mirror of
https://github.com/Relintai/godot-steering-ai-framework.git
synced 2024-11-14 04:57:19 +01:00
Clean up and improve group behaviors' code
The first pass was somewhat obtuse and lacked a common class that differentiated them from behaviors that didn't use Proximities.
This commit is contained in:
parent
780e6038b8
commit
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@ -19,7 +19,7 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://src/behaviors/GSTArrive.gd"
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}, {
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"base": "GSTSteeringBehavior",
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"base": "GSTGroupBehavior",
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"class": "GSTAvoidCollisions",
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"language": "GDScript",
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"path": "res://src/behaviors/GSTAvoidCollisions.gd"
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@ -29,7 +29,7 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://src/behaviors/GSTBlend.gd"
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}, {
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"base": "GSTSteeringBehavior",
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"base": "GSTGroupBehavior",
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"class": "GSTCohesion",
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"language": "GDScript",
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"path": "res://src/behaviors/GSTCohesion.gd"
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@ -54,6 +54,11 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://src/behaviors/GSTFollowPath.gd"
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}, {
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"base": "GSTSteeringBehavior",
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"class": "GSTGroupBehavior",
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"language": "GDScript",
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"path": "res://src/GSTGroupBehavior.gd"
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}, {
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"base": "GSTProximity",
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"class": "GSTInfiniteProximity",
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"language": "GDScript",
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@ -99,7 +104,7 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://src/behaviors/GSTSeek.gd"
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}, {
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"base": "GSTSteeringBehavior",
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"base": "GSTGroupBehavior",
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"class": "GSTSeparation",
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"language": "GDScript",
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"path": "res://src/behaviors/GSTSeparation.gd"
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@ -120,9 +125,9 @@ _global_script_classes=[ {
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"path": "res://src/GSTTargetAcceleration.gd"
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}, {
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"base": "Reference",
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"class": "Utils",
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"class": "GSTUtils",
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"language": "GDScript",
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"path": "res://src/Utils.gd"
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"path": "res://src/GSTUtils.gd"
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} ]
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_global_script_class_icons={
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"GSTAgentLocation": "",
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@ -134,6 +139,7 @@ _global_script_class_icons={
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"GSTFace": "",
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"GSTFlee": "",
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"GSTFollowPath": "",
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"GSTGroupBehavior": "",
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"GSTInfiniteProximity": "",
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"GSTLookWhereYouGo": "",
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"GSTMatchOrientation": "",
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@ -147,7 +153,7 @@ _global_script_class_icons={
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"GSTSteeringAgent": "",
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"GSTSteeringBehavior": "",
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"GSTTargetAcceleration": "",
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"Utils": ""
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"GSTUtils": ""
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}
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[application]
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16
project/src/GSTGroupBehavior.gd
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16
project/src/GSTGroupBehavior.gd
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@ -0,0 +1,16 @@
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extends GSTSteeringBehavior
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class_name GSTGroupBehavior
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# Extended behavior that features a Proximity group for group-based behaviors.
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var proximity: GSTProximity
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var _callback: = funcref(self, "report_neighbor")
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func _init(agent: GSTSteeringAgent, proximity: GSTProximity).(agent) -> void:
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self.proximity = proximity
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func report_neighbor(neighbor: GSTSteeringAgent) -> bool:
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return false
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@ -1,60 +1,69 @@
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extends Reference
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class_name GSTPath
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# Represents a path made up of Vector3 waypoints, split into path segments for use by path
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# following algorithms.
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# # Keeping it updated requires calling `create_path` to update the path.
