#include "../model/geometry.hpp"
#include "../world/Entity.hpp"
#include "../world/World.hpp"
+#include "../world/WorldCollision.hpp"
#include <glm/glm.hpp>
, flee_speed(-0.005f)
, stop_dist(10)
, flee_dist(5) {
-
+ tgt.Ref();
}
Chaser::~Chaser() {
-
+ tgt.UnRef();
}
void Chaser::Update(int dt) {
+ if (Target().Dead()) {
+ Controlled().Kill();
+ return;
+ }
+
glm::vec3 diff(Target().AbsoluteDifference(Controlled()));
float dist = length(diff);
+ if (dist < std::numeric_limits<float>::epsilon()) {
+ Controlled().Velocity(glm::vec3(0.0f));
+ return;
+ }
glm::vec3 norm_diff(diff / dist);
bool line_of_sight = true;
- // FIXME: this only works if target is in the reference chunk (which is true for the player)
Ray aim{Target().Position() - diff, norm_diff};
- Chunk *chunk;
- int blkid;
- float distance;
- glm::vec3 normal;
- if (world.Intersection(aim, glm::mat4(1.0f), chunk, blkid, distance, normal)) {
- line_of_sight = distance > dist;
+ WorldCollision coll;
+ if (world.Intersection(aim, glm::mat4(1.0f), Target().ChunkCoords(), coll)) {
+ line_of_sight = coll.depth > dist;
}
if (!line_of_sight) {
Controller::Controller(Entity &e) noexcept
: entity(e) {
-
+ entity.Ref();
}
Controller::~Controller() {
-
+ entity.UnRef();
}
-RandomWalk::RandomWalk(Entity &e) noexcept
+RandomWalk::RandomWalk(Entity &e, std::uint64_t seed) noexcept
: Controller(e)
-, time_left(0) {
+, random(seed)
+, start_vel(e.Velocity())
+, target_vel(start_vel)
+, start_rot(e.AngularVelocity())
+, target_rot(start_rot)
+, switch_time(0)
+, lerp_max(1.0f)
+, lerp_time(0.0f) {
}
}
void RandomWalk::Update(int dt) {
- time_left -= dt;
- if (time_left > 0) return;
- time_left += 2500 + (rand() % 5000);
-
- constexpr float move_vel = 0.0005f;
-
- glm::vec3 new_vel = Controlled().Velocity();
-
- switch (rand() % 9) {
- case 0:
- new_vel.x = -move_vel;
- break;
- case 1:
- new_vel.x = 0.0f;
- break;
- case 2:
- new_vel.x = move_vel;
- break;
- case 3:
- new_vel.y = -move_vel;
- break;
- case 4:
- new_vel.y = 0.0f;
- break;
- case 5:
- new_vel.y = move_vel;
- break;
- case 6:
- new_vel.z = -move_vel;
- break;
- case 7:
- new_vel.z = 0.0f;
- break;
- case 8:
- new_vel.z = move_vel;
- break;
+ switch_time -= dt;
+ lerp_time -= dt;
+ if (switch_time < 0) {
+ switch_time += 2500 + (random.Next<unsigned short>() % 5000);
+ lerp_max = 1500 + (random.Next<unsigned short>() % 1000);
+ lerp_time = lerp_max;
+ Change();
+ } else if (lerp_time > 0) {
+ float a = std::min(lerp_time / lerp_max, 1.0f);
+ Controlled().Velocity(mix(target_vel, start_vel, a));
+ Controlled().AngularVelocity(mix(target_rot, start_rot, a));
+ } else {
+ Controlled().Velocity(target_vel);
+ Controlled().AngularVelocity(target_rot);
}
+}
+
+void RandomWalk::Change() noexcept {
+ start_vel = target_vel;
+ start_rot = target_rot;
+
+ constexpr float base = 0.000001f;
+
+ target_vel.x = base * (random.Next<short>() % 1024);
+ target_vel.y = base * (random.Next<short>() % 1024);
+ target_vel.z = base * (random.Next<short>() % 1024);
- Controlled().Velocity(new_vel);
+ target_rot.x = base * (random.Next<short>() % 1024);
+ target_rot.y = base * (random.Next<short>() % 1024);
+ target_rot.z = base * (random.Next<short>() % 1024);
}
}