limboai/demo/demo/ai/tasks/arrive_pos.gd

70 lines
2.7 KiB
GDScript

#*
#* arrive_pos.gd
#* =============================================================================
#* Copyright 2021-2024 Serhii Snitsaruk
#*
#* Use of this source code is governed by an MIT-style
#* license that can be found in the LICENSE file or at
#* https://opensource.org/licenses/MIT.
#* =============================================================================
#*
@tool
extends BTAction
## Moves the agent to the specified position, favoring horizontal movement. [br]
## Returns [code]SUCCESS[/code] when close to the target position (see [member tolerance]);
## otherwise returns [code]RUNNING[/code].
## Blackboard variable that stores the target position (Vector2)
@export var target_position_var := &"pos"
## Variable that stores desired speed (float)
@export var speed_var := &"speed"
## How close should the agent be to the target position to return SUCCESS.
@export var tolerance := 50.0
## Specifies the node to avoid (valid Node2D is expected).
## If not empty, agent will circle around the node while moving into position.
@export var avoid_var: StringName
func _generate_name() -> String:
return "Arrive pos: %s%s" % [
LimboUtility.decorate_var(target_position_var),
"" if avoid_var.is_empty() else " avoid: " + LimboUtility.decorate_var(avoid_var)
]
func _tick(_delta: float) -> Status:
var target_pos: Vector2 = blackboard.get_var(target_position_var, Vector2.ZERO)
if target_pos.distance_to(agent.global_position) < tolerance:
return SUCCESS
var speed: float = blackboard.get_var(speed_var, 10.0)
var dist: float = absf(agent.global_position.x - target_pos.x)
var dir: Vector2 = agent.global_position.direction_to(target_pos)
# Prefer horizontal movement:
var vertical_factor: float = remap(dist, 200.0, 500.0, 1.0, 0.0)
vertical_factor = clampf(vertical_factor, 0.0, 1.0)
dir.y *= vertical_factor
# Avoid the node specified by `avoid_var`.
# I.e., if `avoid_var` is set, agent will circle around that node while moving into position.
if not avoid_var.is_empty():
var avoid_node: Node2D = blackboard.get_var(avoid_var)
if is_instance_valid(avoid_node):
var distance_vector: Vector2 = avoid_node.global_position - agent.global_position
if dir.dot(distance_vector) > 0.0:
var side := dir.rotated(PI * 0.5).normalized()
# The closer we are to the avoid target, the stronger is the avoidance.
var strength: float = remap(distance_vector.length(), 200.0, 400.0, 1.0, 0.0)
strength = clampf(strength, 0.0, 1.0)
var avoidance := side * signf(-side.dot(distance_vector)) * strength
dir += avoidance
var desired_velocity: Vector2 = dir.normalized() * speed
agent.move(desired_velocity)
agent.update_facing()
return RUNNING