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pomchronicles/ai/tasks/actions/wander.gd

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1.4 KiB
GDScript

#*
#* go_to.gd
#*
@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].
var wait_time_remaining : float = 0
var goal_position : Vector2
var retries : int
var done : bool
func _generate_name() -> String:
return "Wander to New Position"
func _enter() -> void:
done = false
retries = 0
goal_position = NavigationServer2D.region_get_random_point(Guild.hall.nav_region.get_rid(),1,false)
go_to(goal_position)
func _tick(delta: float) -> Status:
if done:
return SUCCESS
#If we were interrupted, wait a little bit and try again
if wait_time_remaining > 0:
wait_time_remaining -= delta
if wait_time_remaining <= 0:
go_to(goal_position)
return RUNNING
func go_to(pos : Vector2) -> void:
agent.navigation_finished.connect(_on_navigation_complete)
agent.navigation_failed.connect(_on_navigation_failed)
agent.approach(pos)
func _on_navigation_complete() -> void:
agent.navigation_finished.disconnect(_on_navigation_complete)
agent.navigation_failed.disconnect(_on_navigation_failed)
done = true
func _on_navigation_failed() -> void:
wait_time_remaining = randf_range(.5, 2)
retries += 1
if retries >= 3:
done = true
agent.navigation_finished.disconnect(_on_navigation_complete)
agent.navigation_failed.disconnect(_on_navigation_failed)