#ifndef BLANK_AI_AICONTROLLER_HPP_
#define BLANK_AI_AICONTROLLER_HPP_
+#include "../app/IntervalTimer.hpp"
+#include "../geometry/primitive.hpp"
#include "../world/EntityController.hpp"
#include <glm/glm.hpp>
namespace blank {
class AIState;
+class Entity;
class GaloisLFSR;
+class Player;
+class World;
class AIController
: public EntityController {
public:
- explicit AIController(GaloisLFSR &);
+ AIController(World &, GaloisLFSR &);
~AIController();
void SetState(const AIState &);
void Update(Entity &, float dt) override;
- glm::vec3 ControlForce(const EntityState &) const override;
-
- static glm::vec3 Heading(const EntityState &) noexcept;
-
- void StartFleeing(const Entity &, float speed) noexcept;
+ glm::vec3 ControlForce(const Entity &, const EntityState &) const override;
+
+ /// get the closest player that given entity can see
+ /// returns nullptr if none are in sight
+ Player *ClosestVisiblePlayer(const Entity &) noexcept;
+ /// true if to entity is in visible range of from entity
+ bool LineOfSight(const Entity &from, const Entity &to) const noexcept;
+
+ /// true if the controller may do expensive calculations
+ bool MayThink() const noexcept;
+ void SetThinkInterval(float) noexcept;
+
+ /// schedule a decision in the next minimum ± variance seconds
+ void CueDecision(
+ float minimum,
+ float variance
+ ) noexcept;
+ /// check if the scheduled decision is due already
+ bool DecisionDue() const noexcept;
+ /// random choice of 0 to num_choices - 1
+ unsigned int Decide(unsigned int num_choices) noexcept;
+
+ void EnterHalt() noexcept;
+ void ExitHalt() noexcept;
+ bool IsHalted() const noexcept;
+ void SetHaltSpeed(float) noexcept;
+ glm::vec3 GetHaltForce(const Entity &, const EntityState &) const noexcept;
+
+ void StartAvoidingObstacles() noexcept;
+ void StopAvoidingObstacles() noexcept;
+ bool IsAvoidingObstacles() const noexcept;
+ glm::vec3 GetObstacleAvoidanceForce(const Entity &, const EntityState &) const noexcept;
+
+ void StartFleeing() noexcept;
void StopFleeing() noexcept;
bool IsFleeing() const noexcept;
+ void SetFleeTarget(Entity &) noexcept;
+ void SetFleeSpeed(float) noexcept;
+ Entity &GetFleeTarget() noexcept;
const Entity &GetFleeTarget() const noexcept;
+ glm::vec3 GetFleeForce(const Entity &, const EntityState &) const noexcept;
- void StartSeeking(const Entity &, float speed) noexcept;
+ void StartSeeking() noexcept;
void StopSeeking() noexcept;
bool IsSeeking() const noexcept;
+ void SetSeekTarget(Entity &) noexcept;
+ void SetSeekSpeed(float) noexcept;
+ Entity &GetSeekTarget() noexcept;
const Entity &GetSeekTarget() const noexcept;
-
+ glm::vec3 GetSeekForce(const Entity &, const EntityState &) const noexcept;
+
+ void StartEvading() noexcept;
+ void StopEvading() noexcept;
+ bool IsEvading() const noexcept;
+ void SetEvadeTarget(Entity &) noexcept;
+ void SetEvadeSpeed(float) noexcept;
+ Entity &GetEvadeTarget() noexcept;
+ const Entity &GetEvadeTarget() const noexcept;
+ glm::vec3 GetEvadeForce(const Entity &, const EntityState &) const noexcept;
+
+ void StartPursuing() noexcept;
+ void StopPursuing() noexcept;
+ bool IsPursuing() const noexcept;
+ void SetPursuitTarget(Entity &) noexcept;
+ void SetPursuitSpeed(float) noexcept;
+ Entity &GetPursuitTarget() noexcept;
+ const Entity &GetPursuitTarget() const noexcept;
+ glm::vec3 GetPursuitForce(const Entity &, const EntityState &) const noexcept;
+
+ /// start wandering randomly
void StartWandering() noexcept;
void StopWandering() noexcept;
+ bool IsWandering() const noexcept;
+ /// change how wandering is performed
+ /// the trajectory is modified by targetting a blip on a sphere
+ /// in front of the entity which moves randomly
+ /// the displacement is given (roughly) in units per second
+ void SetWanderParams(
+ float speed,
+ float distance = 2.0f,
+ float radius = 1.0f,
+ float displacement = 1.0f
+ ) noexcept;
+ glm::vec3 GetWanderForce(const Entity &, const EntityState &) const noexcept;
private:
+ World &world;
GaloisLFSR &random;
const AIState *state;
- const Entity *flee_target;
+ /// how far controlled entities can see
+ float sight_dist;
+ /// cosine of the half angle of FOV of controlled entities
+ float sight_angle;
+
+ FineTimer think_timer;
+ FineTimer decision_timer;
+
+ bool halted;
+ float halt_speed;
+
+ bool avoid_obstacles;
+ AABB obstacle_box;
+ glm::mat4 obstacle_transform;
+
+ bool fleeing;
+ Entity *flee_target;
float flee_speed;
- const Entity *seek_target;
+ bool seeking;
+ Entity *seek_target;
float seek_speed;
+ bool evading;
+ Entity *evade_target;
+ float evade_speed;
+
+ bool pursuing;
+ Entity *pursuit_target;
+ float pursuit_speed;
+
bool wandering;
glm::vec3 wander_pos;
+ float wander_speed;
float wander_dist;
float wander_radius;
float wander_disp;
- float wander_speed;
};