mirror of
https://github.com/Relintai/godot-steering-ai-framework.git
synced 2024-11-14 04:57:19 +01:00
Removed parametrized _init() methods.
This commit is contained in:
parent
3957f155da
commit
e2da64212e
@ -1,13 +1,17 @@
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extends KinematicBody2D
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var agent := GSAIKinematicBody2DAgent.new(self)
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var agent := GSAIKinematicBody2DAgent.new()
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var target := GSAIAgentLocation.new()
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var arrive := GSAIArrive.new(agent, target)
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var arrive := GSAIArrive.new()
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var _accel := GSAITargetAcceleration.new()
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var _velocity := Vector2()
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var _drag := 0.1
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func _init() -> void:
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agent.body = self
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arrive.agent = agent
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arrive.target = target
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func _physics_process(delta: float) -> void:
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arrive.calculate_steering(_accel)
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@ -2,13 +2,30 @@ extends KinematicBody
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var target_node: Spatial
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onready var agent := GSAIKinematicBody3DAgent.new(self)
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onready var target := GSAIAgentLocation.new()
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onready var accel := GSAITargetAcceleration.new()
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onready var blend := GSAIBlend.new(agent)
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onready var face := GSAIFace.new(agent, target, true)
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onready var arrive := GSAIArrive.new(agent, target)
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var agent : GSAIKinematicBody3DAgent = null
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var target : GSAIAgentLocation = null
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var accel : GSAITargetAcceleration = null
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var blend : GSAIBlend = null
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var face : GSAIFace = null
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var arrive : GSAIArrive = null
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func _init() -> void:
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agent = GSAIKinematicBody3DAgent.new()
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agent.body = self
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target = GSAIAgentLocation.new()
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accel = GSAITargetAcceleration.new()
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blend = GSAIBlend.new()
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blend.agent = agent
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face = GSAIFace.new()
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face.agent = agent
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face.target = target
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face.use_z = true
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arrive = GSAIArrive.new()
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arrive.agent = agent
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arrive.target = target
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func _physics_process(delta: float) -> void:
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target.position = target_node.transform.origin
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@ -12,13 +12,34 @@ var _drag := 0.1
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var _color := Color(0.4, 1.0, 0.89, 0.3)
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onready var collision := $CollisionShape2D
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onready var agent := GSAIKinematicBody2DAgent.new(self)
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onready var proximity := GSAIRadiusProximity.new(agent, [], 140)
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onready var avoid := GSAIAvoidCollisions.new(agent, proximity)
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onready var target := GSAIAgentLocation.new()
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onready var seek := GSAISeek.new(agent, target)
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onready var priority := GSAIPriority.new(agent, 0.0001)
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var agent :GSAIKinematicBody2DAgent= null
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var proximity :GSAIRadiusProximity= null
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var avoid :GSAIAvoidCollisions= null
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var target :GSAIAgentLocation= null
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var seek :GSAISeek= null
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var priority :GSAIPriority= null
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func _ready() -> void:
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agent = GSAIKinematicBody2DAgent.new()
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agent.body = self
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proximity = GSAIRadiusProximity.new()
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proximity.agent = agent
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proximity.radius = 140
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avoid = GSAIAvoidCollisions.new()
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avoid.agent = agent
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avoid.proximity = proximity
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target = GSAIAgentLocation.new()
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seek = GSAISeek.new()
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seek.agent = agent
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seek.target = target
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priority = GSAIPriority.new()
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priority.agent = agent
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priority.zero_threshold = 0.0001
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func _draw() -> void:
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if draw_proximity:
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@ -1,7 +1,7 @@
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extends KinematicBody2D
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var face: GSAIFace
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var agent := GSAIKinematicBody2DAgent.new(self)
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var agent := GSAIKinematicBody2DAgent.new()
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var _accel := GSAITargetAcceleration.new()
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var _angular_drag := 0.1
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@ -12,6 +12,8 @@ onready var collision_shape := $CollisionShape2D
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func _ready() -> void:
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agent.body = self
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var radius = collision_shape.shape.radius
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_cannon = Rect2(Vector2(-5, 0), Vector2(10, -radius * 2))
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_color = collision_shape.outer_color
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@ -33,7 +35,9 @@ func setup(
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angular_accel_max: float,
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angular_speed_max: float
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) -> void:
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face = GSAIFace.new(agent, player_agent)
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face = GSAIFace.new()
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face.agent = agent
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face.target = player_agent
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face.alignment_tolerance = align_tolerance
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face.deceleration_radius = deceleration_radius
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@ -5,16 +5,24 @@ var _accel := GSAITargetAcceleration.new()
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var _valid := false
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var _drag := 0.1
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onready var agent := GSAIKinematicBody2DAgent.new(self)
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onready var path := GSAIPath.new(
