GSAISeparation.new(agent, proximity)
separation.decay_coefficient = separation_decay_coefficient
cohesion = GSTCohesion.new(agent, proximity)
cohesion = GSAICohesion.new(agent, proximity)
blend.add(separation, separation_strength)
blend.add(cohesion, cohesion_strength)

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@ -12,7 +12,7 @@ export var linear_drag := 0.025
var _linear_velocity := Vector2()
var _angular_velocity := 0.0
onready var agent := GSTSteeringAgent.new()
onready var agent := GSAISteeringAgent.new()
func _physics_process(delta: float) -> void:

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@ -4,15 +4,15 @@ extends KinematicBody2D
export var use_seek: bool = false
var _blend: GSTBlend
var _blend: GSAIBlend
var _linear_drag_coefficient := 0.025
var _angular_drag := 0.1
var _direction_face := GSTAgentLocation.new()
var _direction_face := GSAIAgentLocation.new()
onready var agent := GSTKinematicBody2DAgent.new(self)
onready var accel := GSTTargetAcceleration.new()
onready var player_agent: GSTSteeringAgent = owner.find_node("Player", true, false).agent
onready var agent := GSAIKinematicBody2DAgent.new(self)
onready var accel := GSAITargetAcceleration.new()
onready var player_agent: GSAISteeringAgent = owner.find_node("Player", true, false).agent
func _ready() -> void:
@ -35,8 +35,8 @@ func _physics_process(delta: float) -> void:
rotation += agent.angular_velocity * delta
var linear_velocity := (
GSTUtils.to_vector2(agent.linear_velocity) +
(GSTUtils.angle_to_vector2(rotation) * -agent.linear_acceleration_max)
GSAIUtils.to_vector2(agent.linear_velocity) +
(GSAIUtils.angle_to_vector2(rotation) * -agent.linear_acceleration_max)
)
linear_velocity = linear_velocity.clamped(agent.linear_speed_max)
linear_velocity = linear_velocity.linear_interpolate(
@ -45,21 +45,21 @@ func _physics_process(delta: float) -> void:
)
linear_velocity = move_and_slide(linear_velocity)
agent.linear_velocity = GSTUtils.to_vector3(linear_velocity)
agent.linear_velocity = GSAIUtils.to_vector3(linear_velocity)
func setup(predict_time: float, linear_speed_max: float, linear_accel_max: float) -> void:
var behavior: GSTSteeringBehavior
var behavior: GSAISteeringBehavior
if use_seek:
behavior = GSTSeek.new(agent, player_agent)
behavior = GSAISeek.new(agent, player_agent)
else:
behavior = GSTPursue.new(agent, player_agent, predict_time)
behavior = GSAIPursue.new(agent, player_agent, predict_time)
var orient_behavior := GSTFace.new(agent, _direction_face)
var orient_behavior := GSAIFace.new(agent, _direction_face)
orient_behavior.alignment_tolerance = deg2rad(5)
orient_behavior.deceleration_radius = deg2rad(5)
_blend = GSTBlend.new(agent)
_blend = GSAIBlend.new(agent)
_blend.add(behavior, 1)
_blend.add(orient_behavior, 1)

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@ -19,32 +19,32 @@ var linear_drag := 0.1
var angular_drag := 0.1
# Holds the linear and angular components calculated by our steering behaviors.
var acceleration := GSTTargetAcceleration.new()
var acceleration := GSAITargetAcceleration.new()
onready var current_health := health_max
# GSTSteeringAgent holds our agent's position, orientation, maximum speed and acceleration.
onready var agent := GSTSteeringAgent.new()
# GSAISteeringAgent holds our agent's position, orientation, maximum speed and acceleration.
onready var agent := GSAISteeringAgent.new()
onready var player: Node = get_tree().get_nodes_in_group("Player")[0]
# This assumes that our player class will keep its own agent updated.
onready var player_agent: GSTSteeringAgent = player.agent
onready var player_agent: GSAISteeringAgent = player.agent
# 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.
onready var proximity := GSTRadiusProximity.new(agent, [player_agent], 100)
onready var proximity := GSAIRadiusProximity.new(agent, [player_agent], 100)
# GSTBlend combines behaviors together, calculating all of their acceleration together and adding
# GSAIBlend 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.
onready var flee_blend := GSTBlend.new(agent)
onready var pursue_blend := GSTBlend.new(agent)
onready var flee_blend := GSAIBlend.new(agent)
onready var pursue_blend := GSAIBlend.new(agent)
# GSTPriority will be the main steering behavior we use. It holds sub-behaviors and will pick the
# GSAIPriority 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.
onready var priority := GSTPriority.new(agent)
onready var priority := GSAIPriority.new(agent)
func _ready() -> void:
@ -59,20 +59,20 @@ 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 := GSTPursue.new(agent, player_agent)
var pursue := GSAIPursue.new(agent, 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 := GSTFlee.new(agent, player_agent)
var flee := GSAIFlee.new(agent, 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 := GSTAvoidCollisions.new(agent, proximity)
var avoid := GSAIAvoidCollisions.new(agent, 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 := GSTFace.new(agent, player_agent)
var face := GSAIFace.new(agent, player_agent)
# We use deg2rad because the math in the toolkit assumes radians.
# How close for the agent to be 'aligned', if not exact.
@ -82,7 +82,7 @@ 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 := GSTLookWhereYouGo.new(agent)
var look := GSAILookWhereYouGo.new(agent)
# How close for the agent to be 'aligned', if not exact
look.alignment_tolerance = deg2rad(5)
# When to start slowing down.