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var segments: Array
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var is_open: bool
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var open: bool
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var path_length: float
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var nearest_point_on_segment: Vector3
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var nearest_point_on_path: Vector3
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var _segments: Array
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var _nearest_point_on_segment: Vector3
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var _nearest_point_on_path: Vector3
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func _init(waypoints: Array, is_open: = false) -> void:
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self.is_open = is_open
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_create_path(waypoints)
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nearest_point_on_segment = waypoints[0]
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nearest_point_on_path = waypoints[0]
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create_path(waypoints)
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_nearest_point_on_segment = waypoints[0]
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_nearest_point_on_path = waypoints[0]
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func get_start_point() -> Vector3:
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return segments.front().begin
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func get_end_point() -> Vector3:
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return segments.back().end
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func calculate_point_segment_distance_squared(a: Vector3, b: Vector3, c: Vector3) -> float:
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nearest_point_on_segment = a
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var ab: = b - a
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var ab_length_squared: = ab.length_squared()
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if ab_length_squared != 0:
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var t = (c - a).dot(ab) / ab_length_squared
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nearest_point_on_segment += ab * clamp(t, 0, 1)
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func create_path(waypoints: Array) -> void:
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if not waypoints or waypoints.size() < 2:
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printerr("Waypoints cannot be null and must contain at least two (2) waypoints.")
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return nearest_point_on_segment.distance_squared_to(c)
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_segments = []
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path_length = 0
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var current: Vector3 = _segments[0]
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var previous: Vector3
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for i in range(1, waypoints.size(), 1):
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previous = current
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if i < waypoints.size():
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current = waypoints[i]
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elif open:
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break
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else:
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current = waypoints[0]
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var segment: = GSTSegment.new(previous, current)
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path_length += segment.length
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segment.cumulative_length = path_length
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_segments.append(segment)
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func calculate_distance(agent_current_position: Vector3, path_parameter: Dictionary) -> float:
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var smallest_distance_squared: float = INF
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var nearest_segment: GSTSegment
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for i in range(segments.size()):
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var segment: GSTSegment = segments[i]
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var distance_squared: = calculate_point_segment_distance_squared(
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for i in range(_segments.size()):
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var segment: GSTSegment = _segments[i]
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var distance_squared: = _calculate_point_segment_distance_squared(
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segment.begin,
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segment.end,
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agent_current_position)
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if distance_squared < smallest_distance_squared:
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nearest_point_on_path = nearest_point_on_segment
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_nearest_point_on_path = _nearest_point_on_segment
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smallest_distance_squared = distance_squared
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nearest_segment = segment
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path_parameter.segment_index = i
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var length_on_path: = (
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nearest_segment.cumulative_length -
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nearest_point_on_path.distance_to(nearest_segment.end))
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_nearest_point_on_path.distance_to(nearest_segment.end))
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path_parameter.distance = length_on_path
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@ -62,7 +71,7 @@ func calculate_distance(agent_current_position: Vector3, path_parameter: Diction
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func calculate_target_position(param: Dictionary, target_distance: float) -> Vector3:
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if is_open:
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if open:
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target_distance = clamp(target_distance, 0, path_length)
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else:
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if target_distance < 0:
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@ -71,8 +80,8 @@ func calculate_target_position(param: Dictionary, target_distance: float) -> Vec
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target_distance = fmod(target_distance, path_length)
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var desired_segment: GSTSegment
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for i in range(segments.size()):
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var segment: GSTSegment = segments[i]
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for i in range(_segments.size()):
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var segment: GSTSegment = _segments[i]
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if segment.cumulative_length >= target_distance:
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desired_segment = segment
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break
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@ -84,27 +93,23 @@ func calculate_target_position(param: Dictionary, target_distance: float) -> Vec
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(distance / desired_segment.length) + desired_segment.end)
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func _create_path(waypoints: Array) -> void:
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if not waypoints or waypoints.size() < 2:
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printerr("Waypoints cannot be null and must contain at least two (2) waypoints.")