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[
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Vector3(global_position.x, global_position.y, 0),
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Vector3(global_position.x, global_position.y, 0)
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],
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true
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)
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onready var follow := GSAIFollowPath.new(agent, path, 0, 0)
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var agent := GSAIKinematicBody2DAgent.new()
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var path := GSAIPath.new()
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var follow := GSAIFollowPath.new()
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func _ready() -> void:
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agent.body = self
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path.initialize(
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[
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Vector3(global_position.x, global_position.y, 0),
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Vector3(global_position.x, global_position.y, 0)
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],
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true
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)
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follow.agent = agent
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follow.path = path
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follow.agent = agent
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func setup(
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path_offset: float,
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@ -3,9 +3,9 @@ extends KinematicBody2D
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var separation: GSAISeparation
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var cohesion: GSAICohesion
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var proximity: GSAIRadiusProximity
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var agent := GSAIKinematicBody2DAgent.new(self)
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var blend := GSAIBlend.new(agent)
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var acceleration := GSAITargetAcceleration.new()
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var agent :GSAIKinematicBody2DAgent = null
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var blend : GSAIBlend = null
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var acceleration : GSAITargetAcceleration = null
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var draw_proximity := false
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var _color := Color.red
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@ -13,6 +13,14 @@ var _velocity := Vector2()
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onready var collision_shape := $CollisionShape2D
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func _init() -> void:
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agent = GSAIKinematicBody2DAgent.new()
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agent.body = self
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blend = GSAIBlend.new()
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blend.agent = agent
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acceleration = GSAITargetAcceleration.new()
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func setup(
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linear_speed_max: float,
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@ -29,10 +37,19 @@ func setup(
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agent.linear_speed_max = linear_speed_max
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agent.linear_drag_percentage = 0.1
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proximity = GSAIRadiusProximity.new(agent, [], proximity_radius)
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separation = GSAISeparation.new(agent, proximity)
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proximity = GSAIRadiusProximity.new()
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proximity.agent = agent
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proximity.radius = proximity_radius
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separation = GSAISeparation.new()
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separation.agent = agent
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separation.proximity = proximity
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separation.decay_coefficient = separation_decay_coefficient
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cohesion = GSAICohesion.new(agent, proximity)
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cohesion = GSAICohesion.new()
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cohesion.agent = agent
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cohesion.proximity = proximity
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blend.add(separation, separation_strength)
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blend.add(cohesion, cohesion_strength)
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@ -9,12 +9,18 @@ var _linear_drag_coefficient := 0.025
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var _angular_drag := 0.1
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var _direction_face := GSAIAgentLocation.new()
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onready var agent := GSAIKinematicBody2DAgent.new(self)
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onready var accel := GSAITargetAcceleration.new()
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onready var player_agent: GSAISteeringAgent = owner.find_node("Player", true, false).agent
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var agent : GSAIKinematicBody2DAgent= null
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var accel : GSAITargetAcceleration = null
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var player_agent : GSAISteeringAgent = null
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func _ready() -> void:
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agent = GSAIKinematicBody2DAgent.new()
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agent.body = self
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accel = GSAITargetAcceleration.new()
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player_agent = owner.find_node("Player", true, false).agent
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agent.calculate_velocities = false
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set_physics_process(false)
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@ -45,15 +51,24 @@ func _physics_process(delta: float) -> void:
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func setup(predict_time: float, linear_speed_max: float, linear_accel_max: float) -> void:
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var behavior: GSAISteeringBehavior
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if use_seek:
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behavior = GSAISeek.new(agent, player_agent)
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behavior = GSAISeek.new()
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behavior.agent = agent
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behavior.target = player_agent
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else:
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behavior = GSAIPursue.new(agent, player_agent, predict_time)
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behavior = GSAIPursue.new()
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behavior.agent = agent
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behavior.target = player_agent
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behavior.predict_time_max = predict_time
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var orient_behavior : GSAIFace = GSAIFace.new()
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orient_behavior.agent = agent
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orient_behavior.target = _direction_face
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var orient_behavior := GSAIFace.new(agent, _direction_face)
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orient_behavior.alignment_tolerance = deg2rad(5)
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orient_behavior.deceleration_radius = deg2rad(30)
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_blend = GSAIBlend.new(agent)
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_blend = GSAIBlend.new()
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_blend.agent = agent
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_blend.add(behavior, 1)
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_blend.add(orient_behavior, 1)
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@ -18,35 +18,54 @@ var linear_drag := 0.1
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var angular_drag := 0.1
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# Holds the linear and angular components calculated by our steering behaviors.