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@ -11,10 +11,10 @@ var velocity := Vector2.ZERO
var angular_velocity := 0.0
var direction := Vector2.RIGHT
onready var agent := GSTSteeringAgent.new()
onready var proxy_target := GSTAgentLocation.new()
onready var face := GSTFace.new(agent, proxy_target)
onready var accel := GSTTargetAcceleration.new()
onready var agent := GSAISteeringAgent.new()
onready var proxy_target := GSAIAgentLocation.new()
onready var face := GSAIFace.new(agent, proxy_target)
onready var accel := GSAITargetAcceleration.new()
onready var bullets := owner.get_node("Bullets")
@ -39,7 +39,7 @@ func _physics_process(delta: float) -> void:
var movement := get_movement()
direction = GSTUtils.angle_to_vector2(rotation)
direction = GSAIUtils.angle_to_vector2(rotation)
velocity += direction * acceleration_max * movement
velocity = velocity.clamped(speed_max)

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@ -3,11 +3,11 @@ extends KinematicBody2D
var speed: float
onready var agent := GSTAgentLocation.new()
onready var agent := GSAIAgentLocation.new()
func _ready() -> void:
agent.position = GSTUtils.to_vector3(global_position)
agent.position = GSAIUtils.to_vector3(global_position)
func _physics_process(delta: float) -> void:
@ -16,7 +16,7 @@ func _physics_process(delta: float) -> void:
return
move_and_slide(movement * speed)
agent.position = GSTUtils.to_vector3(global_position)
agent.position = GSAIUtils.to_vector3(global_position)
func _get_movement() -> Vector2:

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@ -1,16 +1,16 @@
extends KinematicBody2D
var player_agent: GSTAgentLocation
var player_agent: GSAIAgentLocation
var velocity := Vector2.ZERO
var start_speed: float
var start_accel: float
var use_seek := true
onready var agent := GSTKinematicBody2DAgent.new(self)
onready var accel := GSTTargetAcceleration.new()
onready var seek := GSTSeek.new(agent, player_agent)
onready var flee := GSTFlee.new(agent, player_agent)
onready var agent := GSAIKinematicBody2DAgent.new(self)
onready var accel := GSAITargetAcceleration.new()
onready var seek := GSAISeek.new(agent, player_agent)
onready var flee := GSAIFlee.new(agent, player_agent)
func _ready() -> void:

