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https://github.com/Relintai/godot-steering-ai-framework.git
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Add avoid collisions demo
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41
project/demos/AvoidCollisions/AvoidCollisionsDemo.gd
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41
project/demos/AvoidCollisions/AvoidCollisionsDemo.gd
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extends Node2D
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export(float, 0, 2000, 40) var max_linear_speed := 350.0 setget set_max_linear_speed
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export(float, 0, 100, 2) var max_linear_acceleration := 40.0 setget set_max_linear_accel
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export(float, 0, 500, 10) var proximity_radius := 140.0 setget set_proximity_radius
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export var draw_proximity := true setget set_draw_proximity
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onready var spawner := $Spawner
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func set_max_linear_speed(value: float) -> void:
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max_linear_speed = value
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if not is_inside_tree():
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return
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spawner.set_max_linear_speed(value)
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func set_max_linear_accel(value: float) -> void:
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max_linear_acceleration = value
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if not is_inside_tree():
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return
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spawner.set_max_linear_accel(value)
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func set_proximity_radius(value: float) -> void:
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proximity_radius = value
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if not is_inside_tree():
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return
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spawner.set_proximity_radius(value)
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func set_draw_proximity(value: bool) -> void:
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draw_proximity = value
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if not is_inside_tree():
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return
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spawner.set_draw_proximity(value)
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42
project/demos/AvoidCollisions/AvoidCollisionsDemo.tscn
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project/demos/AvoidCollisions/AvoidCollisionsDemo.tscn
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[gd_scene load_steps=5 format=2]
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[ext_resource path="res://demos/AvoidCollisions/Spawner.gd" type="Script" id=1]
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[ext_resource path="res://demos/AvoidCollisions/AvoidCollisionsDemo.gd" type="Script" id=2]
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[ext_resource path="res://demos/AvoidCollisions/Avoider.tscn" type="PackedScene" id=3]
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[ext_resource path="res://assets/theme/gdquest.theme" type="Theme" id=4]
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[node name="AvoidCollisionsDemo" type="Node2D"]
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script = ExtResource( 2 )
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max_linear_speed = 360.0
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proximity_radius = 100.0
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[node name="Spawner" type="Node2D" parent="."]
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script = ExtResource( 1 )
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avoider_template = ExtResource( 3 )
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normal_color = Color( 0.94902, 0.0588235, 0.0588235, 1 )
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highlight_color = Color( 0.0901961, 0.929412, 0.929412, 1 )
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[node name="GUI" type="PanelContainer" parent="."]
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margin_right = 1024.0
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margin_bottom = 14.0
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theme = ExtResource( 4 )
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="MarginContainer" type="MarginContainer" parent="GUI"]
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margin_right = 1024.0
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margin_bottom = 116.0
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[node name="RichTextLabel" type="RichTextLabel" parent="GUI/MarginContainer"]
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margin_left = 16.0
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margin_top = 16.0
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margin_right = 1008.0
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margin_bottom = 100.0
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rect_min_size = Vector2( 0, 84 )
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bbcode_enabled = true
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bbcode_text = "Avoid Collisions Demo
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Watch each agent try to keep traveling in a particular direction, but prioritize avoiding collisions with other agents."
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text = "Avoid Collisions Demo
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Watch each agent try to keep traveling in a particular direction, but prioritize avoiding collisions with other agents."
