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Update doc-comments to use JSDoc style
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@ -1,6 +1,6 @@
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# A specialized steering agent that updates itself every frame so the user does
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# not have to using a KinematicBody2D
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# category: Specialized agents
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# @category - Specialized agents
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extends GSAISpecializedAgent
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class_name GSAIKinematicBody2DAgent
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@ -31,7 +31,7 @@ func _init(_body: KinematicBody2D, _movement_type: int = MovementType.SLIDE) ->
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# Moves the agent's `body` by target `acceleration`.
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# tags: virtual
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# @tags - virtual
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func _apply_steering(acceleration: GSAITargetAcceleration, delta: float) -> void:
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_applied_steering = true
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match movement_type:
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@ -1,6 +1,6 @@
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# A specialized steering agent that updates itself every frame so the user does
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# not have to using a KinematicBody
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# category: Specialized agents
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# @category - Specialized agents
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extends GSAISpecializedAgent
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class_name GSAIKinematicBody3DAgent
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@ -31,7 +31,7 @@ func _init(_body: KinematicBody, _movement_type: int = MovementType.SLIDE) -> vo
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# Moves the agent's `body` by target `acceleration`.
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# tags: virtual
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# @tags - virtual
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func _apply_steering(acceleration: GSAITargetAcceleration, delta: float) -> void:
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_applied_steering = true
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match movement_type:
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@ -1,6 +1,6 @@
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# A specialized steering agent that updates itself every frame so the user does
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# not have to using a RigidBody2D
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# category: Specialized agents
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# @category - Specialized agents
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extends GSAISpecializedAgent
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class_name GSAIRigidBody2DAgent
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@ -21,7 +21,7 @@ func _init(_body: RigidBody2D) -> void:
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# Moves the agent's `body` by target `acceleration`.
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# tags: virtual
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# @tags - virtual
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func _apply_steering(acceleration: GSAITargetAcceleration, _delta: float) -> void:
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var _body: RigidBody2D = _body_ref.get_ref()
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if not _body:
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@ -1,6 +1,6 @@
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# A specialized steering agent that updates itself every frame so the user does
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# not have to using a RigidBody
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# category: Specialized agents
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# @category - Specialized agents
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extends GSAISpecializedAgent
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class_name GSAIRigidBody3DAgent
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@ -20,7 +20,7 @@ func _init(_body: RigidBody) -> void:
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# Moves the agent's `body` by target `acceleration`.
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# tags: virtual
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# @tags - virtual
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func _apply_steering(acceleration: GSAITargetAcceleration, _delta: float) -> void:
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var _body: RigidBody = _body_ref.get_ref()
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if not _body:
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@ -1,7 +1,7 @@
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# A base class for a specialized steering agent that updates itself every frame
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# so the user does not have to. All other specialized agents derive from this.
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# category: Specialized agents
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# tags: abstract
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# @category - Specialized agents
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# @tags - abstract
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extends GSAISteeringAgent
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class_name GSAISpecializedAgent
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@ -34,6 +34,6 @@ var _applied_steering := false
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# Moves the agent's body by target `acceleration`.
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# tags: virtual
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# @tags - virtual
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func _apply_steering(_acceleration: GSAITargetAcceleration, _delta: float) -> void:
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pass
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@ -1,6 +1,6 @@
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# Calculates acceleration to take an agent to its target's location. The
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# calculation attempts to arrive with zero remaining velocity.
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# category: Individual behaviors
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# @category - Individual behaviors
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class_name GSAIArrive
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extends GSAISteeringBehavior
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@ -1,6 +1,6 @@
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# Steers the agent to avoid obstacles in its path. Approximates obstacles as
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# spheres.
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# category: Group behaviors
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# @category - Group behaviors
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class_name GSAIAvoidCollisions
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extends GSAIGroupBehavior
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@ -44,7 +44,7 @@ func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
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# Callback for the proximity to call when finding neighbors. Keeps track of every `neighbor`
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# that was found but only keeps the one the owning agent will most likely collide with.
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# tags: virtual
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# @tags - virtual
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func _report_neighbor(neighbor: GSAISteeringAgent) -> 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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@ -6,7 +6,7 @@
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# behavior : GSAISteeringBehavior,
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# weight : float
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# }
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# category: Combination behaviors
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# @category - Combination behaviors
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class_name GSAIBlend
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extends GSAISteeringBehavior
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@ -1,6 +1,6 @@
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# Calculates an acceleration that attempts to move the agent towards the center
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# of mass of the agents in the area defined by the `GSAIProximity`.
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# category: Group behaviors
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# @category - Group behaviors
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class_name GSAICohesion
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extends GSAIGroupBehavior
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@ -25,7 +25,7 @@ func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
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# Callback for the proximity to call when finding neighbors. Adds `neighbor`'s position
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# to the center of mass of the group.
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# tags: virtual
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# @tags - virtual
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func _report_neighbor(neighbor: GSAISteeringAgent) -> bool:
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_center_of_mass += neighbor.position
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return true
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@ -1,6 +1,6 @@
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# Calculates acceleration to take an agent away from where a target agent is
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# moving.
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# category: Individual behaviors
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# @category - Individual behaviors
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class_name GSAIEvade
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extends GSAIPursue
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@ -1,6 +1,6 @@
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# Calculates angular acceleration to rotate a target to face its target's
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# position. The behavior attemps to arrive with zero remaining angular velocity.
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# category: Individual behaviors
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# @category - Individual behaviors
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class_name GSAIFace
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extends GSAIMatchOrientation
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# Calculates acceleration to take an agent directly away from a target agent.