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var acceleration := GSAITargetAcceleration.new()
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var acceleration : GSAITargetAcceleration = null
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onready var current_health := health_max
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# GSAISteeringAgent holds our agent's position, orientation, maximum speed and acceleration.
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onready var agent := GSAISteeringAgent.new()
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var agent : GSAISteeringAgent = null
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onready var player: Node = get_tree().get_nodes_in_group("Player")[0]
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var player: Node = null
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# This assumes that our player class will keep its own agent updated.
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onready var player_agent: GSAISteeringAgent = player.agent
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var player_agent : GSAISteeringAgent = null
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# Proximities represent an area with which an agent can identify where neighbors in its relevant
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# group are. In our case, the group will feature the player, which will be used to avoid a
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# collision with them. We use a radius proximity so the player is only relevant inside 100 pixels.
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onready var proximity := GSAIRadiusProximity.new(agent, [player_agent], 100)
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var proximity : GSAIRadiusProximity = null
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# GSAIBlend combines behaviors together, calculating all of their acceleration together and adding
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# them together, multiplied by a strength. We will have one for fleeing, and one for pursuing,
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# toggling them depending on the agent's health. Since we want the agent to rotate AND move, then
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# we aim to blend them together.
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onready var flee_blend := GSAIBlend.new(agent)
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onready var pursue_blend := GSAIBlend.new(agent)
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var flee_blend : GSAIBlend = null
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var pursue_blend : GSAIBlend = null
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# GSAIPriority will be the main steering behavior we use. It holds sub-behaviors and will pick the
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# first one that returns non-zero acceleration, ignoring any afterwards.
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onready var priority := GSAIPriority.new(agent)
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var priority : GSAIPriority = null
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func _ready() -> void:
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acceleration = GSAITargetAcceleration.new()
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agent = GSAISteeringAgent.new()
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player = get_tree().get_nodes_in_group("Player")[0]
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player_agent = player.agent
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proximity = GSAIRadiusProximity.new()
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proximity.agent = agent
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proximity.agents = [ player_agent ]
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proximity.radius = 100
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flee_blend = GSAIBlend.new()
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flee_blend.agent = agent
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pursue_blend = GSAIBlend.new()
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pursue_blend.agent = agent
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priority = GSAIPriority.new()
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priority.agent = agent
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# ---------- Configuration for our agent ----------
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agent.linear_speed_max = speed_max
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agent.linear_acceleration_max = acceleration_max
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@ -58,20 +77,28 @@ func _ready() -> void:
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# ---------- Configuration for our behaviors ----------
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# Pursue will happen while the agent is in good health. It produces acceleration that takes
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# the agent on an intercept course with the target, predicting its position in the future.
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var pursue := GSAIPursue.new(agent, player_agent)
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var pursue : GSAIPursue = GSAIPursue.new()
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pursue.agent = agent
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pursue.target = player_agent
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pursue.predict_time_max = 1.5
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# Flee will happen while the agent is in bad health, so will start disabled. It produces
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# acceleration that takes the agent directly away from the target with no prediction.
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var flee := GSAIFlee.new(agent, player_agent)
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var flee : GSAIFlee = GSAIFlee.new()
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flee.agent = agent
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flee.target = player_agent
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# AvoidCollision tries to keep the agent from running into any of the neighbors found in its
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# proximity group. In our case, this will be the player, if they are close enough.
