godot-steering-ai-framework/godot/Demos/Quickstart/Agent.gd
2023-01-13 23:10:06 +01:00

196 lines
7.4 KiB
GDScript

extends KinematicBody2D
# Maximum possible linear velocity
export var speed_max := 450.0
# Maximum change in linear velocity
export var acceleration_max := 50.0
# Maximum rotation velocity represented in degrees
export var angular_speed_max := 240
# Maximum change in rotation velocity represented in degrees
export var angular_acceleration_max := 40
export var health_max := 100
export var flee_health_threshold := 20
var velocity := Vector2.ZERO
var angular_velocity := 0.0
var linear_drag := 0.1
var angular_drag := 0.1
# Holds the linear and angular components calculated by our steering behaviors.
var acceleration : GSAITargetAcceleration = null
onready var current_health := health_max
# GSAISteeringAgent holds our agent's position, orientation, maximum speed and acceleration.
var agent : GSAISteeringAgent = null
var player: Node = null
# This assumes that our player class will keep its own agent updated.
var player_agent : GSAISteeringAgent = null
# Proximities represent an area with which an agent can identify where neighbors in its relevant
# group are. In our case, the group will feature the player, which will be used to avoid a
# collision with them. We use a radius proximity so the player is only relevant inside 100 pixels.
var proximity : GSAIRadiusProximity = null
# GSAIBlend combines behaviors together, calculating all of their acceleration together and adding
# them together, multiplied by a strength. We will have one for fleeing, and one for pursuing,
# toggling them depending on the agent's health. Since we want the agent to rotate AND move, then
# we aim to blend them together.
var flee_blend : GSAIBlend = null
var pursue_blend : GSAIBlend = null
# GSAIPriority will be the main steering behavior we use. It holds sub-behaviors and will pick the
# first one that returns non-zero acceleration, ignoring any afterwards.
var priority : GSAIPriority = null
func _ready() -> void:
acceleration = GSAITargetAcceleration.new()
agent = GSAISteeringAgent.new()
player = get_tree().get_nodes_in_group("Player")[0]
player_agent = player.agent
proximity = GSAIRadiusProximity.new()
proximity.agent = agent
proximity.agents = [ player_agent ]
proximity.radius = 100
flee_blend = GSAIBlend.new()
flee_blend.agent = agent
pursue_blend = GSAIBlend.new()
pursue_blend.agent = agent
priority = GSAIPriority.new()
priority.agent = agent
# ---------- Configuration for our agent ----------
agent.linear_speed_max = speed_max
agent.linear_acceleration_max = acceleration_max
agent.angular_speed_max = deg2rad(angular_speed_max)
agent.angular_acceleration_max = deg2rad(angular_acceleration_max)
agent.bounding_radius = calculate_radius($CollisionPolygon2D.polygon)
update_agent()
# ---------- Configuration for our behaviors ----------
# Pursue will happen while the agent is in good health. It produces acceleration that takes
# the agent on an intercept course with the target, predicting its position in the future.
var pursue : GSAIPursue = GSAIPursue.new()
pursue.agent = agent
pursue.target = player_agent
pursue.predict_time_max = 1.5
# Flee will happen while the agent is in bad health, so will start disabled. It produces
# acceleration that takes the agent directly away from the target with no prediction.
var flee : GSAIFlee = GSAIFlee.new()
flee.agent = agent
flee.target = player_agent
# AvoidCollision tries to keep the agent from running into any of the neighbors found in its
# proximity group. In our case, this will be the player, if they are close enough.
var avoid : GSAIAvoidCollisions = GSAIAvoidCollisions.new()
avoid.agent = agent
avoid.proximity = proximity
# Face turns the agent to keep looking towards its target. It will be enabled while the agent
# is not fleeing due to low health. It tries to arrive 'on alignment' with 0 remaining velocity.
var face : GSAIFace = GSAIFace.new()
face.agent = agent
face.target = player_agent
# We use deg2rad because the math in the toolkit assumes radians.
# How close for the agent to be 'aligned', if not exact.
face.alignment_tolerance = deg2rad(5)
# When to start slowing down
face.deceleration_radius = deg2rad(60)
# LookWhereYouGo turns the agent to keep looking towards its direction of travel. It will only
# be enabled while the agent is at low health.
var look : GSAILookWhereYouGo = GSAILookWhereYouGo.new()
look.agent = agent
# How close for the agent to be 'aligned', if not exact
look.alignment_tolerance = deg2rad(5)
# When to start slowing down.
look.deceleration_radius = deg2rad(60)
# Behaviors that are not enabled produce 0 acceleration.
# Adding our fleeing behaviors to a blend. The order does not matter.
flee_blend.is_enabled = false
flee_blend.add_behavior(look, 1)
flee_blend.add_behavior(flee, 1)
# Adding our pursuit behaviors to a blend. The order does not matter.
pursue_blend.add_behavior(face, 1)
pursue_blend.add_behavior(pursue, 1)
# Adding our final behaviors to the main priority behavior. The order does matter here.
# We want to avoid collision with the player first, flee from the player second when enabled,
# and pursue the player last when enabled.
priority.add_behavior(avoid)
priority.add_behavior(flee_blend)
priority.add_behavior(pursue_blend)
func _physics_process(delta: float) -> void:
# Make sure any change in position and speed has been recorded.
update_agent()
if current_health <= flee_health_threshold:
pursue_blend.is_enabled = false
flee_blend.is_enabled = true
# Calculate the desired acceleration.
priority.calculate_steering(acceleration)
# We add the discovered acceleration to our linear velocity. The toolkit does not limit
# velocity, just acceleration, so we clamp the result ourselves here.
velocity = (velocity + Vector2(acceleration.linear.x, acceleration.linear.y) * delta).limit_length(
agent.linear_speed_max
)
# This applies drag on the agent's motion, helping it to slow down naturally.
velocity = velocity.linear_interpolate(Vector2.ZERO, linear_drag)
# And since we're using a KinematicBody2D, we use Godot's excellent move_and_slide to actually
# apply the final movement, and record any change in velocity the physics engine discovered.
velocity = move_and_slide(velocity)
# We then do something similar to apply our agent's rotational speed.
angular_velocity = clamp(
angular_velocity + acceleration.angular * delta, -agent.angular_speed_max, agent.angular_speed_max
)
# This applies drag on the agent's rotation, helping it slow down naturally.
angular_velocity = lerp(angular_velocity, 0, angular_drag)
rotation += angular_velocity * delta
# In order to support both 2D and 3D, the toolkit uses Vector3, so the conversion is required
# when using 2D nodes. The Z component can be left to 0 safely.
func update_agent() -> void:
agent.position.x = global_position.x
agent.position.y = global_position.y
agent.orientation = rotation
agent.linear_velocity.x = velocity.x
agent.linear_velocity.y = velocity.y
agent.angular_velocity = angular_velocity
# We calculate the radius from the collision shape - this will approximate the agent's size in the
# game world, to avoid collisions with the player.
func calculate_radius(polygon: PoolVector2Array) -> float:
var furthest_point := Vector2(-INF, -INF)
for p in polygon:
if abs(p.x) > furthest_point.x:
furthest_point.x = p.x
if abs(p.y) > furthest_point.y:
furthest_point.y = p.y
return furthest_point.length()
func damage(amount: int) -> void:
current_health -= amount
if current_health <= 0:
queue_free()