mirror of
https://github.com/Relintai/godot-steering-ai-framework.git
synced 2024-12-24 05:37:15 +01:00
Implement LookWhereYouGo, and demo for Pursue
This commit is contained in:
parent
fb538b72cb
commit
f531e835fd
@ -8,6 +8,7 @@
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- Arrive
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- Pursue/Evade
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- Face
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- LookWhereYouGo
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- FollowPath
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- Separation
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- AvoidCollisions
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68
project/demos/pursue_vs_seek/BoundaryManager.gd
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68
project/demos/pursue_vs_seek/BoundaryManager.gd
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@ -0,0 +1,68 @@
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extends Node2D
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"""
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Wraps the ships' positions around the world border, and controls their rendering clones.
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"""
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onready var _ships: = [$Player, $Pursuer, $Seeker]
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onready var ShipType: = preload("res://demos/pursue_vs_seek/Ship.gd")
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var _clones: = {}
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var _world_bounds: Vector2
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func _ready() -> void:
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_world_bounds = Vector2(
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ProjectSettings["display/window/size/width"],
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ProjectSettings["display/window/size/height"]
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)
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for i in range(_ships.size()):
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var ship: Node2D = _ships[i]
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var world_pos: = ship.position
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for i in range(3):
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var ship_clone: = ShipType.new($Player/CollisionPolygon2D.polygon)
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ship_clone.position.x = world_pos.x if i == 1 else (world_pos.x - _world_bounds.x)
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ship_clone.position.y = world_pos.y if i == 0 else (world_pos.y - _world_bounds.y)
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ship_clone.rotation = ship.rotation
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ship_clone.color = ship.color
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ship_clone.tag = i
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add_child(ship_clone)
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_clones[ship_clone] = ship
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func _physics_process(delta: float) -> void:
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for clone in _clones.keys():
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var original: Node2D = _clones[clone]
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var world_pos: Vector2 = original.position
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if world_pos.y < 0:
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original.position.y = _world_bounds.y + world_pos.y
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elif world_pos.y > _world_bounds.y:
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original.position.y = (world_pos.y - _world_bounds.y)
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if world_pos.x < 0:
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original.position.x = _world_bounds.x + world_pos.x
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elif world_pos.x > _world_bounds.x:
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original.position.x = (world_pos.x - _world_bounds.x)
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var tag: int = clone.tag
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if tag != 2:
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if world_pos.x < _world_bounds.x/2:
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clone.position.x = world_pos.x + _world_bounds.x
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else:
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clone.position.x = world_pos.x - _world_bounds.x
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else:
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clone.position.x = world_pos.x
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if tag != 0:
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if world_pos.y < _world_bounds.y/2:
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clone.position.y = world_pos.y + _world_bounds.y
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else:
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clone.position.y = world_pos.y - _world_bounds.y
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else:
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clone.position.y = world_pos.y
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clone.rotation = original.rotation
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101
project/demos/pursue_vs_seek/Player.gd
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101
project/demos/pursue_vs_seek/Player.gd
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@ -0,0 +1,101 @@
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extends "res://demos/pursue_vs_seek/Ship.gd"
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"""
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Controls the player ship's movements based on player input.
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"""
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onready var agent: = GSTSteeringAgent.new()
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export var thruster_strength: = 150.0
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export var side_thruster_strength: = 10.0
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export var max_velocity: = 150.0
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export var max_angular_velocity: = 2.0
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export var angular_drag: = 5.0
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export var linear_drag: = 100.0
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var _linear_velocity: = Vector2()
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var _angular_velocity: = 0.0
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func _physics_process(delta: float) -> void:
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var movement: = _get_movement()
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_angular_velocity = _calculate_angular_velocity(
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movement.x,
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_angular_velocity,
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side_thruster_strength,
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max_angular_velocity,
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angular_drag,
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delta
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)
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rotation += (_angular_velocity * delta)
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_linear_velocity = _calculate_linear_velocity(
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movement.y,
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_linear_velocity,
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Vector2.UP.rotated(rotation),
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linear_drag,
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thruster_strength,
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max_velocity,
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delta
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)
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_linear_velocity = move_and_slide(_linear_velocity)
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_update_agent(_linear_velocity, rotation)
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update()
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func _calculate_angular_velocity(
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horizontal_movement: float,
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current_velocity: float,
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thruster_strength: float,
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max_velocity: float,
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ship_drag: float,
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delta: float) -> float:
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var velocity: = clamp(
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current_velocity + thruster_strength * horizontal_movement * delta,
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-max_velocity,
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max_velocity
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)
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if velocity > 0:
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velocity -= ship_drag * delta
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elif velocity < 0:
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velocity += ship_drag * delta
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if abs(velocity) < 0.01:
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velocity = 0
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return velocity