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var avoid := GSAIAvoidCollisions.new(agent, proximity)
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var avoid : GSAIAvoidCollisions = GSAIAvoidCollisions.new()
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avoid.agent = agent
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avoid.proximity = proximity
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# Face turns the agent to keep looking towards its target. It will be enabled while the agent
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# is not fleeing due to low health. It tries to arrive 'on alignment' with 0 remaining velocity.
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var face := GSAIFace.new(agent, player_agent)
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var face : GSAIFace = GSAIFace.new()
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face.agent = agent
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face.target = player_agent
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# We use deg2rad because the math in the toolkit assumes radians.
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# How close for the agent to be 'aligned', if not exact.
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@ -81,7 +108,8 @@ func _ready() -> void:
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# LookWhereYouGo turns the agent to keep looking towards its direction of travel. It will only
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# be enabled while the agent is at low health.
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var look := GSAILookWhereYouGo.new(agent)
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var look : GSAILookWhereYouGo = GSAILookWhereYouGo.new()
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look.agent = agent
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# How close for the agent to be 'aligned', if not exact
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look.alignment_tolerance = deg2rad(5)
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# When to start slowing down.
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@ -10,14 +10,21 @@ var velocity := Vector2.ZERO
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var angular_velocity := 0.0
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var direction := Vector2.RIGHT
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onready var agent := GSAISteeringAgent.new()
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onready var proxy_target := GSAIAgentLocation.new()
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onready var face := GSAIFace.new(agent, proxy_target)
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var agent : GSAISteeringAgent = null
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var proxy_target : GSAIAgentLocation = null
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var face : GSAIFace = null
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onready var accel := GSAITargetAcceleration.new()
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onready var bullets := owner.get_node("Bullets")
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func _ready() -> void:
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agent = GSAISteeringAgent.new()
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proxy_target = GSAIAgentLocation.new()
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face = GSAIFace.new()
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face.agent = agent
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face.target = proxy_target
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agent.linear_speed_max = speed_max
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agent.linear_acceleration_max = acceleration_max
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agent.angular_speed_max = deg2rad(rotation_speed_max)
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@ -6,13 +6,26 @@ var start_speed: float
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var start_accel: float
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var use_seek := true
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onready var agent := GSAIKinematicBody2DAgent.new(self)
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onready var accel := GSAITargetAcceleration.new()
