Adds enemies

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Michel 2025-02-01 22:51:01 +01:00
parent cf8ba8bacb
commit 76e5b1927f
324 changed files with 28447 additions and 106 deletions

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#*
#* arrive_pos.gd
#* =============================================================================
#* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
#*
#* 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

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#*
#* back_away.gd
#* =============================================================================
#* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
#*
#* 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 in the opposite direction of its current facing. [br]
## Returns [code]RUNNING[/code] always.
## Blackboard variable that stores desired speed.
@export var speed_var: StringName = &"speed"
## How much can we deviate from the "away" direction (in radians).
@export var max_angle_deviation: float = 0.7
var _dir: Vector2
var _desired_velocity: Vector2
# Called each time this task is entered.
func _enter() -> void:
# Determine "away" direction and desired velocity
_dir = Vector2.LEFT * agent.get_facing()
var speed: float = blackboard.get_var(speed_var, 200.0)
var rand_angle = randf_range(-max_angle_deviation, max_angle_deviation)
_desired_velocity = _dir.rotated(rand_angle) * speed
# Called each time this task is ticked (aka executed).
func _tick(_delta: float) -> Status:
agent.move(_desired_velocity)
agent.face_dir(-signf(_dir.x))
return RUNNING

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#*
#* face_target.gd
#* =============================================================================
#* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
#*
#* 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
## Flips the agent to face the target, returning [code]SUCCESS[/code]. [br]
## Returns [code]FAILURE[/code] if [member target_var] is not a valid [Node2D] instance.
## Blackboard variable that stores our target (expecting Node2D).
@export var target_var: StringName = &"target"
# Display a customized name (requires @tool).
func _generate_name() -> String:
return "FaceTarget " + LimboUtility.decorate_var(target_var)
# Called each time this task is ticked (aka executed).
func _tick(_delta: float) -> Status:
var target: Node2D = blackboard.get_var(target_var)
if not is_instance_valid(target):
return FAILURE
var dir: float = target.global_position.x - agent.global_position.x
agent.velocity = Vector2.ZERO
agent.face_dir(dir)
return SUCCESS

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#*
#* get_first_in_group.gd
#* =============================================================================
#* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
#*
#* 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
## Stores the first node in the [member group] on the blackboard, returning [code]SUCCESS[/code]. [br]
## Returns [code]FAILURE[/code] if the group contains 0 nodes.
## Name of the SceneTree group.
@export var group: StringName
## Blackboard variable in which the task will store the acquired node.
@export var output_var: StringName = &"target"
func _generate_name() -> String:
return "GetFirstNodeInGroup \"%s\"%s" % [
group,
LimboUtility.decorate_var(output_var)
]
func _tick(_delta: float) -> Status:
var nodes: Array[Node] = agent.get_tree().get_nodes_in_group(group)
if nodes.size() == 0:
return FAILURE
blackboard.set_var(output_var, nodes[0])
return SUCCESS

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demo/ai/tasks/in_range.gd Normal file
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#*
#* in_range.gd
#* =============================================================================
#* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
#*
#* 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 BTCondition
## InRange condition checks if the agent is within a range of target,
## defined by [member distance_min] and [member distance_max]. [br]
## Returns [code]SUCCESS[/code] if the agent is within the given range;
## otherwise, returns [code]FAILURE[/code].
## Minimum distance to target.
@export var distance_min: float
## Maximum distance to target.
@export var distance_max: float
## Blackboard variable that holds the target (expecting Node2D).
@export var target_var: StringName = &"target"
var _min_distance_squared: float
var _max_distance_squared: float
# Called to generate a display name for the task.
func _generate_name() -> String:
return "InRange (%d, %d) of %s" % [distance_min, distance_max,
LimboUtility.decorate_var(target_var)]
# Called to initialize the task.
func _setup() -> void:
## Small performace optimization
_min_distance_squared = distance_min * distance_min
_max_distance_squared = distance_max * distance_max
# Called when the task is executed.
func _tick(_delta: float) -> Status:
var target: Node2D = blackboard.get_var(target_var, null)
if not is_instance_valid(target):
return FAILURE
var dist_sq: float = agent.global_position.distance_squared_to(target.global_position)
if dist_sq >= _min_distance_squared and dist_sq <= _max_distance_squared:
return SUCCESS
else:
return FAILURE

