mirror of
https://github.com/Relintai/godot-steering-ai-framework.git
synced 2024-11-14 04:57:19 +01:00
139 lines
3.9 KiB
GDScript
139 lines
3.9 KiB
GDScript
# A specialized steering agent that updates itself every frame so the user does
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# not have to using a KinematicBody2D
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extends GSTSpecializedAgent
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class_name GSTKinematicBody2DAgent
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enum KinematicMovementType { SLIDE, COLLIDE, POSITION }
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# The KinematicBody2D to keep track of
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var body: KinematicBody2D setget _set_body
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# The type of movement the body executes
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#
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# SLIDE uses use move_and_slide
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# COLLIDE uses move_and_collide
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# POSITION changes the global_position directly
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var kinematic_movement_type: int = KinematicMovementType.SLIDE
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var _last_position: Vector2
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func _init(body: KinematicBody2D) -> void:
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self.body = body
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if body.is_inside_tree():
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body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
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else:
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body.connect("ready", self, "_on_body_ready")
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# Moves the agent's `body` by target `acceleration`.
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# tags: virtual
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func _apply_steering(acceleration: GSTTargetAcceleration, delta: float) -> void:
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_applied_steering = true
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match kinematic_movement_type:
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KinematicMovementType.COLLIDE:
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_apply_collide_steering(acceleration.linear, delta)
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KinematicMovementType.SLIDE:
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_apply_sliding_steering(acceleration.linear)
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_:
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_apply_normal_steering(acceleration.linear, delta)
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_apply_orientation_steering(acceleration.angular, delta)
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func _apply_sliding_steering(accel: Vector3) -> void:
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var velocity := GSTUtils.to_vector2(linear_velocity + accel).clamped(linear_speed_max)
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if apply_linear_drag:
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velocity = velocity.linear_interpolate(Vector2.ZERO, linear_drag_percentage)
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velocity = body.move_and_slide(velocity)
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if calculate_velocities:
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linear_velocity = GSTUtils.to_vector3(velocity)
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func _apply_collide_steering(accel: Vector3, delta: float) -> void:
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var velocity := GSTUtils.clampedv3(linear_velocity + accel, linear_speed_max)
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if apply_linear_drag:
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velocity = velocity.linear_interpolate(
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Vector3.ZERO,
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linear_drag_percentage
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)
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body.move_and_collide(GSTUtils.to_vector2(velocity) * delta)
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if calculate_velocities:
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linear_velocity = velocity
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func _apply_normal_steering(accel: Vector3, delta: float) -> void:
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var velocity := GSTUtils.clampedv3(linear_velocity + accel, linear_speed_max)
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if apply_linear_drag:
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velocity = velocity.linear_interpolate(
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Vector3.ZERO,
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linear_drag_percentage
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)
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body.global_position += GSTUtils.to_vector2(velocity) * delta
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if calculate_velocities:
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linear_velocity = velocity
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func _apply_orientation_steering(angular_acceleration: float, delta: float) -> void:
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var velocity = angular_velocity + angular_acceleration
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if apply_angular_drag:
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velocity = lerp(velocity, 0, angular_drag_percentage)
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body.rotation += velocity * delta
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if calculate_velocities:
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angular_velocity = velocity
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func _set_body(value: KinematicBody2D) -> void:
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body = value
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_last_position = body.global_position
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_last_orientation = body.rotation
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position = GSTUtils.to_vector3(_last_position)
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orientation = _last_orientation
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func _on_body_ready() -> void:
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body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
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_set_body(body)
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func _on_SceneTree_frame() -> void:
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var current_position: Vector2 = body.global_position
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var current_orientation: float = body.rotation
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position = GSTUtils.to_vector3(current_position)
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orientation = current_orientation
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if calculate_velocities:
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if _applied_steering:
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_applied_steering = false
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else:
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linear_velocity = GSTUtils.clampedv3(
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GSTUtils.to_vector3(_last_position - current_position),
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linear_speed_max
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)
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if apply_linear_drag:
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linear_velocity = linear_velocity.linear_interpolate(
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Vector3.ZERO,
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linear_drag_percentage
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)
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angular_velocity = clamp(
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_last_orientation - current_orientation,
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-angular_speed_max,
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angular_speed_max
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)
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if apply_angular_drag:
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angular_velocity = lerp(
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angular_velocity,
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0,
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angular_drag_percentage
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)
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_last_position = current_position
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_last_orientation = current_orientation
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