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.
ATTRIBUTION.mdLICENSEREADME.mdbaltor_test.gdcomponent.jsoninfluence_map.gdinspect_gdscript.pyrun_tests.gdtest_package.pytests/test_influence_map.gdverification/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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