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scroll_active = false
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95
project/demos/AvoidCollisions/Avoider.gd
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project/demos/AvoidCollisions/Avoider.gd
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extends KinematicBody2D
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onready var collision := $CollisionShape2D
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onready var agent := GSTSteeringAgent.new()
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onready var proximity := GSTRadiusProximity.new(agent, [], 140)
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onready var avoid := GSTAvoidCollisions.new(agent, proximity)
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onready var target := GSTAgentLocation.new()
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onready var seek := GSTSeek.new(agent, target)
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onready var priority := GSTPriority.new(agent, 0.0001)
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onready var sprite := $Sprite
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var draw_proximity: bool
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var _boundary_right: float
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var _boundary_bottom: float
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var _radius: float
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var _accel := GSTTargetAcceleration.new()
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var _velocity := Vector2.ZERO
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var _direction := Vector2()
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var _drag: = 0.1
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func _draw() -> void:
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if draw_proximity:
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draw_circle(Vector2.ZERO, proximity.radius, Color(0, 1, 0, 0.1))
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func _physics_process(delta: float) -> void:
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_update_agent()
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_accel = priority.calculate_steering(_accel)
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_velocity += Vector2(_accel.linear.x, _accel.linear.y)
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_velocity = _velocity.linear_interpolate(Vector2.ZERO, _drag)
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_velocity = _velocity.clamped(agent.max_linear_speed)
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_velocity = move_and_slide(_velocity)
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func setup(
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max_linear_speed: float,
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max_linear_accel: float,
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proximity_radius: float,
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boundary_right: float,
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boundary_bottom: float,
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draw_proximity: bool,
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rng: RandomNumberGenerator
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) -> void:
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rng.randomize()
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_direction = Vector2(rand_range(-1, 1), rand_range(-1, 1)).normalized()
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_update_agent()
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agent.max_linear_speed = max_linear_speed
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agent.max_linear_acceleration = max_linear_accel
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proximity.radius = proximity_radius
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_boundary_bottom = boundary_bottom
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_boundary_right = boundary_right
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_radius = collision.shape.radius
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agent.bounding_radius = _radius
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self.draw_proximity = draw_proximity
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priority.add(avoid)
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priority.add(seek)
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func set_proximity_agents(agents: Array) -> void:
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proximity.agents = agents
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func set_random_nonoverlapping_position(others: Array, min_distance_from_boundary: float) -> void:
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var rng := RandomNumberGenerator.new()
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rng.randomize()
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var max_tries := max(100, others.size() * others.size())
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while max_tries >= 0:
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max_tries -= 1
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global_position.x = rng.randf_range(
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min_distance_from_boundary, _boundary_right-min_distance_from_boundary
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)
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global_position.y = rng.randf_range(
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min_distance_from_boundary, _boundary_bottom-min_distance_from_boundary
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)
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var done := true
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for i in range(others.size()):
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var other: Node2D = others[i]
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if other.global_position.distance_to(position) <= _radius*2 + min_distance_from_boundary:
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done = false
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if done:
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break
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func _update_agent() -> void:
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agent.position.x = global_position.x
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agent.position.y = global_position.y
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agent.linear_velocity.x = _velocity.x
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agent.linear_velocity.y = _velocity.y
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target.position.x = agent.position.x + _direction.x*_radius
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target.position.y = agent.position.y + _direction.y*_radius
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17
project/demos/AvoidCollisions/Avoider.tscn
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project/demos/AvoidCollisions/Avoider.tscn
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://assets/sprites/small_circle.png" type="Texture" id=1]
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[ext_resource path="res://demos/AvoidCollisions/Avoider.gd" type="Script" id=2]
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[sub_resource type="CircleShape2D" id=1]
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radius = 16.0
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[node name="Avoider" type="KinematicBody2D"]
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script = ExtResource( 2 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource( 1 )
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[node name="Sprite" type="Sprite" parent="."]