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func get_start_point() -> Vector3:
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return _segments.front().begin
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func get_end_point() -> Vector3:
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return _segments.back().end
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func _calculate_point_segment_distance_squared(start: Vector3, end: Vector3, position: Vector3) -> float:
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_nearest_point_on_segment = start
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var start_end: = end - start
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var start_end_length_squared: = start_end.length_squared()
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if start_end_length_squared != 0:
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var t = (position - start).dot(start_end) / start_end_length_squared
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_nearest_point_on_segment += start_end * clamp(t, 0, 1)
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segments = []
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path_length = 0
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var current: Vector3 = segments[0]
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var previous: Vector3
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for i in range(1, waypoints.size(), 1):
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previous = current
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if i < waypoints.size():
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current = waypoints[i]
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elif is_open:
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break
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else:
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current = waypoints[0]
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var segment: = GSTSegment.new(previous, current)
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path_length += segment.length
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segment.cumulative_length = path_length
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segments.append(segment)
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return _nearest_point_on_segment.distance_squared_to(position)
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class GSTSegment:
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@ -1,6 +1,6 @@
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extends GSTAgentLocation
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class_name GSTSteeringAgent
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# Extended agent data type that adds velocity and speed data.
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# Extended agent data type that adds velocity, speed, and size data
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var zero_linear_speed_threshold: = 0.01
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@ -1,4 +1,4 @@
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class_name Utils
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class_name GSTUtils
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# Useful math and utility functions to complement Godot's own.
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@ -30,7 +30,7 @@ func _arrive(acceleration: GSTTargetAcceleration, target_position: Vector3) -> G
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desired_velocity = (desired_velocity - agent.linear_velocity) * 1.0 / time_to_reach
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acceleration.linear = Utils.clampedv3(desired_velocity, agent.max_linear_acceleration)
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acceleration.linear = GSTUtils.clampedv3(desired_velocity, agent.max_linear_acceleration)
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acceleration.angular = 0
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return acceleration
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@ -1,9 +1,8 @@
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extends GSTSteeringBehavior
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extends GSTGroupBehavior
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class_name GSTAvoidCollisions
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# Behavior that steers the agent to avoid obstacles lying in its path, approximated by a sphere.
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var proximity: GSTProximity
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var first_neighbor: GSTSteeringAgent
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var shortest_time: float
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var first_minimum_separation: float
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@ -12,8 +11,8 @@ var first_relative_position: Vector3
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var first_relative_velocity: Vector3
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func _init(agent: GSTSteeringAgent, proximity: GSTProximity).(agent) -> void:
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self.proximity = proximity
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func _init(agent: GSTSteeringAgent, proximity: GSTProximity).(agent, proximity) -> void:
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pass
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func _calculate_steering(acceleration: GSTTargetAcceleration) -> GSTTargetAcceleration:
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@ -22,7 +21,7 @@ func _calculate_steering(acceleration: GSTTargetAcceleration) -> GSTTargetAccele
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first_minimum_separation = 0
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first_distance = 0
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var neighbor_count: = proximity.find_neighbors(funcref(self, "_report_neighbor"))
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var neighbor_count: = proximity.find_neighbors(_callback)
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if neighbor_count == 0 or not first_neighbor:
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acceleration.set_zero()
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@ -39,7 +38,7 @@ func _calculate_steering(acceleration: GSTTargetAcceleration) -> GSTTargetAccele
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return acceleration
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func _report_neighbor(neighbor: GSTSteeringAgent) -> bool:
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func report_neighbor(neighbor: GSTSteeringAgent) -> bool:
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var relative_position: = neighbor.position - agent.position
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var relative_velocity: = neighbor.linear_velocity - agent.linear_velocity
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var relative_speed_squared: = relative_velocity.length_squared()
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@ -38,7 +38,7 @@ func _calculate_steering(blended_accel: GSTTargetAcceleration) -> GSTTargetAccel
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blended_accel.add_scaled_accel(_accel, bw.weight)
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blended_accel.linear = Utils.clampedv3(blended_accel.linear, agent.max_linear_acceleration)
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blended_accel.linear = GSTUtils.clampedv3(blended_accel.linear, agent.max_linear_acceleration)
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blended_accel.angular = min(blended_accel.angular, agent.max_angular_acceleration)
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return blended_accel
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@ -1,27 +1,26 @@
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extends GSTSteeringBehavior
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extends GSTGroupBehavior
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class_name GSTCohesion
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# Group behavior that produces linear acceleration that attempts to move the agent towards the
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# center of mass of the agents in the area defined by the defined Proximity.