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func _calculate_linear_velocity(
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vertical_movement: float,
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current_velocity: Vector2,
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facing_direction: Vector2,
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ship_drag: float,
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strength: float,
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max_speed: float,
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delta: float) -> Vector2:
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var actual_strength: = 0.0
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if vertical_movement > 0:
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actual_strength = strength
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elif vertical_movement < 0:
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actual_strength = -strength/1.5
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var velocity: = current_velocity + facing_direction * actual_strength * delta
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velocity -= current_velocity.normalized() * (ship_drag * delta)
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return velocity.clamped(max_speed)
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func _get_movement() -> Vector2:
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return Vector2( Input.get_action_strength("sf_right") - Input.get_action_strength("sf_left"),
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Input.get_action_strength("sf_up") - Input.get_action_strength("sf_down"))
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func _update_agent(velocity: Vector2, orientation: float) -> void:
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agent.position = Vector3(global_position.x, global_position.y, 0)
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agent.linear_velocity = Vector3(velocity.x, velocity.y, 0)
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agent.orientation = orientation
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42
project/demos/pursue_vs_seek/PursueVSSeek.tscn
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42
project/demos/pursue_vs_seek/PursueVSSeek.tscn
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://demos/pursue_vs_seek/Pursuer.gd" type="Script" id=1]
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[ext_resource path="res://demos/pursue_vs_seek/BoundaryManager.gd" type="Script" id=2]
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[ext_resource path="res://demos/pursue_vs_seek/Player.gd" type="Script" id=3]
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[node name="PursueVSSeek" type="Node2D"]
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__meta__ = {
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"_editor_description_": "Toy demo to demonstrate the use of the Pursue contrasted to the more naive Seek steering behavior."
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}
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[node name="BoundaryManager" type="Node2D" parent="."]
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script = ExtResource( 2 )
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[node name="Player" type="KinematicBody2D" parent="BoundaryManager"]
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position = Vector2( 49.2031, 556.936 )
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rotation = 1.5708
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collision_mask = 2
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script = ExtResource( 3 )
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color = Color( 1, 0, 0, 1 )
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="BoundaryManager/Player"]
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polygon = PoolVector2Array( 0, -30, -25, 25, 25, 25 )
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[node name="Pursuer" type="KinematicBody2D" parent="BoundaryManager"]
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position = Vector2( 868.495, 87.9043 )
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collision_layer = 2
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script = ExtResource( 1 )
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color = Color( 0.811765, 0.909804, 0.113725, 1 )
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="BoundaryManager/Pursuer"]
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polygon = PoolVector2Array( 0, -30, -25, 25, 25, 25 )
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[node name="Seeker" type="KinematicBody2D" parent="BoundaryManager"]
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position = Vector2( 821.24, 87.9043 )
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collision_layer = 2
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script = ExtResource( 1 )
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color = Color( 0.113725, 0.909804, 0.219608, 1 )
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use_seek = true
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="BoundaryManager/Seeker"]
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polygon = PoolVector2Array( 0, -30, -25, 25, 25, 25 )
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68
project/demos/pursue_vs_seek/Pursuer.gd
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68
project/demos/pursue_vs_seek/Pursuer.gd
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extends "res://demos/pursue_vs_seek/Ship.gd"
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"""
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Represents a ship that chases after the player.
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"""
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onready var agent: = GSTSteeringAgent.new()
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onready var accel: = GSTTargetAcceleration.new()
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onready var player_agent: GSTSteeringAgent = owner.find_node("Player", true, false).agent
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export var use_seek: bool = false
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var _orient_behavior: GSTSteeringBehavior
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var _behavior: GSTSteeringBehavior
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var _linear_velocity: = Vector2()
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var _angular_velocity: = 0.0
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var _angular_drag: = 1.0
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func _ready() -> void:
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_setup()
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func _setup() -> void:
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if use_seek:
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_behavior = GSTSeek.new(agent, player_agent)
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else:
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_behavior = GSTPursue.new(agent, player_agent, 2)
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_orient_behavior = GSTLookWhereYouGo.new(agent)
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_orient_behavior.alignment_tolerance = 0.001
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_orient_behavior.deceleration_radius = PI/2
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agent.max_angular_acceleration = 2
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agent.max_angular_speed = 5
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agent.max_linear_acceleration = 120
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agent.max_linear_speed = 200
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_update_agent()
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func _physics_process(delta: float) -> void:
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accel = _orient_behavior.calculate_steering(accel)
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_angular_velocity += accel.angular
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if _angular_velocity < 0:
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_angular_velocity += _angular_drag * delta
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elif _angular_velocity > 0:
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_angular_velocity -= _angular_drag * delta
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rotation = rotation + _angular_velocity * delta
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accel = _behavior.calculate_steering(accel)
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_linear_velocity = (
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_linear_velocity + Vector2(accel.linear.x, accel.linear.y) * delta).clamped(agent.max_linear_speed)
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_linear_velocity -= _linear_velocity * 1 * delta
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_linear_velocity = move_and_slide(_linear_velocity)
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_update_agent()
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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.orientation = rotation
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agent.linear_velocity.x = _linear_velocity.x
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agent.linear_velocity.y = _linear_velocity.y
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agent.angular_velocity = _angular_velocity
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29
project/demos/pursue_vs_seek/Ship.gd
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29
project/demos/pursue_vs_seek/Ship.gd
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extends KinematicBody2D
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"""
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Draws a notched triangle based on the vertices of the ship's polygon collider.
