2 #include "Controller.hpp"
3 #include "RandomWalk.hpp"
5 #include "../model/geometry.hpp"
6 #include "../world/Entity.hpp"
7 #include "../world/World.hpp"
8 #include "../world/WorldCollision.hpp"
10 #include <glm/glm.hpp>
15 Chaser::Chaser(World &world, Entity &ctrl, Entity &tgt) noexcept
30 void Chaser::Update(int dt) {
31 glm::vec3 diff(Target().AbsoluteDifference(Controlled()));
32 float dist = length(diff);
33 if (dist < std::numeric_limits<float>::epsilon()) {
34 Controlled().Velocity(glm::vec3(0.0f));
37 glm::vec3 norm_diff(diff / dist);
39 bool line_of_sight = true;
40 Ray aim{Target().Position() - diff, norm_diff};
42 if (world.Intersection(aim, glm::mat4(1.0f), Target().ChunkCoords(), coll)) {
43 line_of_sight = coll.depth > dist;
47 Controlled().Velocity(glm::vec3(0.0f));
48 } else if (dist > stop_dist) {
49 Controlled().Velocity(norm_diff * chase_speed);
50 } else if (dist < flee_dist) {
51 Controlled().Velocity(norm_diff * flee_speed);
53 Controlled().Velocity(glm::vec3(0.0f));
58 Controller::Controller(Entity &e) noexcept
63 Controller::~Controller() {
68 RandomWalk::RandomWalk(Entity &e, std::uint64_t seed) noexcept
75 RandomWalk::~RandomWalk() {
79 void RandomWalk::Update(int dt) {
81 if (time_left > 0) return;
82 time_left += 2500 + (random.Next<unsigned short>() % 5000);
84 constexpr float move_vel = 0.0005f;
86 glm::vec3 new_vel = Controlled().Velocity();
88 switch (random.Next<unsigned char>() % 9) {
90 new_vel.x = -move_vel;
99 new_vel.y = -move_vel;
105 new_vel.y = move_vel;
108 new_vel.z = -move_vel;
114 new_vel.z = move_vel;
118 Controlled().Velocity(new_vel);