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https://github.com/Relintai/godot-steering-ai-framework.git
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55 lines
1.5 KiB
GDScript
55 lines
1.5 KiB
GDScript
# Blends multiple steering behaviors into one, and returns a weighted
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# acceleration from their calculations.
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#
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# Stores the behaviors internally as dictionaries of the form
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# {
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# behavior : GSAISteeringBehavior,
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# weight : float
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# }
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# @category - Combination behaviors
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class_name GSAIBlend
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extends GSAISteeringBehavior
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var _behaviors : Array = Array()
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var _accel : GSAITargetAcceleration = GSAITargetAcceleration.new()
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func _init(agent : GSAISteeringAgent).(agent) -> void:
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pass
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# Appends a behavior to the internal array along with its `weight`.
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func add(behavior : GSAISteeringBehavior, weight : float) -> void:
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behavior.agent = agent
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var dict : Dictionary = Dictionary()
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dict["behavior"] = behavior;
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dict["weight"] = weight;
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_behaviors.append(dict)
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# Returns the behavior at the specified `index`, or an empty `Dictionary` if
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# none was found.
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func get_behavior_at(index : int) -> Dictionary:
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if _behaviors.size() > index:
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return _behaviors[index]
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printerr("Tried to get index " + str(index) + " in array of size " + str(_behaviors.size()))
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return Dictionary()
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func _calculate_steering(blended_accel: GSAITargetAcceleration) -> void:
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blended_accel.set_zero()
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for i in range(_behaviors.size()):
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var bw : Dictionary = _behaviors[i]
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bw.behavior.calculate_steering(_accel)
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blended_accel.add_scaled_accel(_accel, bw.weight)
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blended_accel.linear = GSAIUtils.clampedv3(blended_accel.linear, agent.linear_acceleration_max)
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blended_accel.angular = clamp(blended_accel.angular, -agent.angular_acceleration_max, agent.angular_acceleration_max)
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