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