mj177/demo/ai/tasks/select_flanking_pos.gd
2025-02-01 22:51:01 +01:00

74 lines
2.4 KiB
GDScript

#*
#* 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