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@ -9,187 +9,187 @@
config_version=4
_global_script_classes=[ {
"base": "CenterContainer",
"base": "Control",
"class": "DemoPickerUI",
"language": "GDScript",
"path": "res://demos/DemoPickerUI.gd"
}, {
"base": "Reference",
"class": "GSTAgentLocation",
"class": "GSAIAgentLocation",
"language": "GDScript",
"path": "res://src/GSTAgentLocation.gd"
"path": "res://src/GSAIAgentLocation.gd"
}, {
"base": "GSTSteeringBehavior",
"class": "GSTArrive",
"base": "GSAISteeringBehavior",
"class": "GSAIArrive",
"language": "GDScript",
"path": "res://src/Behaviors/GSTArrive.gd"
"path": "res://src/Behaviors/GSAIArrive.gd"
}, {
"base": "GSTGroupBehavior",
"class": "GSTAvoidCollisions",
"base": "GSAIGroupBehavior",
"class": "GSAIAvoidCollisions",
"language": "GDScript",
"path": "res://src/Behaviors/GSTAvoidCollisions.gd"
"path": "res://src/Behaviors/GSAIAvoidCollisions.gd"
}, {
"base": "GSTSteeringBehavior",
"class": "GSTBlend",
"base": "GSAISteeringBehavior",
"class": "GSAIBlend",
"language": "GDScript",
"path": "res://src/Behaviors/GSTBlend.gd"
"path": "res://src/Behaviors/GSAIBlend.gd"
}, {
"base": "GSTGroupBehavior",
"class": "GSTCohesion",
"base": "GSAIGroupBehavior",
"class": "GSAICohesion",
"language": "GDScript",
"path": "res://src/Behaviors/GSTCohesion.gd"
"path": "res://src/Behaviors/GSAICohesion.gd"
}, {
"base": "GSTPursue",
"class": "GSTEvade",
"base": "GSAIPursue",
"class": "GSAIEvade",
"language": "GDScript",
"path": "res://src/Behaviors/GSTEvade.gd"
"path": "res://src/Behaviors/GSAIEvade.gd"
}, {
"base": "GSTMatchOrientation",
"class": "GSTFace",
"base": "GSAIMatchOrientation",
"class": "GSAIFace",
"language": "GDScript",
"path": "res://src/Behaviors/GSTFace.gd"
"path": "res://src/Behaviors/GSAIFace.gd"
}, {
"base": "GSTSeek",
"class": "GSTFlee",
"base": "GSAISeek",
"class": "GSAIFlee",
"language": "GDScript",
"path": "res://src/Behaviors/GSTFlee.gd"
"path": "res://src/Behaviors/GSAIFlee.gd"
}, {
"base": "GSTArrive",
"class": "GSTFollowPath",
"base": "GSAIArrive",
"class": "GSAIFollowPath",
"language": "GDScript",
"path": "res://src/Behaviors/GSTFollowPath.gd"
"path": "res://src/Behaviors/GSAIFollowPath.gd"
}, {
"base": "GSTSteeringBehavior",
"class": "GSTGroupBehavior",
"base": "GSAISteeringBehavior",
"class": "GSAIGroupBehavior",
"language": "GDScript",
"path": "res://src/GSTGroupBehavior.gd"
"path": "res://src/GSAIGroupBehavior.gd"
}, {
"base": "GSTProximity",
"class": "GSTInfiniteProximity",
"base": "GSAIProximity",
"class": "GSAIInfiniteProximity",
"language": "GDScript",
"path": "res://src/Proximities/GSTInfiniteProximity.gd"
"path": "res://src/Proximities/GSAIInfiniteProximity.gd"
}, {
"base": "GSTSpecializedAgent",
"class": "GSTKinematicBody2DAgent",
"base": "GSAISpecializedAgent",
"class": "GSAIKinematicBody2DAgent",
"language": "GDScript",
"path": "res://src/Agents/GSTKinematicBody2DAgent.gd"
"path": "res://src/Agents/GSAIKinematicBody2DAgent.gd"
}, {
"base": "GSTSpecializedAgent",
"class": "GSTKinematicBodyAgent",
"base": "GSAISpecializedAgent",
"class": "GSAIKinematicBodyAgent",
"language": "GDScript",
"path": "res://src/Agents/GSTKinematicBodyAgent.gd"
"path": "res://src/Agents/GSAIKinematicBodyAgent.gd"
}, {
"base": "GSTMatchOrientation",
"class": "GSTLookWhereYouGo",
"base": "GSAIMatchOrientation",
"class": "GSAILookWhereYouGo",
"language": "GDScript",
"path": "res://src/Behaviors/GSTLookWhereYouGo.gd"
"path": "res://src/Behaviors/GSAILookWhereYouGo.gd"
}, {
"base": "GSTSteeringBehavior",
"class": "GSTMatchOrientation",
"base": "GSAISteeringBehavior",
"class": "GSAIMatchOrientation",
"language": "GDScript",
"path": "res://src/Behaviors/GSTMatchOrientation.gd"
"path": "res://src/Behaviors/GSAIMatchOrientation.gd"
}, {
"base": "Reference",
"class": "GSTPath",
"class": "GSAIPath",
"language": "GDScript",
"path": "res://src/GSTPath.gd"
"path": "res://src/GSAIPath.gd"
}, {
"base": "GSTSteeringBehavior",
"class": "GSTPriority",
"base": "GSAISteeringBehavior",
"class": "GSAIPriority",
"language": "GDScript",
"path": "res://src/Behaviors/GSTPriority.gd"
"path": "res://src/Behaviors/GSAIPriority.gd"
}, {
"base": "Reference",
"class": "GSTProximity",
"class": "GSAIProximity",
"language": "GDScript",
"path": "res://src/Proximities/GSTProximity.gd"
"path": "res://src/Proximities/GSAIProximity.gd"
}, {
"base": "GSTSteeringBehavior",
"class": "GSTPursue",
"base": "GSAISteeringBehavior",
"class": "GSAIPursue",
"language": "GDScript",
"path": "res://src/Behaviors/GSTPursue.gd"
"path": "res://src/Behaviors/GSAIPursue.gd"
}, {
"base": "GSTProximity",
"class": "GSTRadiusProximity",
"base": "GSAIProximity",
"class": "GSAIRadiusProximity",
"language": "GDScript",
"path": "res://src/Proximities/GSTRadiusProximity.gd"
"path": "res://src/Proximities/GSAIRadiusProximity.gd"
}, {
"base": "GSTSpecializedAgent",
"class": "GSTRigidBody2DAgent",
"base": "GSAISpecializedAgent",
"class": "GSAIRigidBody2DAgent",
"language": "GDScript",
"path": "res://src/Agents/GSTRigidBody2DAgent.gd"
"path": "res://src/Agents/GSAIRigidBody2DAgent.gd"
}, {
"base": "GSTSpecializedAgent",
"class": "GSTRigidBodyAgent",
"base": "GSAISpecializedAgent",
"class": "GSAIRigidBodyAgent",
"language": "GDScript",
"path": "res://src/Agents/GSTRigidBodyAgent.gd"
"path": "res://src/Agents/GSAIRigidBodyAgent.gd"
}, {
"base": "GSTSteeringBehavior",
"class": "GSTSeek",
"base": "GSAISteeringBehavior",
"class": "GSAISeek",
"language": "GDScript",
"path": "res://src/Behaviors/GSTSeek.gd"
"path": "res://src/Behaviors/GSAISeek.gd"
}, {
"base": "GSTGroupBehavior",
"class": "GSTSeparation",
"base": "GSAIGroupBehavior",
"class": "GSAISeparation",
"language": "GDScript",
"path": "res://src/Behaviors/GSTSeparation.gd"
"path": "res://src/Behaviors/GSAISeparation.gd"
}, {
"base": "GSTSteeringAgent",
"class": "GSTSpecializedAgent",
"base": "GSAISteeringAgent",
"class": "GSAISpecializedAgent",
"language": "GDScript",
"path": "res://src/Agents/GSTSpecializedAgent.gd"
"path": "res://src/Agents/GSAISpecializedAgent.gd"
}, {
"base": "GSTAgentLocation",
"class": "GSTSteeringAgent",
"base": "GSAIAgentLocation",
"class": "GSAISteeringAgent",
"language": "GDScript",
"path": "res://src/GSTSteeringAgent.gd"
"path": "res://src/GSAISteeringAgent.gd"
}, {
"base": "Reference",
"class": "GSTSteeringBehavior",
"class": "GSAISteeringBehavior",
"language": "GDScript",
"path": "res://src/GSTSteeringBehavior.gd"
"path": "res://src/GSAISteeringBehavior.gd"
}, {
"base": "Reference",
"class": "GSTTargetAcceleration",
"class": "GSAITargetAcceleration",
"language": "GDScript",
"path": "res://src/GSTTargetAcceleration.gd"
"path": "res://src/GSAITargetAcceleration.gd"
}, {
"base": "Reference",
"class": "GSTUtils",
"class": "GSAIUtils",
"language": "GDScript",
"path": "res://src/GSTUtils.gd"
"path": "res://src/GSAIUtils.gd"
} ]
_global_script_class_icons={
"DemoPickerUI": "",
"GSTAgentLocation": "",
"GSTArrive": "",
"GSTAvoidCollisions": "",
"GSTBlend": "",
"GSTCohesion": "",
"GSTEvade": "",
"GSTFace": "",
"GSTFlee": "",
"GSTFollowPath": "",
"GSTGroupBehavior": "",
"GSTInfiniteProximity": "",
"GSTKinematicBody2DAgent": "",
"GSTKinematicBodyAgent": "",
"GSTLookWhereYouGo": "",
"GSTMatchOrientation": "",
"GSTPath": "",
"GSTPriority": "",
"GSTProximity": "",
"GSTPursue": "",
"GSTRadiusProximity": "",
"GSTRigidBody2DAgent": "",
"GSTRigidBodyAgent": "",
"GSTSeek": "",
"GSTSeparation": "",
"GSTSpecializedAgent": "",
"GSTSteeringAgent": "",
"GSTSteeringBehavior": "",
"GSTTargetAcceleration": "",
"GSTUtils": ""
"GSAIAgentLocation": "",
"GSAIArrive": "",
"GSAIAvoidCollisions": "",
"GSAIBlend": "",
"GSAICohesion": "",
"GSAIEvade": "",
"GSAIFace": "",
"GSAIFlee": "",
"GSAIFollowPath": "",
"GSAIGroupBehavior": "",
"GSAIInfiniteProximity": "",
"GSAIKinematicBody2DAgent": "",
"GSAIKinematicBodyAgent": "",
"GSAILookWhereYouGo": "",
"GSAIMatchOrientation": "",
"GSAIPath": "",
"GSAIPriority": "",
"GSAIProximity": "",
"GSAIPursue": "",
"GSAIRadiusProximity": "",
"GSAIRigidBody2DAgent": "",
"GSAIRigidBodyAgent": "",
"GSAISeek": "",
"GSAISeparation": "",
"GSAISpecializedAgent": "",
"GSAISteeringAgent": "",
"GSAISteeringBehavior": "",
"GSAITargetAcceleration": "",
"GSAIUtils": ""
}
[application]