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var center_of_mass: Vector3
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var proximity: GSTProximity
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func _init(agent: GSTSteeringAgent, proximity: GSTProximity).(agent) -> void:
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self.proximity = proximity
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func _init(agent: GSTSteeringAgent, proximity: GSTProximity).(agent, proximity) -> void:
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pass
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func _calculate_steering(acceleration: GSTTargetAcceleration) -> GSTTargetAcceleration:
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acceleration.set_zero()
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center_of_mass = Vector3.ZERO
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var neighbor_count = proximity.find_neighbors(funcref(self, "_report_neighbor"))
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var neighbor_count = proximity.find_neighbors(_callback)
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if neighbor_count > 0:
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center_of_mass *= 1.0 / neighbor_count
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acceleration.linear = (center_of_mass - agent.position).normalized() * agent.max_linear_acceleration
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return acceleration
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func _report_neighbor(neighbor: GSTSteeringAgent) -> bool:
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func report_neighbor(neighbor: GSTSteeringAgent) -> bool:
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center_of_mass += neighbor.position
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return true
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extends GSTSteeringBehavior
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extends GSTGroupBehavior
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class_name GSTSeparation
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# Group behavior that produces acceleration repelling from the other neighbors that are in the
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# immediate area defined by the given `GSTProximity`.
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@ -11,21 +11,20 @@ class_name GSTSeparation
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var decay_coefficient: = 1.0
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var acceleration: GSTTargetAcceleration
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var proximity: GSTProximity
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func _init(agent: GSTSteeringAgent, proximity: GSTProximity).(agent) -> void:
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self.proximity = proximity
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func _init(agent: GSTSteeringAgent, proximity: GSTProximity).(agent, proximity) -> void:
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pass
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func _calculate_steering(acceleration: GSTTargetAcceleration) -> GSTTargetAcceleration:
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acceleration.set_zero()
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self.acceleration = acceleration
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proximity.find_neighbors(funcref(self, "_report_neighbor"))
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proximity.find_neighbors(_callback)
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return acceleration
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func _report_neighbor(neighbor: GSTSteeringAgent) -> bool:
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func report_neighbor(neighbor: GSTSteeringAgent) -> bool:
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var to_agent: = agent.position - neighbor.position
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var distance_squared: = to_agent.length_squared()
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@ -1,6 +1,6 @@
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extends GSTProximity
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class_name GSTInfiniteProximity
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# Specifies any agent that is in the specified list as being neighbors with the owner agent.
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# Determines any agent that is in the specified list as being neighbors with the owner agent.
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func _init(agent: GSTSteeringAgent, agents: Array).(agent, agents) -> void:
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@ -1,6 +1,7 @@
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extends Reference
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class_name GSTProximity
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# Defines an area that is used by group behaviors to find and process the owner's neighbors.
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# Defines a way to determine any agent that is in the specified list as being neighbors with the
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# owner agent.
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var agent: GSTSteeringAgent
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extends GSTProximity
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class_name GSTRadiusProximity
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# Specifies any agent that is in the specified list as being neighbors with the owner agent if they
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# lie within the specified radius.
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# Determines any agent that is in the specified list as being neighbors with the owner agent if
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# they lie within the specified radius.
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var radius: = 0.0
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@ -34,7 +34,7 @@ func find_neighbors(callback: FuncRef) -> int:
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var range_to: = radius + current_agent.bounding_radius
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if distance_squared < range_to * range_to:
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if callback.call_func(current_agent) == true:
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if callback.call_func(current_agent):
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current_agent.tagged = true
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neighbor_count += 1
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continue
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@ -45,7 +45,7 @@ func find_neighbors(callback: FuncRef) -> int:
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var current_agent = agents[i] as GSTSteeringAgent
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if current_agent != agent and current_agent.tagged:
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if callback.call_func(current_agent) == true:
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if callback.call_func(current_agent):
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neighbor_count += 1
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return neighbor_count
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