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onready var seek := GSAISeek.new(agent, player_agent)
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onready var flee := GSAIFlee.new(agent, player_agent)
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var agent : GSAIKinematicBody2DAgent = null
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var accel : GSAITargetAcceleration = null
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var seek : GSAISeek = null
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var flee : GSAIFlee = null
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func _ready() -> void:
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agent = GSAIKinematicBody2DAgent.new()
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agent.body = self
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accel = GSAITargetAcceleration.new()
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seek = GSAISeek.new()
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seek.agent = agent
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seek.target = player_agent
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flee = GSAIFlee.new()
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flee.agent = agent
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flee.target = player_agent
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agent.linear_acceleration_max = start_accel
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agent.linear_speed_max = start_speed
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@ -17,21 +17,12 @@ enum MovementType {
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var body: KinematicBody2D setget _set_body
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# The type of movement the body executes
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var movement_type : int = 0
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var movement_type : int = MovementType.SLIDE
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var _last_position : Vector2
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var _body_ref : WeakRef
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func _init(_body: KinematicBody2D, _movement_type: int = MovementType.SLIDE) -> void:
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self.body = _body
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self.movement_type = _movement_type
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if !_body.is_inside_tree():
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_body.connect("ready", self, "_body_ready")
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else:
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_body_ready()
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func _body_ready() -> void:
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# warning-ignore:return_value_discarded
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body.get_tree().connect("physics_frame", self, "_on_SceneTree_physics_frame")
|
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@ -122,6 +113,11 @@ func _apply_orientation_steering(angular_acceleration: float, delta: float) -> v
|
||||
|
||||
|
||||
func _set_body(value: KinematicBody2D) -> void:
|
||||
var had_body : bool = false
|
||||
|
||||
if body:
|
||||
had_body = true
|
||||
|
||||
body = value
|
||||
_body_ref = weakref(body)
|
||||
|
||||
@ -131,6 +127,12 @@ func _set_body(value: KinematicBody2D) -> void:
|
||||
position = GSAIUtils.to_vector3(_last_position)
|
||||
orientation = _last_orientation
|
||||
|
||||
if !had_body:
|
||||
if !body.is_inside_tree():
|
||||
body.connect("ready", self, "_body_ready")
|
||||
else:
|
||||
_body_ready()
|
||||
|
||||
|
||||
func _on_SceneTree_physics_frame() -> void:
|
||||
var _body: KinematicBody2D = _body_ref.get_ref()
|
||||
|
@ -23,15 +23,6 @@ var _last_position : Vector3
|
||||
var _body_ref : WeakRef
|
||||
|
||||
|
||||
func _init(_body: KinematicBody, _movement_type: int = MovementType.SLIDE) -> void:
|
||||
self.body = _body
|
||||
self.movement_type = _movement_type
|
||||
|
||||
if !_body.is_inside_tree():
|
||||
_body.connect("ready", self, "_body_ready")
|
||||
else:
|
||||
_body_ready()
|
||||
|
||||
func _body_ready() -> void:
|
||||
# warning-ignore:return_value_discarded
|