View File

@ -1,7 +1,7 @@
# A specialized steering agent that updates itself every frame so the user does
# not have to using a KinematicBody2D
extends GSTSpecializedAgent
class_name GSTKinematicBody2DAgent
extends GSAISpecializedAgent
class_name GSAIKinematicBody2DAgent
# SLIDE uses `move_and_slide`
@ -31,7 +31,7 @@ func _init(body: KinematicBody2D, movement_type: int = MovementType.SLIDE) -> vo
# Moves the agent's `body` by target `acceleration`.
# tags: virtual
func _apply_steering(acceleration: GSTTargetAcceleration, delta: float) -> void:
func _apply_steering(acceleration: GSAITargetAcceleration, delta: float) -> void:
_applied_steering = true
match movement_type:
MovementType.COLLIDE:
@ -45,34 +45,34 @@ func _apply_steering(acceleration: GSTTargetAcceleration, delta: float) -> void:
func _apply_sliding_steering(accel: Vector3) -> void:
var velocity := GSTUtils.to_vector2(linear_velocity + accel).clamped(linear_speed_max)
var velocity := GSAIUtils.to_vector2(linear_velocity + accel).clamped(linear_speed_max)
if apply_linear_drag:
velocity = velocity.linear_interpolate(Vector2.ZERO, linear_drag_percentage)
velocity = body.move_and_slide(velocity)
if calculate_velocities:
linear_velocity = GSTUtils.to_vector3(velocity)
linear_velocity = GSAIUtils.to_vector3(velocity)
func _apply_collide_steering(accel: Vector3, delta: float) -> void:
var velocity := GSTUtils.clampedv3(linear_velocity + accel, linear_speed_max)
var velocity := GSAIUtils.clampedv3(linear_velocity + accel, linear_speed_max)
if apply_linear_drag:
velocity = velocity.linear_interpolate(
Vector3.ZERO,
linear_drag_percentage
)
body.move_and_collide(GSTUtils.to_vector2(velocity) * delta)
body.move_and_collide(GSAIUtils.to_vector2(velocity) * delta)
if calculate_velocities:
linear_velocity = velocity
func _apply_position_steering(accel: Vector3, delta: float) -> void:
var velocity := GSTUtils.clampedv3(linear_velocity + accel, linear_speed_max)
var velocity := GSAIUtils.clampedv3(linear_velocity + accel, linear_speed_max)
if apply_linear_drag:
velocity = velocity.linear_interpolate(
Vector3.ZERO,
linear_drag_percentage
)
body.global_position += GSTUtils.to_vector2(velocity) * delta
body.global_position += GSAIUtils.to_vector2(velocity) * delta
if calculate_velocities:
linear_velocity = velocity
@ -92,7 +92,7 @@ func _set_body(value: KinematicBody2D) -> void:
_last_position = body.global_position
_last_orientation = body.rotation
position = GSTUtils.to_vector3(_last_position)
position = GSAIUtils.to_vector3(_last_position)
orientation = _last_orientation
@ -100,15 +100,15 @@ func _on_SceneTree_physics_frame() -> void:
var current_position: Vector2 = body.global_position
var current_orientation: float = body.rotation
position = GSTUtils.to_vector3(current_position)
position = GSAIUtils.to_vector3(current_position)
orientation = current_orientation
if calculate_velocities:
if _applied_steering:
_applied_steering = false
else:
linear_velocity = GSTUtils.clampedv3(
GSTUtils.to_vector3(_last_position - current_position),
linear_velocity = GSAIUtils.clampedv3(
GSAIUtils.to_vector3(_last_position - current_position),
linear_speed_max
)
if apply_linear_drag:

View File

@ -1,7 +1,7 @@
# A specialized steering agent that updates itself every frame so the user does
# not have to using a KinematicBody
extends GSTSpecializedAgent
class_name GSTKinematicBodyAgent
extends GSAISpecializedAgent
class_name GSAIKinematicBodyAgent
# SLIDE uses `move_and_slide`
# COLLIDE uses `move_and_collide`
@ -30,7 +30,7 @@ func _init(body: KinematicBody, movement_type: int = MovementType.SLIDE) -> void
# Moves the agent's `body` by target `acceleration`.
# tags: virtual
func _apply_steering(acceleration: GSTTargetAcceleration, delta: float) -> void:
func _apply_steering(acceleration: GSAITargetAcceleration, delta: float) -> void:
_applied_steering = true
match movement_type:
MovementType.COLLIDE:
@ -44,7 +44,7 @@ func _apply_steering(acceleration: GSTTargetAcceleration, delta: float) -> void:
func _apply_sliding_steering(accel: Vector3) -> void:
var velocity := GSTUtils.clampedv3(linear_velocity + accel, linear_speed_max)
var velocity := GSAIUtils.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)
@ -53,7 +53,7 @@ func _apply_sliding_steering(accel: Vector3) -> void:
func _apply_collide_steering(accel: Vector3, delta: float) -> void:
var velocity := GSTUtils.clampedv3(linear_velocity + accel, linear_speed_max)
var velocity := GSAIUtils.clampedv3(linear_velocity + accel, linear_speed_max)
if apply_linear_drag:
velocity = velocity.linear_interpolate(
Vector3.ZERO,
@ -65,7 +65,7 @@ func _apply_collide_steering(accel: Vector3, delta: float) -> void:
func _apply_position_steering(accel: Vector3, delta: float) -> void:
var velocity := GSTUtils.clampedv3(linear_velocity + accel, linear_speed_max)
var velocity := GSAIUtils.clampedv3(linear_velocity + accel, linear_speed_max)
if apply_linear_drag:
velocity = velocity.linear_interpolate(
Vector3.ZERO,
@ -106,7 +106,7 @@ func _on_SceneTree_physics_frame() -> void:
if _applied_steering:
_applied_steering = false
else:
linear_velocity = GSTUtils.clampedv3(
linear_velocity = GSAIUtils.clampedv3(
_last_position - current_position,
linear_speed_max
)

