# A specialized steering agent that updates itself every frame so the user does # not have to using a RigidBody2D # @category - Specialized agents extends GSAISpecializedAgent class_name GSAIRigidBody2DAgent # The RigidBody2D to keep track of var body: RigidBody2D setget _set_body var _last_position: Vector2 var _body_ref: WeakRef func _init(_body: RigidBody2D) -> void: if not _body.is_inside_tree(): yield(_body, "ready") self.body = _body # warning-ignore:return_value_discarded _body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame") # Moves the agent's `body` by target `acceleration`. # @tags - virtual func _apply_steering(acceleration: GSAITargetAcceleration, _delta: float) -> void: var _body: RigidBody2D = _body_ref.get_ref() if not _body: return _applied_steering = true _body.apply_central_impulse(GSAIUtils.to_vector2(acceleration.linear)) _body.apply_torque_impulse(acceleration.angular) if calculate_velocities: linear_velocity = GSAIUtils.to_vector3(_body.linear_velocity) angular_velocity = _body.angular_velocity func _set_body(value: RigidBody2D) -> void: body = value _body_ref = weakref(value) _last_position = value.global_position _last_orientation = value.rotation position = GSAIUtils.to_vector3(_last_position) orientation = _last_orientation func _on_SceneTree_frame() -> void: var _body: RigidBody2D = _body_ref.get_ref() if not _body: return var current_position := _body.global_position var current_orientation := _body.rotation position = GSAIUtils.to_vector3(current_position) orientation = current_orientation if calculate_velocities: if _applied_steering: _applied_steering = false else: linear_velocity = GSAIUtils.to_vector3(_body.linear_velocity) angular_velocity = _body.angular_velocity