# Calculates acceleration to take an agent to its target's location. The # calculation attempts to arrive with zero remaining velocity. # @category - Individual behaviors class_name GSAIArrive extends GSAISteeringBehavior # Target agent to arrive to. var target : GSAIAgentLocation # Distance from the target for the agent to be considered successfully # arrived. var arrival_tolerance : float = 0.0 # Distance from the target for the agent to begin slowing down. var deceleration_radius : float = 0.0 # Represents the time it takes to change acceleration. 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() if distance <= arrival_tolerance: acceleration.set_zero() else: var desired_speed : float = agent.linear_speed_max if distance <= deceleration_radius: desired_speed *= distance / deceleration_radius var desired_velocity : Vector3 = to_target * desired_speed / distance desired_velocity = ((desired_velocity - agent.linear_velocity) * 1.0 / time_to_reach) acceleration.linear = GSAIUtils.clampedv3(desired_velocity, agent.linear_acceleration_max) acceleration.angular = 0 func _calculate_steering(acceleration: GSAITargetAcceleration) -> void: _arrive(acceleration, target.position)