View File

@ -1,7 +1,7 @@
# A specialized steering agent that updates itself every frame so the user does
# not have to using a RigidBody2D
extends GSTSpecializedAgent
class_name GSTRigidBody2DAgent
extends GSAISpecializedAgent
class_name GSAIRigidBody2DAgent
# The RigidBody2D to keep track of
@ -19,12 +19,12 @@ func _init(body: RigidBody2D) -> void:
# Moves the agent's `body` by target `acceleration`.
# tags: virtual
func _apply_steering(acceleration: GSTTargetAcceleration, delta: float) -> void:
func _apply_steering(acceleration: GSAITargetAcceleration, delta: float) -> void:
_applied_steering = true
body.apply_central_impulse(GSTUtils.to_vector2(acceleration.linear))
body.apply_central_impulse(GSAIUtils.to_vector2(acceleration.linear))
body.apply_torque_impulse(acceleration.angular)
if calculate_velocities:
linear_velocity = GSTUtils.to_vector3(body.linear_velocity)
linear_velocity = GSAIUtils.to_vector3(body.linear_velocity)
angular_velocity = body.angular_velocity
@ -34,7 +34,7 @@ func _set_body(value: RigidBody2D) -> void:
_last_position = body.global_position
_last_orientation = body.rotation
position = GSTUtils.to_vector3(_last_position)
position = GSAIUtils.to_vector3(_last_position)
orientation = _last_orientation
@ -47,12 +47,12 @@ func _on_SceneTree_frame() -> void:
var current_position: Vector2 = body.global_position
var current_orientation: float = body.rotation
position = GSTUtils.to_vector3(current_position)
position = GSAIUtils.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)
linear_velocity = GSAIUtils.to_vector3(body.linear_velocity)
angular_velocity = body.angular_velocity

View File

@ -1,7 +1,7 @@
# A specialized steering agent that updates itself every frame so the user does
# not have to using a RigidBody
extends GSTSpecializedAgent
class_name GSTRigidBodyAgent
extends GSAISpecializedAgent
class_name GSAIRigidBodyAgent
# The RigidBody to keep track of
@ -21,7 +21,7 @@ func _init(body: RigidBody) -> void:
# Moves the agent's `body` by target `acceleration`.
# tags: virtual
func _apply_steering(acceleration: GSTTargetAcceleration, delta: float) -> void:
func _apply_steering(acceleration: GSAITargetAcceleration, delta: float) -> void:
_applied_steering = true
body.apply_central_impulse(acceleration.linear)
body.apply_torque_impulse(Vector3.UP * acceleration.angular)

View File

@ -1,8 +1,8 @@
# 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
extends GSAISteeringAgent
class_name GSAISpecializedAgent
# If `true`, calculates linear and angular velocities based on the previous
@ -36,5 +36,5 @@ var _applied_steering := false
# Moves the agent's body by target `acceleration`.
# tags: virtual
func _apply_steering(acceleration: GSTTargetAcceleration, delta: float) -> void:
func _apply_steering(acceleration: GSAITargetAcceleration, delta: float) -> void:
pass

View File

@ -1,11 +1,11 @@
# Calculates acceleration to take an agent to its target's location. The
# calculation attempts to arrive with zero remaining velocity.
class_name GSTArrive
extends GSTSteeringBehavior
class_name GSAIArrive
extends GSAISteeringBehavior
# Target agent to arrive to.
var target: GSTAgentLocation
var target: GSAIAgentLocation
# Distance from the target for the agent to be considered successfully
# arrived.
var arrival_tolerance: float
@ -15,11 +15,11 @@ var deceleration_radius: float
var time_to_reach := 0.1
func _init(agent: GSTSteeringAgent, target: GSTAgentLocation).(agent) -> void:
func _init(agent: GSAISteeringAgent, target: GSAIAgentLocation).(agent) -> void:
self.target = target
func _arrive(acceleration: GSTTargetAcceleration, target_position: Vector3) -> void:
func _arrive(acceleration: GSAITargetAcceleration, target_position: Vector3) -> void:
var to_target := target_position - agent.position
var distance := to_target.length()
@ -35,9 +35,9 @@ func _arrive(acceleration: GSTTargetAcceleration, target_position: Vector3) -> v
desired_velocity = (desired_velocity - agent.linear_velocity) * 1.0 / time_to_reach
acceleration.linear = GSTUtils.clampedv3(desired_velocity, agent.linear_acceleration_max)
acceleration.linear = GSAIUtils.clampedv3(desired_velocity, agent.linear_acceleration_max)
acceleration.angular = 0
func _calculate_steering(acceleration: GSTTargetAcceleration) -> void:
func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
_arrive(acceleration, target.position)

View File

@ -1,10 +1,10 @@
# Steers the agent to avoid obstacles in its path. Approximates obstacles as
# spheres.
class_name GSTAvoidCollisions
extends GSTGroupBehavior
class_name GSAIAvoidCollisions
extends GSAIGroupBehavior
var _first_neighbor: GSTSteeringAgent
var _first_neighbor: GSAISteeringAgent
var _shortest_time: float
var _first_minimum_separation: float
var _first_distance: float
@ -12,11 +12,11 @@ var _first_relative_position: Vector3
var _first_relative_velocity: Vector3
func _init(agent: GSTSteeringAgent, proximity: GSTProximity).(agent, proximity) -> void:
func _init(agent: GSAISteeringAgent, proximity: GSAIProximity).(agent, proximity) -> void:
pass
func _calculate_steering(acceleration: GSTTargetAcceleration) -> void:
func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
_shortest_time = INF
_first_neighbor = null
_first_minimum_separation = 0
@ -41,7 +41,7 @@ func _calculate_steering(acceleration: GSTTargetAcceleration) -> 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: GSTSteeringAgent) -> bool:
func _report_neighbor(neighbor: GSAISteeringAgent) -> bool:
var relative_position := neighbor.position - agent.position
var relative_velocity := neighbor.linear_velocity - agent.linear_velocity
var relative_speed_squared := relative_velocity.length_squared()

View File

@ -3,23 +3,23 @@
#
# Stores the behaviors internally as dictionaries of the form
# {
# behavior : GSTSteeringBehavior,
# behavior : GSAISteeringBehavior,
# weight : float
# }
class_name GSTBlend
extends GSTSteeringBehavior
class_name GSAIBlend
extends GSAISteeringBehavior
var _behaviors := []
var _accel := GSTTargetAcceleration.new()
var _accel := GSAITargetAcceleration.new()
func _init(agent: GSTSteeringAgent).(agent) -> void:
func _init(agent: GSAISteeringAgent).(agent) -> void:
pass
# Appends a behavior to the internal array along with its `weight`.
func add(behavior: GSTSteeringBehavior, weight: float) -> void:
func add(behavior: GSAISteeringBehavior, weight: float) -> void:
behavior.agent = agent
_behaviors.append({behavior = behavior, weight = weight})
@ -33,7 +33,7 @@ func get_behavior_at(index: int) -> Dictionary:
return {}
func _calculate_steering(blended_accel: GSTTargetAcceleration) -> void:
func _calculate_steering(blended_accel: GSAITargetAcceleration) -> void:
blended_accel.set_zero()
for i in range(_behaviors.size()):
@ -42,7 +42,7 @@ func _calculate_steering(blended_accel: GSTTargetAcceleration) -> void:
blended_accel.add_scaled_accel(_accel, bw.weight)
blended_accel.linear = GSTUtils.clampedv3(blended_accel.linear, agent.linear_acceleration_max)
blended_accel.linear = GSAIUtils.clampedv3(blended_accel.linear, agent.linear_acceleration_max)
blended_accel.angular = clamp(
blended_accel.angular,
-agent.angular_acceleration_max,

