godot-steering-ai-framework/godot/addons/com.gdquest.godot-steering-ai-framework/Agents/GSAIKinematicBody2DAgent.gd

162 lines
4.5 KiB
GDScript

# 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