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#*
#* is_aligned_with_target.gd
#* =============================================================================
#* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
#*
#* 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 BTCondition
## Checks if the agent is horizontally aligned with the target. [br]
## Returns [code]SUCCESS[/code] if the agent is horizontally aligned with the target.
## Returns [code]FAILURE[/code] if not aligned or if target is not a valid node instance.
@export var target_var: StringName = &"target"
@export var tolerance: float = 30.0
# Display a customized name (requires @tool).
func _generate_name() -> String:
return "IsAlignedWithTarget " + LimboUtility.decorate_var(target_var)
# Called each time this task is ticked (aka executed).
func _tick(_delta: float) -> Status:
var target := blackboard.get_var(target_var) as Node2D
if not is_instance_valid(target):
return FAILURE
var y_diff: float = absf(target.global_position.y - agent.global_position.y)
if y_diff < tolerance:
return SUCCESS
return FAILURE

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#*
#* move_forward.gd
#* =============================================================================
#* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
#*
#* 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
## Applies velocity in the direction the agent is facing on each tick
## until the [member duration] is exceeded. [br]
## Returns [code]SUCCESS[/code] if the elapsed time exceeds [member duration]. [br]
## Returns [code]RUNNING[/code] if the elapsed time does not exceed [member duration]. [br]
## Blackboard variable that stores desired speed.
@export var speed_var: StringName = &"speed"
## How long to perform this task (in seconds).
@export var duration: float = 0.1
# Display a customized name (requires @tool).
func _generate_name() -> String:
return "MoveForward speed: %s duration: %ss" % [
LimboUtility.decorate_var(speed_var),
duration]
# Called each time this task is ticked (aka executed).
func _tick(_delta: float) -> Status:
var facing: float = agent.get_facing()
var speed: float = blackboard.get_var(speed_var, 100.0)
var desired_velocity: Vector2 = Vector2.RIGHT * facing * speed
agent.move(desired_velocity)
agent.update_facing()
if elapsed_time > duration:
return SUCCESS
return RUNNING

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demo/ai/tasks/pursue.gd Normal file
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#*
#* pursue.gd
#* =============================================================================
#* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
#*
#* 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
## Move towards the target until the agent is flanking it. [br]
## Returns [code]RUNNING[/code] while moving towards the target but not yet at the desired position. [br]
## Returns [code]SUCCESS[/code] when at the desired position relative to the target (flanking it). [br]
## Returns [code]FAILURE[/code] if the target is not a valid [Node2D] instance. [br]
## How close should the agent be to the desired position to return SUCCESS.
const TOLERANCE := 30.0
## Blackboard variable that stores our target (expecting Node2D).
@export var target_var: StringName = &"target"
## Blackboard variable that stores desired speed.
@export var speed_var: StringName = &"speed"
## Desired distance from target.
@export var approach_distance: float = 100.0
var _waypoint: Vector2
# Display a customized name (requires @tool).
func _generate_name() -> String:
return "Pursue %s" % [LimboUtility.decorate_var(target_var)]
# Called each time this task is entered.
func _enter() -> void:
var target: Node2D = blackboard.get_var(target_var, null)
if is_instance_valid(target):
# Movement is performed in smaller steps.
# For each step, we select a new waypoint.
_select_new_waypoint(_get_desired_position(target))
# Called each time this task is ticked (aka executed).
func _tick(_delta: float) -> Status:
var target: Node2D = blackboard.get_var(target_var, null)
if not is_instance_valid(target):
return FAILURE
var desired_pos: Vector2 = _get_desired_position(target)
if agent.global_position.distance_to(desired_pos) < TOLERANCE:
return SUCCESS
if agent.global_position.distance_to(_waypoint) < TOLERANCE:
_select_new_waypoint(desired_pos)
var speed: float = blackboard.get_var(speed_var, 200.0)
var desired_velocity: Vector2 = agent.global_position.direction_to(_waypoint) * speed
agent.move(desired_velocity)
agent.update_facing()
return RUNNING
## Get the closest flanking position to target.
func _get_desired_position(target: Node2D) -> Vector2:
var side: float = signf(agent.global_position.x - target.global_position.x)
var desired_pos: Vector2 = target.global_position
desired_pos.x += approach_distance * side
return desired_pos
## Select an intermidiate waypoint towards the desired position.
func _select_new_waypoint(desired_position: Vector2) -> void:
var distance_vector: Vector2 = desired_position - agent.global_position
var angle_variation: float = randf_range(-0.2, 0.2)
_waypoint = agent.global_position + distance_vector.limit_length(150.0).rotated(angle_variation)