View File

@ -1,17 +1,17 @@
# Calculates an acceleration that attempts to move the agent towards the center
# of mass of the agents in the area defined by the `GSTProximity`.
class_name GSTCohesion
extends GSTGroupBehavior
# of mass of the agents in the area defined by the `GSAIProximity`.
class_name GSAICohesion
extends GSAIGroupBehavior
var _center_of_mass: Vector3
func _init(agent: GSTSteeringAgent, proximity: GSTProximity).(agent, proximity) -> void:
func _init(agent: GSAISteeringAgent, proximity: GSAIProximity).(agent, proximity) -> void:
pass
func _calculate_steering(acceleration: GSTTargetAcceleration) -> void:
func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
acceleration.set_zero()
_center_of_mass = Vector3.ZERO
var neighbor_count = proximity._find_neighbors(_callback)
@ -23,6 +23,6 @@ func _calculate_steering(acceleration: GSTTargetAcceleration) -> 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: GSTSteeringAgent) -> bool:
func _report_neighbor(neighbor: GSAISteeringAgent) -> bool:
_center_of_mass += neighbor.position
return true

View File

@ -1,12 +1,12 @@
# Calculates acceleration to take an agent away from where a target agent is
# moving.
class_name GSTEvade
extends GSTPursue
class_name GSAIEvade
extends GSAIPursue
func _init(
agent: GSTSteeringAgent,
target: GSTSteeringAgent,
agent: GSAISteeringAgent,
target: GSAISteeringAgent,
predict_time_max := 1.0).(agent, target, predict_time_max):
pass

View File

@ -1,23 +1,23 @@
# Calculates angular acceleration to rotate a target to face its target's
# position. The behavior attemps to arrive with zero remaining angular velocity.
class_name GSTFace
extends GSTMatchOrientation
class_name GSAIFace
extends GSAIMatchOrientation
func _init(agent: GSTSteeringAgent, target: GSTAgentLocation).(agent, target) -> void:
func _init(agent: GSAISteeringAgent, target: GSAIAgentLocation).(agent, target) -> void:
pass
func _face(acceleration: GSTTargetAcceleration, target_position: Vector3) -> void:
func _face(acceleration: GSAITargetAcceleration, target_position: Vector3) -> void:
var to_target := target_position - agent.position
var distance_squared := to_target.length_squared()
if distance_squared < agent.zero_linear_speed_threshold:
acceleration.set_zero()
else:
var orientation = GSTUtils.vector3_to_angle(to_target)
var orientation = GSAIUtils.vector3_to_angle(to_target)
_match_orientation(acceleration, orientation)
func _calculate_steering(acceleration: GSTTargetAcceleration) -> void:
func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
_face(acceleration, target.position)

View File

@ -1,13 +1,13 @@
# Calculates acceleration to take an agent directly away from a target agent.
class_name GSTFlee
extends GSTSeek
class_name GSAIFlee
extends GSAISeek
func _init(agent: GSTSteeringAgent, target: GSTAgentLocation).(agent, target) -> void:
func _init(agent: GSAISteeringAgent, target: GSAIAgentLocation).(agent, target) -> void:
pass
func _calculate_steering(acceleration: GSTTargetAcceleration) -> void:
func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
acceleration.linear = (
(agent.position - target.position).normalized() * agent.linear_acceleration_max)
acceleration.angular = 0

View File

@ -1,14 +1,14 @@
# Produces a linear acceleration that moves the agent along the specified path.
class_name GSTFollowPath
extends GSTArrive
class_name GSAIFollowPath
extends GSAIArrive
# The path to follow and travel along.
var path: GSTPath
var path: GSAIPath
# The distance along the path to generate the next target position.
var path_offset := 0.0
# Whether to use `GSTArrive` behavior on an open path.
# Whether to use `GSAIArrive` behavior on an open path.
var is_arrive_enabled := 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.
@ -16,8 +16,8 @@ var prediction_time := 0.0
func _init(
agent: GSTSteeringAgent,
path: GSTPath,
agent: GSAISteeringAgent,
path: GSAIPath,
path_offset := 0.0,
prediction_time := 0.0).(agent, null) -> void:
self.path = path
@ -25,7 +25,7 @@ func _init(
self.prediction_time = prediction_time
func _calculate_steering(acceleration: GSTTargetAcceleration) -> void:
func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
var location := (
agent.position if prediction_time == 0
else agent.position + (agent.linear_velocity * prediction_time))

View File

@ -1,16 +1,16 @@
# Calculates an angular acceleration to match an agent's orientation to its
# direction of travel.
class_name GSTLookWhereYouGo
extends GSTMatchOrientation
class_name GSAILookWhereYouGo
extends GSAIMatchOrientation
func _init(agent: GSTSteeringAgent).(agent, null) -> void:
func _init(agent: GSAISteeringAgent).(agent, null) -> void:
pass
func _calculate_steering(accel: GSTTargetAcceleration) -> void:
func _calculate_steering(accel: GSAITargetAcceleration) -> void:
if agent.linear_velocity.length_squared() < agent.zero_linear_speed_threshold:
accel.set_zero()
else:
var orientation := GSTUtils.vector3_to_angle(agent.linear_velocity)
var orientation := GSAIUtils.vector3_to_angle(agent.linear_velocity)
_match_orientation(accel, orientation)

