# Determines any agent that is in the specified list as being neighbors with the owner agent if # they lie within the specified radius. # @category - Proximities extends GSAIProximity class_name GSAIRadiusProximity # The radius around the owning agent to find neighbors in var radius := 0.0 var _last_frame := 0 var _scene_tree: SceneTree func _init(agent: GSAISteeringAgent, agents: Array, _radius: float).(agent, agents) -> void: self.radius = _radius _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 # the radius around the owning agent and adds one to the count if its `callback` returns true. # @tags - virtual func _find_neighbors(callback: FuncRef) -> int: var agent_count := agents.size() var neighbor_count := 0 var current_frame := _scene_tree.get_frame() if _scene_tree else -_last_frame if current_frame != _last_frame: _last_frame = current_frame var owner_position := agent.position for i in range(agent_count): var current_agent := agents[i] as GSAISteeringAgent if current_agent != agent: var distance_squared := owner_position.distance_squared_to(current_agent.position) var range_to := radius + current_agent.bounding_radius if distance_squared < range_to * range_to: if callback.call_func(current_agent): current_agent.is_tagged = true neighbor_count += 1 continue current_agent.is_tagged = false else: for i in range(agent_count): var current_agent = agents[i] as GSAISteeringAgent if current_agent != agent and current_agent.is_tagged: if callback.call_func(current_agent): neighbor_count += 1 return neighbor_count