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modulate = Color( 0.94902, 0.211765, 0.0901961, 1 )
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texture = ExtResource( 1 )
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project/demos/AvoidCollisions/Spawner.gd
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project/demos/AvoidCollisions/Spawner.gd
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extends Node2D
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export var avoider_template: PackedScene
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export var normal_color := Color()
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export var highlight_color := Color()
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var boundaries: Vector2
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func _ready() -> void:
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boundaries = Vector2(ProjectSettings["display/window/size/width"],
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ProjectSettings["display/window/size/height"])
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var rng: = RandomNumberGenerator.new()
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var avoiders := []
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var avoider_agents := []
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for i in range(60):
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var avoider := avoider_template.instance()
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add_child(avoider)
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avoider.setup(
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owner.max_linear_speed,
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owner.max_linear_acceleration,
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owner.proximity_radius,
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boundaries.x,
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boundaries.y,
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true if i == 0 and owner.draw_proximity else false,
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rng
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)
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avoider_agents.append(avoider.agent)
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avoider.set_random_nonoverlapping_position(avoiders, 16)
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avoider.sprite.modulate = normal_color if i != 0 or not owner.draw_proximity else highlight_color
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avoiders.append(avoider)
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for child in get_children():
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child.set_proximity_agents(avoider_agents)
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func _physics_process(delta: float) -> void:
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for child in get_children():
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child.global_position = child.global_position.posmodv(boundaries)
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func set_max_linear_speed(value: float) -> void:
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for child in get_children():
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child.agent.max_linear_speed = value
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func set_max_linear_accel(value: float) -> void:
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for child in get_children():
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child.agent.max_linear_acceleration = value
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func set_proximity_radius(value: float) -> void:
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for child in get_children():
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child.proximity.radius = value
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get_child(0).update()
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func set_draw_proximity(value: bool) -> void:
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var child := get_child(0)
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child.draw_proximity = value
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if not value:
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child.sprite.modulate = normal_color
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else:
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child.sprite.modulate = highlight_color
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child.update()
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@ -161,6 +161,10 @@ _global_script_class_icons={
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config/name="SteeringToolkit"
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config/icon="res://icon.png"
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[display]
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window/size/always_on_top=true
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[input]
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sf_left={
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extends GSTSteeringBehavior
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class_name GSTArrive
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extends GSTSteeringBehavior
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# Calculates acceleration to take an agent to its target's location.
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# The calculation will attempt to arrive with zero remaining velocity.
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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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extends GSTGroupBehavior
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# Behavior that steers the agent to avoid obstacles lying in its path as approximated by a sphere.
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var first_neighbor: GSTSteeringAgent
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extends GSTSteeringBehavior
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class_name GSTBlend
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extends GSTSteeringBehavior
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# Blends multiple steering behaviors into one, and returns acceleration combining all of them.
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# # Each behavior is associated with a weight - a modifier by which the result will be multiplied by,
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extends GSTGroupBehavior
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class_name GSTCohesion
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extends GSTGroupBehavior
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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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extends GSTPursue
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class_name GSTEvade
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extends GSTPursue
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# Calculates acceleration to take an agent away from where a target agent will be.
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# # The `max_predict_time` variable represents how far ahead to calculate the intersection point.
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extends GSTMatchOrientation
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class_name GSTFace
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extends GSTMatchOrientation
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# Calculates angular acceleration to rotate a target to face its target's position.
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# The acceleration will attempt to arrive with zero remaining angular velocity.
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extends GSTSeek
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class_name GSTFlee
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extends GSTSeek
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# Calculates acceleration to take an agent directly away from a target agent.
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extends GSTArrive
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class_name GSTFollowPath
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extends GSTArrive
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# Produces a linear acceleration that moves the agent along the specified path.
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extends GSTMatchOrientation
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class_name GSTLookWhereYouGo
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extends GSTMatchOrientation
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# Calculates an angular acceleration to match an agent's orientation to its direction of travel.
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extends GSTSteeringBehavior
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class_name GSTMatchOrientation
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extends GSTSteeringBehavior
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# Calculates an angular acceleration to match an agent's orientation to its target's.
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# The calculation will attempt to arrive with zero remaining angular velocity.
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extends GSTSteeringBehavior
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class_name GSTPriority
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extends GSTSteeringBehavior
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# Contains multiple steering behaviors and returns only the result of the first that has a non-zero
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# acceleration.
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extends GSTSteeringBehavior
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class_name GSTPursue
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extends GSTSteeringBehavior
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# Calculates acceleration to take an agent to intersect with where a target agent will be.
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# # The `max_predict_time` variable represents how far ahead to calculate the intersection point.
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extends GSTSteeringBehavior
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class_name GSTSeek
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extends GSTSteeringBehavior
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# Calculates acceleration to take an agent to a target agent's position as directly as possible
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extends GSTGroupBehavior
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class_name GSTSeparation
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extends GSTGroupBehavior
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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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