View File

@ -1,12 +1,12 @@
# 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
# velocity.
class_name GSTMatchOrientation
extends GSTSteeringBehavior
class_name GSAIMatchOrientation
extends GSAISteeringBehavior
# The target orientation for the behavior to try and match rotations to.
var target: GSTAgentLocation
var target: GSAIAgentLocation
# 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
@ -16,11 +16,11 @@ var deceleration_radius: float
var time_to_reach: float = 0.1
func _init(agent: GSTSteeringAgent, target: GSTAgentLocation).(agent) -> void:
func _init(agent: GSAISteeringAgent, target: GSAIAgentLocation).(agent) -> void:
self.target = target
func _match_orientation(acceleration: GSTTargetAcceleration, desired_orientation: float) -> void:
func _match_orientation(acceleration: GSAITargetAcceleration, desired_orientation: float) -> void:
var rotation := wrapf(desired_orientation - agent.orientation, -PI, PI)
var rotation_size := abs(rotation)
@ -44,5 +44,5 @@ func _match_orientation(acceleration: GSTTargetAcceleration, desired_orientation
acceleration.linear = Vector3.ZERO
func _calculate_steering(acceleration: GSTTargetAcceleration) -> void:
func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
_match_orientation(acceleration, target.orientation)

View File

@ -1,7 +1,7 @@
# Container for multiple behaviors that returns the result of the first child
# behavior with non-zero acceleration.
class_name GSTPriority
extends GSTSteeringBehavior
class_name GSAIPriority
extends GSAISteeringBehavior
var _behaviors := []
@ -13,25 +13,25 @@ var last_selected_index: int
var zero_threshold: float
func _init(agent: GSTSteeringAgent, zero_threshold := 0.001).(agent) -> void:
func _init(agent: GSAISteeringAgent, zero_threshold := 0.001).(agent) -> void:
self.zero_threshold = zero_threshold
# Appends a steering behavior as a child of this container.
func add(behavior: GSTSteeringBehavior) -> void:
func add(behavior: GSAISteeringBehavior) -> 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_at(index: int) -> GSTSteeringBehavior:
func get_behavior_at(index: int) -> GSAISteeringBehavior:
if _behaviors.size() > index:
return _behaviors[index]
printerr("Tried to get index " + str(index) + " in array of size " + str(_behaviors.size()))
return null
func _calculate_steering(accel: GSTTargetAcceleration) -> void:
func _calculate_steering(accel: GSAITargetAcceleration) -> void:
var threshold_squared := zero_threshold * zero_threshold
last_selected_index = -1
@ -41,7 +41,7 @@ func _calculate_steering(accel: GSTTargetAcceleration) -> void:
if size > 0:
for i in range(size):
last_selected_index = i
var behavior: GSTSteeringBehavior = _behaviors[i]
var behavior: GSAISteeringBehavior = _behaviors[i]
behavior.calculate_steering(accel)
if accel.get_magnitude_squared() > threshold_squared:

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@ -1,25 +1,25 @@
# Calculates an acceleration to make an agent intercept another based on the
# target agent's movement.
class_name GSTPursue
extends GSTSteeringBehavior
class_name GSAIPursue
extends GSAISteeringBehavior
# The target agent that the behavior is trying to intercept.
var target: GSTSteeringAgent
var target: GSAISteeringAgent
# The maximum amount of time in the future the behavior predicts the target's
# location.
var predict_time_max: float
func _init(
agent: GSTSteeringAgent,
target: GSTSteeringAgent,
agent: GSAISteeringAgent,
target: GSAISteeringAgent,
predict_time_max := 1.0).(agent) -> void:
self.target = target
self.predict_time_max = predict_time_max
func _calculate_steering(acceleration: GSTTargetAcceleration) -> void:
func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
var target_position := target.position
var distance_squared := (target_position - agent.position).length_squared()

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@ -1,18 +1,18 @@
# Calculates an acceleration to take an agent to a target agent's position
# directly.
class_name GSTSeek
extends GSTSteeringBehavior
class_name GSAISeek
extends GSAISteeringBehavior
# The target that the behavior aims to move the agent to.
var target: GSTAgentLocation
var target: GSAIAgentLocation
func _init(agent: GSTSteeringAgent, target: GSTAgentLocation).(agent) -> void:
func _init(agent: GSAISteeringAgent, target: GSAIAgentLocation).(agent) -> void:
self.target = target
func _calculate_steering(acceleration: GSTTargetAcceleration) -> void:
func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
acceleration.linear = (
(target.position - agent.position).normalized() * agent.linear_acceleration_max)
acceleration.angular = 0

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@ -1,24 +1,24 @@
# Calculates an acceleration that repels the agent from its neighbors in the
# given `GSTProximity`.
# given `GSAIProximity`.
#
# 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
# accumulates.
class_name GSTSeparation
extends GSTGroupBehavior
class_name GSAISeparation
extends GSAIGroupBehavior
# The coefficient to calculate how fast the separation strength decays with distance.
var decay_coefficient := 1.0
var _acceleration: GSTTargetAcceleration
var _acceleration: GSAITargetAcceleration
func _init(agent: GSTSteeringAgent, proximity: GSTProximity).(agent, proximity) -> void:
func _init(agent: GSAISteeringAgent, proximity: GSAIProximity).(agent, proximity) -> void:
pass
func _calculate_steering(acceleration: GSTTargetAcceleration) -> void:
func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
acceleration.set_zero()
self._acceleration = acceleration
proximity._find_neighbors(_callback)
@ -27,7 +27,7 @@ func _calculate_steering(acceleration: GSTTargetAcceleration) -> 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: GSTSteeringAgent) -> bool:
func _report_neighbor(neighbor: GSAISteeringAgent) -> bool:
var to_agent := agent.position - neighbor.position
var distance_squared := to_agent.length_squared()

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@ -1,5 +1,5 @@
# Represents an agent with only a location and an orientation.
class_name GSTAgentLocation
class_name GSAIAgentLocation
# The agent's position in space.

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@ -1,20 +1,20 @@
# Base type for group-based steering behaviors.
class_name GSTGroupBehavior
extends GSTSteeringBehavior
class_name GSAIGroupBehavior
extends GSAISteeringBehavior
# Container to find neighbors of the agent and calculate group behavior.
var proximity: GSTProximity
var proximity: GSAIProximity
var _callback := funcref(self, "_report_neighbor")
func _init(agent: GSTSteeringAgent, proximity: GSTProximity).(agent) -> void:
func _init(agent: GSAISteeringAgent, proximity: GSAIProximity).(agent) -> void:
self.proximity = proximity
# Internal callback for the behavior to define whether or not a member is
# relevant
# tags: virtual
func _report_neighbor(neighbor: GSTSteeringAgent) -> bool:
func _report_neighbor(neighbor: GSAISteeringAgent) -> bool:
return false

