mirror of
https://github.com/Relintai/godot-steering-ai-framework.git
synced 2024-12-28 09:47:16 +01:00
151 lines
4.4 KiB
GDScript
151 lines
4.4 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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# @category - Specialized agents
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extends GSAISpecializedAgent
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class_name GSAIKinematicBody2DAgent
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# SLIDE uses `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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enum MovementType { 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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var movement_type: int
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var _last_position: Vector2
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var _body_ref: WeakRef
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func _init(_body: KinematicBody2D, _movement_type: int = MovementType.SLIDE) -> void:
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if not _body.is_inside_tree():
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yield(_body, "ready")
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self.body = _body
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self.movement_type = _movement_type
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# warning-ignore:return_value_discarded
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_body.get_tree().connect("physics_frame", self, "_on_SceneTree_physics_frame")
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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: GSAITargetAcceleration, delta: float) -> void:
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_applied_steering = true
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match movement_type:
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MovementType.COLLIDE:
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_apply_collide_steering(acceleration.linear, delta)
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MovementType.SLIDE:
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_apply_sliding_steering(acceleration.linear, delta)
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_:
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_apply_position_steering(acceleration.linear, delta)
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_apply_orientation_steering(acceleration.angular, delta)
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func _apply_sliding_steering(accel: Vector3, delta: float) -> void:
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var _body: KinematicBody2D = _body_ref.get_ref()
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if not _body:
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return
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if not _body.is_inside_tree() or _body.get_tree().paused:
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return
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var velocity := GSAIUtils.to_vector2(linear_velocity + accel * delta).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 = GSAIUtils.to_vector3(velocity)
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func _apply_collide_steering(accel: Vector3, delta: float) -> void:
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var _body: KinematicBody2D = _body_ref.get_ref()
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if not _body:
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return
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var velocity := GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max)
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if apply_linear_drag:
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velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage)
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# warning-ignore:return_value_discarded
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_body.move_and_collide(GSAIUtils.to_vector2(velocity) * delta)
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if calculate_velocities:
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linear_velocity = velocity
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func _apply_position_steering(accel: Vector3, delta: float) -> void:
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var _body: KinematicBody2D = _body_ref.get_ref()
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if not _body:
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return
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var velocity := GSAIUtils.clampedv3(linear_velocity + accel * delta, linear_speed_max)
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if apply_linear_drag:
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velocity = velocity.linear_interpolate(Vector3.ZERO, linear_drag_percentage)
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_body.global_position += GSAIUtils.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 _body: KinematicBody2D = _body_ref.get_ref()
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if not _body:
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return
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var velocity = clamp(
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angular_velocity + angular_acceleration * delta,
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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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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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_body_ref = weakref(body)
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_last_position = value.global_position
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_last_orientation = value.rotation
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position = GSAIUtils.to_vector3(_last_position)
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orientation = _last_orientation
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func _on_SceneTree_physics_frame() -> void:
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var _body: KinematicBody2D = _body_ref.get_ref()
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if not _body:
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return
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var current_position := _body.global_position
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var current_orientation := _body.rotation
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position = GSAIUtils.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 = GSAIUtils.clampedv3(
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GSAIUtils.to_vector3(current_position - _last_position), 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, linear_drag_percentage
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)
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angular_velocity = clamp(
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_last_orientation - current_orientation, -angular_speed_max, angular_speed_max
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)
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if apply_angular_drag:
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angular_velocity = lerp(angular_velocity, 0, angular_drag_percentage)
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_last_position = current_position
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_last_orientation = current_orientation
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