||||
body.get_tree().connect("physics_frame", self, "_on_SceneTree_physics_frame")
|
||||
@ -115,6 +106,11 @@ func _apply_orientation_steering(angular_acceleration: float, delta: float) -> v
|
||||
|
||||
|
||||
func _set_body(value: KinematicBody) -> void:
|
||||
var had_body : bool = false
|
||||
|
||||
if body:
|
||||
had_body = true
|
||||
|
||||
body = value
|
||||
_body_ref = weakref(value)
|
||||
|
||||
@ -124,6 +120,11 @@ func _set_body(value: KinematicBody) -> void:
|
||||
position = _last_position
|
||||
orientation = _last_orientation
|
||||
|
||||
if !had_body:
|
||||
if !body.is_inside_tree():
|
||||
body.connect("ready", self, "_body_ready")
|
||||
else:
|
||||
_body_ready()
|
||||
|
||||
func _on_SceneTree_physics_frame() -> void:
|
||||
var _body : KinematicBody = _body_ref.get_ref()
|
||||
|
@ -11,14 +11,6 @@ var _last_position : Vector2
|
||||
var _body_ref : WeakRef
|
||||
|
||||
|
||||
func _init(_body : RigidBody2D) -> void:
|
||||
self.body = _body
|
||||
|
||||
if !_body.is_inside_tree():
|
||||
_body.connect("ready", self, "_body_ready")
|
||||
else:
|
||||
_body_ready()
|
||||
|
||||
func _body_ready() -> void:
|
||||
# warning-ignore:return_value_discarded
|
||||
body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
|
||||
@ -40,6 +32,11 @@ func _apply_steering(acceleration : GSAITargetAcceleration, _delta : float) -> v
|
||||
|
||||
|
||||
func _set_body(value: RigidBody2D) -> void:
|
||||
var had_body : bool = false
|
||||
|
||||
if body:
|
||||
had_body = true
|
||||
|
||||
body = value
|
||||
_body_ref = weakref(value)
|
||||
|
||||
@ -49,6 +46,12 @@ func _set_body(value: RigidBody2D) -> void:
|
||||
position = GSAIUtils.to_vector3(_last_position)
|
||||
orientation = _last_orientation
|
||||
|
||||
if !had_body:
|
||||
if !body.is_inside_tree():
|
||||
body.connect("ready", self, "_body_ready")
|
||||
else:
|
||||
_body_ready()
|
||||
|
||||
|
||||
func _on_SceneTree_frame() -> void:
|
||||
var _body: RigidBody2D = _body_ref.get_ref()
|
||||
|
@ -10,14 +10,6 @@ var body: RigidBody setget _set_body
|
||||
var _last_position: Vector3
|
||||
var _body_ref: WeakRef
|
||||
|
||||
func _init(_body: RigidBody) -> void:
|
||||
self.body = _body
|
||||
|
||||
if !_body.is_inside_tree():
|
||||
_body.connect("ready", self, "_body_ready")
|
||||
else:
|
||||
_body_ready()
|
||||
|
||||
func _body_ready() -> void:
|
||||
# warning-ignore:return_value_discarded
|
||||
body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
|
||||
@ -39,6 +31,11 @@ func _apply_steering(acceleration: GSAITargetAcceleration, _delta: float) -> voi
|
||||
|
||||
|
||||
func _set_body(value: RigidBody) -> void:
|
||||
var had_body : bool = false
|
||||
|
||||
if body:
|
||||
had_body = true
|
||||
|
||||
body = value
|
||||
_body_ref = weakref(value)
|
||||
|
||||
@ -48,6 +45,11 @@ func _set_body(value: RigidBody) -> void:
|
||||
position = _last_position
|
||||
orientation = _last_orientation
|
||||
|
||||
if !had_body:
|
||||
if !body.is_inside_tree():
|
||||
body.connect("ready", self, "_body_ready")
|
||||
else:
|
||||
_body_ready()
|
||||
|
||||
func _on_SceneTree_frame() -> void:
|
||||
var _body: RigidBody = _body_ref.get_ref()
|
||||
|
@ -15,10 +15,6 @@ var deceleration_radius : float = 0.0
|
||||
var time_to_reach : float = 0.1
|
||||
|
||||
|
||||
func _init(agent : GSAISteeringAgent, _target : GSAIAgentLocation).(agent) -> void:
|
||||
self.target = _target
|
||||
|
||||
|
||||
func _arrive(acceleration : GSAITargetAcceleration, target_position : Vector3) -> void:
|
||||
var to_target : Vector3 = target_position - agent.position
|
||||
var distance : float = to_target.length()
|
||||
|
@ -12,10 +12,6 @@ var _first_relative_position : Vector3
|
||||
var _first_relative_velocity : Vector3
|
||||
|
||||
|
||||
func _init(agent: GSAISteeringAgent, proximity: GSAIProximity).(agent, proximity) -> void:
|
||||
pass
|
||||
|
||||
|
||||
func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
|
||||
_shortest_time = INF
|
||||
_first_neighbor = null
|
||||
|
@ -13,11 +13,6 @@ extends GSAISteeringBehavior
|
||||
var _behaviors : Array = Array()
|
||||
var _accel : GSAITargetAcceleration = GSAITargetAcceleration.new()
|
||||
|
||||
|
||||
func _init(agent : GSAISteeringAgent).(agent) -> void:
|
||||
pass
|
||||
|
||||
|
||||
# Appends a behavior to the internal array along with its `weight`.
|