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#*
#* select_flanking_pos.gd
#* =============================================================================
#* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
#*
#* 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
## Selects a position on the target's side and stores it on the
## blackboard, returning [code]SUCCESS[/code]. [br]
## Returns [code]FAILURE[/code] if the target is not valid.
enum AgentSide {
CLOSEST,
FARTHEST,
BACK,
FRONT,
}
## Blackboard variable that holds current target (should be a Node2D instance).
@export var target_var: StringName = &"target"
## Which agent's side should we flank?
@export var flank_side: AgentSide = AgentSide.CLOSEST
## Minimum range relative to the target.
@export var range_min: int = 300
## Maximum range relative to the target.
@export var range_max: int = 400
## Blackboard variable that will be used to store selected position.
@export var position_var: StringName = &"pos"
# Display a customized name (requires @tool).
func _generate_name() -> String:
return "SelectFlankingPos target: %s range: [%s, %s] side: %s%s" % [
LimboUtility.decorate_var(target_var),
range_min,
range_max,
AgentSide.keys()[flank_side],
LimboUtility.decorate_var(position_var)]
# Called each time this task is ticked (aka executed).
func _tick(_delta: float) -> Status:
var target := blackboard.get_var(target_var) as Node2D
if not is_instance_valid(target):
return FAILURE
var dir: float # 1.0 is right, -1.0 is left (relative to target)
match flank_side:
AgentSide.FARTHEST:
dir = signf(target.global_position.x - agent.global_position.x)
AgentSide.CLOSEST :
dir = -signf(target.global_position.x - agent.global_position.x)
AgentSide.BACK:
dir = -target.get_facing()
AgentSide.FRONT:
dir = target.get_facing()
var flank_pos: Vector2
var offset := Vector2(dir * randf_range(range_min, range_max), 0.0)
flank_pos = target.global_position + offset
if not agent.is_good_position(flank_pos):
# Choose the opposite side if the preferred side is not good (i.e., inside a collision shape).
flank_pos = target.global_position - offset
blackboard.set_var(position_var, flank_pos)
return SUCCESS

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@tool
extends BTAction
## Selects a random position nearby within the specified range and stores it on the blackboard. [br]
## Returns [code]SUCCESS[/code].
## Minimum distance to the desired position.
@export var range_min: float = 300.0
## Maximum distance to the desired position.
@export var range_max: float = 500.0
## Blackboard variable that will be used to store the desired position.
@export var position_var: StringName = &"pos"
# Display a customized name (requires @tool).
func _generate_name() -> String:
return "SelectRandomNearbyPos range: [%s, %s] ➜%s" % [
range_min, range_max,
LimboUtility.decorate_var(position_var)]
# Called each time this task is ticked (aka executed).
func _tick(_delta: float) -> Status:
var pos: Vector2
var is_good_position: bool = false
while not is_good_position:
# Randomize until we find a good position (good position == not outside the arena).
var angle: float = randf() * TAU
var rand_distance: float = randf_range(range_min, range_max)
pos = agent.global_position + Vector2(sin(angle), cos(angle)) * rand_distance
is_good_position = agent.is_good_position(pos)
blackboard.set_var(position_var, pos)
return SUCCESS