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"""
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export var color: = Color()
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var tag: int = 0
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var _vertices: PoolVector2Array
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var _colors: PoolColorArray
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func _init(verts: = PoolVector2Array()) -> void:
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_vertices = verts
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func _ready() -> void:
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if not _vertices:
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_vertices = $CollisionPolygon2D.polygon
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var centroid: = (_vertices[0] + _vertices[1] + _vertices[2])/3
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_vertices.insert(2, centroid)
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for i in range(_vertices.size()):
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_colors.append(color)
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func _draw() -> void:
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draw_polygon(_vertices, _colors)
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@ -34,6 +34,11 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://src/behaviors/GSTFlee.gd"
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}, {
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"base": "GSTMatchOrientation",
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"class": "GSTLookWhereYouGo",
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"language": "GDScript",
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"path": "res://src/behaviors/GSTLookWhereYouGo.gd"
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}, {
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"base": "GSTSteeringBehavior",
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"class": "GSTMatchOrientation",
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"language": "GDScript",
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@ -75,6 +80,7 @@ _global_script_class_icons={
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"GSTEvade": "",
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"GSTFace": "",
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"GSTFlee": "",
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"GSTLookWhereYouGo": "",
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"GSTMatchOrientation": "",
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"GSTPursue": "",
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"GSTSeek": "",
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@ -1,4 +1,3 @@
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extends Reference
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class_name GSTAgentLocation
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"""
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Data type to represent an agent with a location and an orientation
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extends Reference
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class_name GSTSteeringBehavior
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"""
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Base class to calculate how an AI agent steers itself.
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extends Reference
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class_name GSTTargetAcceleration
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"""
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A linear and angular amount of acceleration.
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class_name Utils
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"""
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Useful math and utility functions to complement Godot's own.
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"""
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static func clmapedv3(vector: Vector3, limit: float) -> Vector3:
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18
project/src/behaviors/GSTLookWhereYouGo.gd
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18
project/src/behaviors/GSTLookWhereYouGo.gd
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extends GSTMatchOrientation
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class_name GSTLookWhereYouGo
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"""
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Calculates an angular acceleration to match an agent's orientation to its direction of travel.
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"""
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func _init(agent: GSTSteeringAgent).(agent, null) -> void:
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pass
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func _calculate_steering(accel: GSTTargetAcceleration) -> GSTTargetAcceleration:
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if agent.linear_velocity.length_squared() < agent.zero_linear_speed_threshold:
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accel.set_zero()
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return accel
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else:
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var orientation: = atan2(agent.linear_velocity.x, -agent.linear_velocity.y)
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return _match_orientation(accel, orientation)
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@ -22,23 +22,23 @@ func _match_orientation(acceleration: GSTTargetAcceleration, desired_orientation
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var rotation_size: = -rotation if rotation < 0 else rotation
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if rotation_size <= alignment_tolerance:
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return acceleration.set_zero()
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acceleration.set_zero()
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else:
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var desired_rotation: = agent.max_angular_speed
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var desired_rotation: = agent.max_angular_speed
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if rotation_size <= deceleration_radius:
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desired_rotation *= rotation_size / deceleration_radius
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if rotation_size <= deceleration_radius:
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desired_rotation *= rotation_size / deceleration_radius
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desired_rotation *= rotation / rotation_size
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desired_rotation *= rotation / rotation_size
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acceleration.angular = (desired_rotation - agent.angular_velocity) / time_to_reach
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var limited_acceleration: = -acceleration.angular if acceleration.angular < 0 else acceleration.angular
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if limited_acceleration > agent.max_angular_acceleration:
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acceleration.angular *= agent.max_angular_acceleration / limited_acceleration
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acceleration.angular = (desired_rotation - agent.angular_velocity) / time_to_reach
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var limited_acceleration: = -acceleration.angular if acceleration.angular < 0 else acceleration.angular
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if limited_acceleration > agent.max_angular_acceleration:
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acceleration.angular *= agent.max_angular_acceleration / limited_acceleration
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acceleration.linear = Vector3.ZERO
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acceleration.linear = Vector3.ZERO
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return acceleration
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