# A specialized steering agent that updates itself every frame so the user does # not have to using a KinematicBody2D # @category - Specialized agents extends GSAISpecializedAgent class_name GSAIKinematicBody2DAgent # SLIDE uses `move_and_slide` # COLLIDE uses `move_and_collide` # POSITION changes the `global_position` directly enum MovementType { SLIDE, COLLIDE, POSITION } # The KinematicBody2D to keep track of var body: KinematicBody2D setget _set_body # The type of movement the body executes var movement_type : int = 0 var _last_position : Vector2 var _body_ref : WeakRef func _init(_body: KinematicBody2D, _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") # Moves the agent's `body` by target `acceleration`. # @tags - virtual func _apply_steering(acceleration: GSAITargetAcceleration, delta: float) -> void: _applied_steering = true if movement_type == MovementType.COLLIDE: _apply_collide_steering(acceleration.linear, delta) elif movement_type == MovementType.SLIDE: _apply_sliding_steering(acceleration.linear, delta) else: _apply_position_steering(acceleration.linear, delta) _apply_orientation_steering(acceleration.angular, delta) func _apply_sliding_steering(accel: Vector3, delta: float) -> void: var _body: KinematicBody2D = _body_ref.get_ref() if !_body: return if !_body.is_inside_tree() or _body.get_tree().paused: return var velocity : Vector2 = GSAIUtils.to_vector2(linear_velocity + accel * delta).clamped(linear_speed_max) if apply_linear_drag: velocity = velocity.linear_interpolate(Vector2.ZERO, linear_drag_percentage) velocity = _body.move_and_slide(velocity) if calculate_velocities: linear_velocity = GSAIUtils.to_vector3(velocity) func _apply_collide_steering(accel: Vector3, delta: float) -> void: var _body: KinematicBody2D = _body_ref.get_ref() if !_body: return var velocity : Vector3 = GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max) if apply_linear_drag: velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage) # warning-ignore:return_value_discarded _body.move_and_collide(GSAIUtils.to_vector2(velocity) * delta) if calculate_velocities: linear_velocity = velocity func _apply_position_steering(accel: Vector3, delta: float) -> void: var _body: KinematicBody2D = _body_ref.get_ref() if !_body: return var velocity : Vector3 = GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max) if apply_linear_drag: velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage) _body.global_position += GSAIUtils.to_vector2(velocity) * delta if calculate_velocities: linear_velocity = velocity func _apply_orientation_steering(angular_acceleration: float, delta: float) -> void: var _body: KinematicBody2D = _body_ref.get_ref() if !_body: return var velocity = clamp(angular_velocity + angular_acceleration * delta, -angular_speed_max, angular_speed_max) if apply_angular_drag: velocity = lerp(velocity, 0, angular_drag_percentage) _body.rotation += velocity * delta if calculate_velocities: angular_velocity = velocity func _set_body(value: KinematicBody2D) -> void: body = value _body_ref = weakref(body) _last_position = value.global_position _last_orientation = value.rotation position = GSAIUtils.to_vector3(_last_position) orientation = _last_orientation func _on_SceneTree_physics_frame() -> void: var _body: KinematicBody2D = _body_ref.get_ref() if !_body: return var current_position : Vector2 = _body.global_position var current_orientation : float = _body.rotation position = GSAIUtils.to_vector3(current_position) orientation = current_orientation if calculate_velocities: if _applied_steering: _applied_steering = false else: linear_velocity = GSAIUtils.clampedv3(GSAIUtils.to_vector3(current_position - _last_position), linear_speed_max) if apply_linear_drag: linear_velocity = linear_velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage) angular_velocity = clamp(_last_orientation - current_orientation, -angular_speed_max, angular_speed_max) if apply_angular_drag: angular_velocity = lerp(angular_velocity, 0, angular_drag_percentage) _last_position = current_position _last_orientation = current_orientation