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# category: Individual behaviors
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# @category - Individual behaviors
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class_name GSAIFlee
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extends GSAISeek
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@ -1,5 +1,5 @@
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# Produces a linear acceleration that moves the agent along the specified path.
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# category: Individual behaviors
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# @category - Individual behaviors
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class_name GSAIFollowPath
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extends GSAIArrive
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# Calculates an angular acceleration to match an agent's orientation to its
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# direction of travel.
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# category: Individual behaviors
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# @category - Individual behaviors
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class_name GSAILookWhereYouGo
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extends GSAIMatchOrientation
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# Calculates an angular acceleration to match an agent's orientation to that of
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# its target. Attempts to make the agent arrive with zero remaining angular
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# velocity.
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# category: Individual behaviors
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# @category - Individual behaviors
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class_name GSAIMatchOrientation
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extends GSAISteeringBehavior
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# Container for multiple behaviors that returns the result of the first child
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# behavior with non-zero acceleration.
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# category: Combination behaviors
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# @category - Combination behaviors
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class_name GSAIPriority
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extends GSAISteeringBehavior
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# Calculates an acceleration to make an agent intercept another based on the
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# target agent's movement.
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# category: Individual behaviors
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# @category - Individual behaviors
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class_name GSAIPursue
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extends GSAISteeringBehavior
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# Calculates an acceleration to take an agent to a target agent's position
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# directly.
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# category: Individual behaviors
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# @category - Individual behaviors
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class_name GSAISeek
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extends GSAISteeringBehavior
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# The acceleration is an average based on all neighbors, multiplied by a
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# strength decreasing by the inverse square law in relation to distance, and it
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# accumulates.
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# category: Group behaviors
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# @category - Group behaviors
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class_name GSAISeparation
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extends GSAIGroupBehavior
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@ -27,7 +27,7 @@ func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
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# Callback for the proximity to call when finding neighbors. Determines the amount of
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# acceleration that `neighbor` imposes based on its distance from the owner agent.
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# tags: virtual
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# @tags - virtual
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func _report_neighbor(neighbor: GSAISteeringAgent) -> bool:
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var to_agent := agent.position - neighbor.position
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# Represents an agent with only a location and an orientation.
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# category: Base types
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# @category - Base types
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class_name GSAIAgentLocation
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# The agent's position in space.
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# Base type for group-based steering behaviors.
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# category: Base types
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# @category - Base types
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class_name GSAIGroupBehavior
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extends GSAISteeringBehavior
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@ -15,6 +15,6 @@ func _init(agent: GSAISteeringAgent, _proximity: GSAIProximity).(agent) -> void:
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# Internal callback for the behavior to define whether or not a member is
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# relevant
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# tags: virtual
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# @tags - virtual
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func _report_neighbor(_neighbor: GSAISteeringAgent) -> bool:
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return false
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# Represents a path made up of Vector3 waypoints, split into segments path
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# follow behaviors can use.
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# category: Base types
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# @category - Base types
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class_name GSAIPath
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extends Reference
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#
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# It is the character's responsibility to keep this information up to date for
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# the steering toolkit to work correctly.
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# category: Base types
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# @category - Base types
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extends GSAIAgentLocation
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class_name GSAISteeringAgent
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#
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# The `calculate_steering` function is the entry point for all behaviors.
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# Individual steering behaviors encapsulate the steering logic.
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# category: Base types
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# @category - Base types
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class_name GSAISteeringBehavior
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# If `false`, all calculations return zero amounts of acceleration.
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# A desired linear and angular amount of acceleration requested by the steering
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# system.
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# category: Base types
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# @category - Base types
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class_name GSAITargetAcceleration
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# Linear acceleration
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# Math and vector utility functions.
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# Category: Utilities
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# @Category - Utilities
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class_name GSAIUtils
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# Returns the `vector` with its length capped to `limit`.
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# Determines any agent that is in the specified list as being neighbors with the
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# owner agent, regardless of distance.
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# category: Proximities
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# @category - Proximities
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extends GSAIProximity
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class_name GSAIInfiniteProximity
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@ -13,7 +13,7 @@ func _init(agent: GSAISteeringAgent, agents: Array).(agent, agents) -> void:
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#
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# `_find_neighbors` calls `callback` for each agent in the `agents` array and
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# adds one to the count if its `callback` returns true.
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# tags: virtual
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# @tags - virtual
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func _find_neighbors(callback: FuncRef) -> int:
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var neighbor_count := 0
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var agent_count := agents.size()
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# Base container type that stores data to find the neighbors of an agent.
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# category: Proximities
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# tags: abstract
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# @category - Proximities
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# @tags - abstract
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extends Reference
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class_name GSAIProximity
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@ -19,6 +19,6 @@ func _init(_agent: GSAISteeringAgent, _agents: Array) -> void:
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#
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# `_find_neighbors` calls `callback` for each agent in the `agents` array and
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# adds one to the count if its `callback` returns true.
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# tags: virtual
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# @tags - virtual
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func _find_neighbors(_callback: FuncRef) -> int:
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return 0
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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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# category: Proximities
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# @category - Proximities
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extends GSAIProximity
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class_name GSAIRadiusProximity
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@ -20,7 +20,7 @@ func _init(agent: GSAISteeringAgent, agents: Array, _radius: float).(agent, agen
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#
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# `_find_neighbors` calls `callback` for each agent in the `agents` array that lie within
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# the radius around the owning agent and adds one to the count if its `callback` returns true.
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# tags: virtual
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# @tags - virtual
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func _find_neighbors(callback: FuncRef) -> int:
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var agent_count := agents.size()
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var neighbor_count := 0
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