||||
func add(behavior : GSAISteeringBehavior, weight : float) -> void:
|
||||
behavior.agent = agent
|
||||
|
@ -7,10 +7,6 @@ extends GSAIGroupBehavior
|
||||
var _center_of_mass: Vector3
|
||||
|
||||
|
||||
func _init(agent: GSAISteeringAgent, proximity: GSAIProximity).(agent, proximity) -> void:
|
||||
pass
|
||||
|
||||
|
||||
func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
|
||||
acceleration.set_zero()
|
||||
_center_of_mass = Vector3.ZERO
|
||||
|
@ -5,9 +5,5 @@ class_name GSAIEvade
|
||||
extends GSAIPursue
|
||||
|
||||
|
||||
func _init(agent: GSAISteeringAgent, target: GSAISteeringAgent, predict_time_max : float = 1.0).(agent, target, predict_time_max):
|
||||
pass
|
||||
|
||||
|
||||
func _get_modified_acceleration() -> float:
|
||||
return -agent.linear_acceleration_max
|
||||
|
@ -5,9 +5,6 @@ class_name GSAIFace
|
||||
extends GSAIMatchOrientation
|
||||
|
||||
|
||||
func _init(agent: GSAISteeringAgent, target: GSAIAgentLocation, use_z := false).(agent, target, use_z) -> void:
|
||||
pass
|
||||
|
||||
func _face(acceleration: GSAITargetAcceleration, target_position: Vector3) -> void:
|
||||
var to_target : Vector3 = target_position - agent.position
|
||||
var distance_squared : float = to_target.length_squared()
|
||||
|
@ -4,10 +4,6 @@ class_name GSAIFlee
|
||||
extends GSAISeek
|
||||
|
||||
|
||||
func _init(agent: GSAISteeringAgent, target: GSAIAgentLocation).(agent, target) -> void:
|
||||
pass
|
||||
|
||||
|
||||
func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
|
||||
acceleration.linear = ((agent.position - target.position).normalized() * agent.linear_acceleration_max)
|
||||
acceleration.angular = 0
|
||||
|
@ -15,12 +15,6 @@ var is_arrive_enabled : bool = true
|
||||
var prediction_time : float = 0.0
|
||||
|
||||
|
||||
func _init(agent: GSAISteeringAgent, _path: GSAIPath, _path_offset := 0.0, _prediction_time := 0.0).(agent, null) -> void:
|
||||
self.path = _path
|
||||
self.path_offset = _path_offset
|
||||
self.prediction_time = _prediction_time
|
||||
|
||||
|
||||
func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
|
||||
var location : Vector3
|
||||
|
||||
|
@ -5,10 +5,6 @@ class_name GSAILookWhereYouGo
|
||||
extends GSAIMatchOrientation
|
||||
|
||||
|
||||
func _init(agent: GSAISteeringAgent, use_z : bool = false).(agent, null, use_z) -> void:
|
||||
pass
|
||||
|
||||
|
||||
func _calculate_steering(accel: GSAITargetAcceleration) -> void:
|
||||
if agent.linear_velocity.length_squared() < agent.zero_linear_speed_threshold:
|
||||
accel.set_zero()
|
||||
|
@ -19,11 +19,6 @@ var time_to_reach : float = 0.1
|
||||
var use_z : bool = false
|
||||
|
||||
|
||||
func _init(agent: GSAISteeringAgent, _target: GSAIAgentLocation, _use_z : bool = false).(agent) -> void:
|
||||
self.use_z = _use_z
|
||||
self.target = _target
|
||||
|
||||
|
||||
func _match_orientation(acceleration: GSAITargetAcceleration, desired_orientation: float) -> void:
|
||||
var rotation : float = wrapf(desired_orientation - agent.orientation, -PI, PI)
|
||||
|
||||
|
@ -7,16 +7,12 @@ extends GSAISteeringBehavior
|
||||
var _behaviors : Array = Array()
|
||||
|
||||
# The index of the last behavior the container prioritized.
|
||||
var last_selected_index : int = 0
|
||||
var _last_selected_index : int = 0
|
||||
# If a behavior's acceleration is lower than this threshold, the container
|
||||
# considers it has an acceleration of zero.
|
||||
var zero_threshold : float = 0.0
|
||||
|
||||
|
||||
func _init(agent: GSAISteeringAgent, _zero_threshold : float = 0.001).(agent) -> void:
|
||||
self.zero_threshold = _zero_threshold
|
||||
|
||||
|
||||
# Appends a steering behavior as a child of this container.
|
||||
func add(behavior: GSAISteeringBehavior) -> void:
|
||||
_behaviors.append(behavior)
|
||||
@ -36,13 +32,13 @@ func get_behavior_at(index : int) -> GSAISteeringBehavior:
|
||||
func _calculate_steering(accel : GSAITargetAcceleration) -> void:
|
||||
var threshold_squared : float = zero_threshold * zero_threshold
|
||||
|
||||
last_selected_index = -1
|
||||
_last_selected_index = -1
|
||||
|
||||
var size : int = _behaviors.size()
|
||||
|
||||
if size > 0:
|
||||
for i in range(size):
|
||||
last_selected_index = i
|
||||
_last_selected_index = i
|
||||
var behavior: GSAISteeringBehavior = _behaviors[i]
|
||||
behavior.calculate_steering(accel)