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@ -1,6 +1,6 @@
# Represents a path made up of Vector3 waypoints, split into segments path
# follow behaviors can use.
class_name GSTPath
class_name GSAIPath
extends Reference
@ -41,7 +41,7 @@ func create_path(waypoints: Array) -> void:
break
else:
current = waypoints[0]
var segment := GSTSegment.new(previous, current)
var segment := GSAISegment.new(previous, current)
length += segment.length
segment.cumulative_length = length
_segments.append(segment)
@ -52,9 +52,9 @@ func calculate_distance(agent_current_position: Vector3) -> float:
if _segments.size() == 0:
return 0.0
var smallest_distance_squared: float = INF
var nearest_segment: GSTSegment
var nearest_segment: GSAISegment
for i in range(_segments.size()):
var segment: GSTSegment = _segments[i]
var segment: GSAISegment = _segments[i]
var distance_squared := _calculate_point_segment_distance_squared(
segment.begin,
segment.end,
@ -83,9 +83,9 @@ func calculate_target_position(target_distance: float) -> Vector3:
elif target_distance > length:
target_distance = fmod(target_distance, length)
var desired_segment: GSTSegment
var desired_segment: GSAISegment
for i in range(_segments.size()):
var segment: GSTSegment = _segments[i]
var segment: GSAISegment = _segments[i]
if segment.cumulative_length >= target_distance:
desired_segment = segment
break
@ -121,7 +121,7 @@ func _calculate_point_segment_distance_squared(start: Vector3, end: Vector3, pos
return _nearest_point_on_segment.distance_squared_to(position)
class GSTSegment:
class GSAISegment:
var begin: Vector3
var end: Vector3
var length: float

View File

@ -1,9 +1,9 @@
# Adds velocity, speed, and size data to `GSTAgentLocation`.
# Adds velocity, speed, and size data to `GSAIAgentLocation`.
#
# It is the character's responsibility to keep this information up to date for
# the steering toolkit to work correctly.
extends GSTAgentLocation
class_name GSTSteeringAgent
extends GSAIAgentLocation
class_name GSAISteeringAgent
# The amount of velocity to be considered effectively not moving.

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@ -5,26 +5,26 @@
#
# The `calculate_steering` function is the entry point for all behaviors.
# Individual steering behaviors encapsulate the steering logic.
class_name GSTSteeringBehavior
class_name GSAISteeringBehavior
# If `false`, all calculations return zero amounts of acceleration.
var is_enabled := true
# The AI agent on which the steering behavior bases its calculations.
var agent: GSTSteeringAgent
var agent: GSAISteeringAgent
func _init(agent: GSTSteeringAgent) -> void:
func _init(agent: GSAISteeringAgent) -> void:
self.agent = agent
# Sets the `acceleration` with the behavior's desired amount of acceleration.
func calculate_steering(acceleration: GSTTargetAcceleration) -> void:
func calculate_steering(acceleration: GSAITargetAcceleration) -> void:
if is_enabled:
_calculate_steering(acceleration)
else:
acceleration.set_zero()
func _calculate_steering(acceleration: GSTTargetAcceleration) -> void:
func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
acceleration.set_zero()

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@ -1,6 +1,6 @@
# A desired linear and angular amount of acceleration requested by the steering
# system.
class_name GSTTargetAcceleration
class_name GSAITargetAcceleration
# Linear acceleration
@ -18,7 +18,7 @@ func set_zero() -> void:
# Adds `accel`'s components, multiplied by `scalar`, to this one.
func add_scaled_accel(accel: GSTTargetAcceleration, scalar: float) -> void:
func add_scaled_accel(accel: GSAITargetAcceleration, scalar: float) -> void:
linear += accel.linear * scalar
angular += accel.angular * scalar

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@ -1,5 +1,5 @@
# Math and vector utility functions.
class_name GSTUtils
class_name GSAIUtils
# Returns the `vector` with its length capped to `limit`.

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@ -1,10 +1,10 @@
# Determines any agent that is in the specified list as being neighbors with the
# owner agent, regardless of distance.
extends GSTProximity
class_name GSTInfiniteProximity
extends GSAIProximity
class_name GSAIInfiniteProximity
func _init(agent: GSTSteeringAgent, agents: Array).(agent, agents) -> void:
func _init(agent: GSAISteeringAgent, agents: Array).(agent, agents) -> void:
pass
@ -17,7 +17,7 @@ func _find_neighbors(callback: FuncRef) -> int:
var neighbor_count := 0
var agent_count := agents.size()
for i in range(agent_count):
var current_agent := agents[i] as GSTSteeringAgent
var current_agent := agents[i] as GSAISteeringAgent
if current_agent != agent:
if callback.call_func(current_agent):

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@ -1,15 +1,15 @@
# Base container type that stores data to find the neighbors of an agent.
extends Reference
class_name GSTProximity
class_name GSAIProximity
# The owning agent whose neighbors are found in the group
var agent: GSTSteeringAgent
var agent: GSAISteeringAgent
# The agents who are part of this group and could be potential neighbors
var agents := []
func _init(agent: GSTSteeringAgent, agents: Array) -> void:
func _init(agent: GSAISteeringAgent, agents: Array) -> void:
self.agent = agent
self.agents = agents

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@ -1,7 +1,7 @@
# Determines any agent that is in the specified list as being neighbors with the owner agent if
# they lie within the specified radius.
extends GSTProximity
class_name GSTRadiusProximity
extends GSAIProximity
class_name GSAIRadiusProximity
# The radius around the owning agent to find neighbors in
@ -11,7 +11,7 @@ var _last_frame := 0
var _scene_tree: SceneTree
func _init(agent: GSTSteeringAgent, agents: Array, radius: float).(agent, agents) -> void:
func _init(agent: GSAISteeringAgent, agents: Array, radius: float).(agent, agents) -> void:
self.radius = radius
_scene_tree = Engine.get_main_loop()
@ -32,7 +32,7 @@ func _find_neighbors(callback: FuncRef) -> int:
var owner_position := agent.position
for i in range(agent_count):
var current_agent := agents[i] as GSTSteeringAgent
var current_agent := agents[i] as GSAISteeringAgent
if current_agent != agent:
var distance_squared := owner_position.distance_squared_to(current_agent.position)
@ -48,7 +48,7 @@ func _find_neighbors(callback: FuncRef) -> int:
current_agent.is_tagged = false
else:
for i in range(agent_count):
var current_agent = agents[i] as GSTSteeringAgent
var current_agent = agents[i] as GSAISteeringAgent
if current_agent != agent and current_agent.is_tagged:
if callback.call_func(current_agent):