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https://github.com/Relintai/godot-steering-ai-framework.git
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Move comments from the top of the addon's scripts down under extends and class_name to make absolutely sure that my c++ convererter script doesn't choke on it.
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extends GSAISpecializedAgent
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class_name GSAIKinematicBody2DAgent
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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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extends GSAISpecializedAgent
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class_name GSAIKinematicBody2DAgent
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# SLIDE uses `move_and_slide`
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# COLLIDE uses `move_and_collide`
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extends GSAISpecializedAgent
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class_name GSAIKinematicBody3DAgent
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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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extends GSAISpecializedAgent
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class_name GSAIKinematicBody3DAgent
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# SLIDE uses `move_and_slide`
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# COLLIDE uses `move_and_collide`
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@ -1,8 +1,9 @@
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extends GSAISpecializedAgent
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class_name GSAIRigidBody2DAgent
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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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extends GSAISpecializedAgent
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class_name GSAIRigidBody2DAgent
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# The RigidBody2D to keep track of
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var body : RigidBody2D setget _set_body
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extends GSAISpecializedAgent
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class_name GSAIRigidBody3DAgent
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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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extends GSAISpecializedAgent
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class_name GSAIRigidBody3DAgent
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# The RigidBody to keep track of
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var body: RigidBody setget _set_body
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extends GSAISteeringAgent
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class_name GSAISpecializedAgent
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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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extends GSAISteeringAgent
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class_name GSAISpecializedAgent
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# If `true`, calculates linear and angular velocities based on the previous
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# frame. When `false`, the user must keep those values updated.
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class_name GSAIArrive
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extends GSAISteeringBehavior
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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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class_name GSAIArrive
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extends GSAISteeringBehavior
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# Target agent to arrive to.
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var target : GSAIAgentLocation
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class_name GSAIAvoidCollisions
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extends GSAIGroupBehavior
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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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class_name GSAIAvoidCollisions
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extends GSAIGroupBehavior
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var _first_neighbor: GSAISteeringAgent
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var _shortest_time : float = 0.0
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class_name GSAIBlend
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extends GSAISteeringBehavior
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# Blends multiple steering behaviors into one, and returns a weighted
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# acceleration from their calculations.
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#
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@ -7,8 +10,6 @@
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# weight : float
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# }
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# @category - Combination behaviors
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class_name GSAIBlend
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extends GSAISteeringBehavior
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var _behaviors : Array = Array()
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var _accel : GSAITargetAcceleration = GSAITargetAcceleration.new()
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class_name GSAICohesion
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extends GSAIGroupBehavior
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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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class_name GSAICohesion
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extends GSAIGroupBehavior
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var _center_of_mass: Vector3
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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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class_name GSAIEvade
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extends GSAIPursue
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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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func _get_modified_acceleration() -> float:
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return -agent.linear_acceleration_max
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class_name GSAIFace
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extends GSAIMatchOrientation
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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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class_name GSAIFace
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extends GSAIMatchOrientation
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func face(acceleration: GSAITargetAcceleration, target_position: Vector3) -> void:
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call("_face", acceleration, target_position)
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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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class_name GSAIFlee
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extends GSAISeek
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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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func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
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acceleration.linear = ((agent.position - target.position).normalized() * agent.linear_acceleration_max)
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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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class_name GSAIFollowPath
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extends GSAIArrive
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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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# The path to follow and travel along.
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var path : GSAIPath
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# The distance along the path to generate the next target position.
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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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class_name GSAILookWhereYouGo
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extends GSAIMatchOrientation
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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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func _calculate_steering(accel: GSAITargetAcceleration) -> void:
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if agent.linear_velocity.length_squared() < agent.zero_linear_speed_threshold:
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class_name GSAIMatchOrientation
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extends GSAISteeringBehavior
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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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class_name GSAIMatchOrientation
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extends GSAISteeringBehavior
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# The target orientation for the behavior to try and match rotations to.
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var target : GSAIAgentLocation
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class_name GSAIPriority
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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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class_name GSAIPriority
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extends GSAISteeringBehavior
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# If a behavior's acceleration is lower than this threshold, the container
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# considers it has an acceleration of zero.
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class_name GSAIPursue
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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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class_name GSAIPursue
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extends GSAISteeringBehavior
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# The target agent that the behavior is trying to intercept.
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var target : GSAISteeringAgent
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class_name GSAISeek
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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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class_name GSAISeek
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extends GSAISteeringBehavior
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# The target that the behavior aims to move the agent to.
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var target : GSAIAgentLocation
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class_name GSAISeparation
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extends GSAIGroupBehavior
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# Calculates an acceleration that repels the agent from its neighbors in the
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# given `GSAIProximity`.
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#
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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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class_name GSAISeparation
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extends GSAIGroupBehavior
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# The coefficient to calculate how fast the separation strength decays with distance.
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var decay_coefficient : float = 1.0
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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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extends Reference
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class_name GSAIAgentLocation
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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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# The agent's position in space.
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var position : Vector3 = Vector3.ZERO
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# The agent's orientation on its Y axis rotation.
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# Base type for group-based steering behaviors.
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# @category - Base types
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class_name GSAIGroupBehavior
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extends GSAISteeringBehavior
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# Base type for group-based steering behaviors.
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# @category - Base types
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# Container to find neighbors of the agent and calculate group behavior.
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var proximity : GSAIProximity
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class_name GSAIPath
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extends Reference
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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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class_name GSAIPath
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extends Reference
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# If `false`, the path loops.
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var is_open : bool
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extends GSAIAgentLocation
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class_name GSAISteeringAgent
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# Adds velocity, speed, and size data to `GSAIAgentLocation`.
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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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extends GSAIAgentLocation
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class_name GSAISteeringAgent
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# The amount of velocity to be considered effectively not moving.
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var zero_linear_speed_threshold : float = 0.01
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extends Reference
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class_name GSAISteeringBehavior
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# Base class for all steering behaviors.
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#
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# Steering behaviors calculate the linear and the angular acceleration to be
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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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extends Reference
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class_name GSAISteeringBehavior
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# If `false`, all calculations return zero amounts of acceleration.
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var is_enabled : bool = true
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extends Reference
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class_name GSAITargetAcceleration
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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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extends Reference
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class_name GSAITargetAcceleration
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# Linear acceleration
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var linear : Vector3 = Vector3.ZERO
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class_name GSAIUtils
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# Math and vector utility functions.
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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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static func clampedv3(vector: Vector3, limit: float) -> Vector3:
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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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extends GSAIProximity
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class_name GSAIInfiniteProximity
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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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# Returns a number of neighbors based on a `callback` function.
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#
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extends Reference
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class_name GSAIProximity
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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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extends Reference
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class_name GSAIProximity
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# The owning agent whose neighbors are found in the group
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var agent : GSAISteeringAgent
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extends GSAIProximity
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class_name GSAIRadiusProximity
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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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extends GSAIProximity
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class_name GSAIRadiusProximity
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# The radius around the owning agent to find neighbors in
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var radius : float = 0.0
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