|
||||
|
||||
|
@ -8,13 +8,7 @@ extends GSAISteeringBehavior
|
||||
var target : GSAISteeringAgent
|
||||
# The maximum amount of time in the future the behavior predicts the target's
|
||||
# location.
|
||||
var predict_time_max : float = 0
|
||||
|
||||
|
||||
func _init(agent : GSAISteeringAgent, _target : GSAISteeringAgent, _predict_time_max : float = 1.0).(agent) -> void:
|
||||
self.target = _target
|
||||
self.predict_time_max = _predict_time_max
|
||||
|
||||
var predict_time_max : float = 1.0
|
||||
|
||||
func _calculate_steering(acceleration : GSAITargetAcceleration) -> void:
|
||||
var target_position : Vector3 = target.position
|
||||
|
@ -8,10 +8,6 @@ extends GSAISteeringBehavior
|
||||
var target : GSAIAgentLocation
|
||||
|
||||
|
||||
func _init(agent : GSAISteeringAgent, _target : GSAIAgentLocation).(agent) -> void:
|
||||
self.target = _target
|
||||
|
||||
|
||||
func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
|
||||
acceleration.linear = ((target.position - agent.position).normalized() * agent.linear_acceleration_max)
|
||||
acceleration.angular = 0
|
||||
|
@ -14,10 +14,6 @@ var decay_coefficient : float = 1.0
|
||||
var _acceleration : GSAITargetAcceleration
|
||||
|
||||
|
||||
func _init(agent : GSAISteeringAgent, proximity : GSAIProximity).(agent, proximity) -> void:
|
||||
pass
|
||||
|
||||
|
||||
func _calculate_steering(acceleration : GSAITargetAcceleration) -> void:
|
||||
acceleration.set_zero()
|
||||
self._acceleration = acceleration
|
||||
|
@ -9,10 +9,6 @@ var proximity : GSAIProximity
|
||||
var _callback : FuncRef = funcref(self, "_report_neighbor")
|
||||
|
||||
|
||||
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
|
||||
|
@ -15,7 +15,7 @@ var _nearest_point_on_segment : Vector3
|
||||
var _nearest_point_on_path : Vector3
|
||||
|
||||
|
||||
func _init(waypoints : Array, _is_open : bool = false) -> void:
|
||||
func initialize(waypoints : Array, _is_open : bool = false) -> void:
|
||||
self.is_open = _is_open
|
||||
create_path(waypoints)
|
||||
_nearest_point_on_segment = waypoints[0]
|
||||
@ -115,7 +115,7 @@ func _calculate_point_segment_distance_squared(start: Vector3, end: Vector3, pos
|
||||
|
||||
return _nearest_point_on_segment.distance_squared_to(position)
|
||||
|
||||
|
||||
# not exposed helper struct
|
||||
class GSAISegment:
|
||||
var begin: Vector3
|
||||
var end: Vector3
|
||||
|
@ -14,11 +14,6 @@ var is_enabled : bool = true
|
||||
# The AI agent on which the steering behavior bases its calculations.
|
||||
var agent : GSAISteeringAgent
|
||||
|
||||
|
||||
func _init(_agent: GSAISteeringAgent) -> void:
|
||||
agent = _agent
|
||||
|
||||
|
||||
# Sets the `acceleration` with the behavior's desired amount of acceleration.
|
||||
func calculate_steering(acceleration: GSAITargetAcceleration) -> void:
|
||||
if is_enabled:
|
||||
|
@ -5,10 +5,6 @@ extends GSAIProximity
|
||||
class_name GSAIInfiniteProximity
|
||||
|
||||
|
||||
func _init(agent: GSAISteeringAgent, agents: Array).(agent, agents) -> void:
|
||||
pass
|
||||
|
||||
|
||||
# Returns a number of neighbors based on a `callback` function.
|
||||
#
|
||||
# `_find_neighbors` calls `callback` for each agent in the `agents` array and
|
||||
|
@ -10,11 +10,6 @@ var agent : GSAISteeringAgent
|
||||
var agents : Array = Array()
|
||||
|
||||
|
||||
func _init(_agent: GSAISteeringAgent, _agents: Array) -> void:
|
||||
self.agent = _agent
|
||||
self.agents = _agents
|
||||
|
||||
|
||||
# Returns a number of neighbors based on a `callback` function.
|
||||
#
|
||||
# `_find_neighbors` calls `callback` for each agent in the `agents` array and
|
||||
|
@ -11,11 +11,9 @@ var _last_frame : int = 0
|
||||
var _scene_tree : SceneTree
|
||||
|
||||
|
||||
func _init(agent: GSAISteeringAgent, agents: Array, _radius: float).(agent, agents) -> void:
|
||||
self.radius = _radius
|
||||
func _init() -> void:
|
||||
_scene_tree = Engine.get_main_loop()
|
||||
|
||||
|
||||
# Returns a number of neighbors based on a `callback` function.
|
||||
#
|
||||
# `_find_neighbors` calls `callback` for each agent in the `agents` array that lie within
|
||||
|
Loading…
Reference in New Issue
Block a user