]> git.localhorst.tv Git - blank.git/blob - src/ai/ai.cpp
fix divide by zero in Chaser AI
[blank.git] / src / ai / ai.cpp
1 #include "Chaser.hpp"
2 #include "Controller.hpp"
3 #include "RandomWalk.hpp"
4
5 #include "../model/geometry.hpp"
6 #include "../world/Entity.hpp"
7 #include "../world/World.hpp"
8 #include "../world/WorldCollision.hpp"
9
10 #include <glm/glm.hpp>
11
12
13 namespace blank {
14
15 Chaser::Chaser(World &world, Entity &ctrl, Entity &tgt) noexcept
16 : Controller(ctrl)
17 , world(world)
18 , tgt(tgt)
19 , chase_speed(0.002f)
20 , flee_speed(-0.005f)
21 , stop_dist(10)
22 , flee_dist(5) {
23         tgt.Ref();
24 }
25
26 Chaser::~Chaser() {
27         tgt.UnRef();
28 }
29
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));
35                 return;
36         }
37         glm::vec3 norm_diff(diff / dist);
38
39         bool line_of_sight = true;
40         Ray aim{Target().Position() - diff, norm_diff};
41         WorldCollision coll;
42         if (world.Intersection(aim, glm::mat4(1.0f), Target().ChunkCoords(), coll)) {
43                 line_of_sight = coll.depth > dist;
44         }
45
46         if (!line_of_sight) {
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);
52         } else {
53                 Controlled().Velocity(glm::vec3(0.0f));
54         }
55 }
56
57
58 Controller::Controller(Entity &e) noexcept
59 : entity(e) {
60         entity.Ref();
61 }
62
63 Controller::~Controller() {
64         entity.UnRef();
65 }
66
67
68 RandomWalk::RandomWalk(Entity &e, std::uint64_t seed) noexcept
69 : Controller(e)
70 , random(seed)
71 , time_left(0) {
72
73 }
74
75 RandomWalk::~RandomWalk() {
76
77 }
78
79 void RandomWalk::Update(int dt) {
80         time_left -= dt;
81         if (time_left > 0) return;
82         time_left += 2500 + (random.Next<unsigned short>() % 5000);
83
84         constexpr float move_vel = 0.0005f;
85
86         glm::vec3 new_vel = Controlled().Velocity();
87
88         switch (random.Next<unsigned char>() % 9) {
89                 case 0:
90                         new_vel.x = -move_vel;
91                         break;
92                 case 1:
93                         new_vel.x = 0.0f;
94                         break;
95                 case 2:
96                         new_vel.x = move_vel;
97                         break;
98                 case 3:
99                         new_vel.y = -move_vel;
100                         break;
101                 case 4:
102                         new_vel.y = 0.0f;
103                         break;
104                 case 5:
105                         new_vel.y = move_vel;
106                         break;
107                 case 6:
108                         new_vel.z = -move_vel;
109                         break;
110                 case 7:
111                         new_vel.z = 0.0f;
112                         break;
113                 case 8:
114                         new_vel.z = move_vel;
115                         break;
116         }
117
118         Controlled().Velocity(new_vel);
119 }
120
121 }