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Grid influence map for tactical AI

In your harnessGodot componentMIT

Stamp influence with distance falloff onto a grid, spread it around walls with decay and momentum, combine maps (friend minus foe) and query the strongest or weakest cell near a point.

Files, names only

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • baltor_test.gd
  • component.json
  • influence_map.gd
  • inspect_gdscript.py
  • run_tests.gd
  • test_package.py
  • tests/test_influence_map.gd
  • verification/native.json

Full files in your harness.

What it takes and gives

Class
BaltorInfluenceMap, extends RefCounted
Methods
get_width() -> int; get_height() -> int; has_cell(cell: Vector2i) -> bool; set_blocked(cell: Vector2i, blocked: bool) -> bool; is_blocked(cell: Vector2i) -> bool; get_value(cell: Vector2i) -> float; set_value(cell: Vector2i, value: float) -> bool; clear() -> void; and 7 more
Placement
res://baltor/godot_components/influence_map/

Limits. Uniform grid in one layer per map; propagation is O(cells x iterations) in GDScript, so large maps should update over several frames or at a coarse resolution. Diagonal spread is blocked when either adjacent straight cell is a wall. Verified with Godot 4.7.2 headless; written against the Godot 4.3 API.

Details

Kind
Godot component
Engine
Godot 4.3 or later
Files
11 files, 80.5 KB
Licence
MIT
Declared effects
reads files, runs commands
Checked with
Godot 4.7.2, headless
Checks
godot parse check only, godot gdscript tests, godot tests reject gutted component, godot editor import, godot contract reflection, godot readme usage compiles
Techniques
influence maps, exponential decay propagation, map combination
Tags
influence map, tactical ai, grid, strategy, propagation, ai
Identity
library.supply.creative_originals.7ea2d8bb2800a2d0713b5162.591c494a1f83060f
Version
591c494a1f83060f889f3026e102c551d6b2e89ab57020ba51cde5739ab2bbab

The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.

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