#include "../geometry/distance.hpp"
#include "../geometry/rotation.hpp"
+#include "../graphics/glm.hpp"
#include "../rand/GaloisLFSR.hpp"
#include "../world/Entity.hpp"
#include "../world/World.hpp"
#include <cmath>
#include <limits>
-#include <glm/glm.hpp>
namespace blank {
}
-AIController::AIController(World &world, GaloisLFSR &rand)
+AIController::AIController(World &world, Entity &entity)
: world(world)
-, random(rand)
, state(&idle)
, sight_dist(64.0f)
, sight_angle(0.707f)
, think_timer(0.5f)
-, decision_timer(1.0f)
-, halted(false)
-, halt_speed(1.0f)
-, avoid_obstacles(true)
-, obstacle_box{ glm::vec3(0.0f), glm::vec3(0.0f) }
-, obstacle_transform(1.0f)
-, fleeing(false)
-, flee_target(nullptr)
-, flee_speed(5.0f)
-, seeking(false)
-, seek_target(nullptr)
-, seek_speed(5.0f)
-, evading(false)
-, evade_target(nullptr)
-, evade_speed(5.0f)
-, pursuing(false)
-, pursuit_target(nullptr)
-, pursuit_speed(5.0f)
-, wandering(false)
-, wander_pos(1.0f, 0.0f, 0.0f)
-, wander_speed(1.0f)
-, wander_dist(2.0f)
-, wander_radius(1.5f)
-, wander_disp(1.0f) {
+, decision_timer(1.0f) {
think_timer.Start();
- state->Enter(*this);
+ state->Enter(*this, entity);
}
AIController::~AIController() {
- state->Exit(*this);
+ // ignore this for now
+ // state->Exit(*this, entity);
}
-void AIController::SetState(const AIState &s) {
- state->Exit(*this);
+void AIController::SetState(const AIState &s, Entity &entity) {
+ state->Exit(*this, entity);
state = &s;
- state->Enter(*this);
+ state->Enter(*this, entity);
}
void AIController::Update(Entity &e, float dt) {
decision_timer.Update(dt);
state->Update(*this, e, dt);
- if (avoid_obstacles && e.Moving()) {
- obstacle_box = e.Bounds();
- obstacle_box.min.z = -e.Speed();
- obstacle_box.max.x = 0.0f;
- // our box is oriented for -Z velocity
- obstacle_transform = glm::mat4(find_rotation(glm::vec3(0.0f, 0.0f, -1.0f), e.Heading()));
- // and positioned relative to the entity's chunk
- obstacle_transform[3] = glm::vec4(e.GetState().pos.block, 1.0f);
- }
-
- if (wandering) {
- glm::vec3 displacement(
- random.SNorm() * wander_disp,
- random.SNorm() * wander_disp,
- random.SNorm() * wander_disp
- );
- if (!iszero(displacement)) {
- wander_pos = normalize(wander_pos + displacement * dt) * wander_radius;
- }
- }
-
if (e.Moving()) {
// orient head towards heading
glm::vec3 heading(e.Heading());
// only half pitch, so we don't crane our neck
- float tgt_pitch = std::atan(heading.y / length(glm::vec2(heading.x, heading.z))) * 0.5f;
+ float tgt_pitch = std::atan(heading.y / glm::length(glm::vec2(heading.x, heading.z))) * 0.5f;
// always look straight ahead
// maybe look at the pursuit target if there is one
float tgt_yaw = 0.0f;
}
}
-glm::vec3 AIController::ControlForce(const Entity &entity, const EntityState &state) const {
- if (IsHalted()) {
- return GetHaltForce(entity, state);
- }
- glm::vec3 force(0.0f);
- if (IsAvoidingObstacles() && entity.Moving()) {
- if (MaxOutForce(force, GetObstacleAvoidanceForce(entity, state), entity.MaxControlForce())) {
- return force;
- }
- }
- if (IsFleeing()) {
- if (MaxOutForce(force, GetFleeForce(entity, state), entity.MaxControlForce())) {
- return force;
- }
- }
- if (IsSeeking()) {
- if (MaxOutForce(force, GetSeekForce(entity, state), entity.MaxControlForce())) {
- return force;
- }
- }
- if (IsEvading()) {
- if (MaxOutForce(force, GetEvadeForce(entity, state), entity.MaxControlForce())) {
- return force;
- }
- }
- if (IsPursuing()) {
- if (MaxOutForce(force, GetPursuitForce(entity, state), entity.MaxControlForce())) {
- return force;
- }
- }
- if (IsWandering()) {
- if (MaxOutForce(force, GetWanderForce(entity, state), entity.MaxControlForce())) {
- return force;
- }
- }
- return force;
-}
-
Player *AIController::ClosestVisiblePlayer(const Entity &e) noexcept {
Player *target = nullptr;
float distance = sight_dist;
// distance test
const glm::vec3 diff(pe.AbsoluteDifference(e));
- float dist = length(diff);
+ float dist = glm::length(diff);
if (dist > distance) continue;
// FOV test, 45° in each direction
- if (dot(diff / dist, aim.dir) < sight_angle) {
+ if (glm::dot(diff / dist, aim.dir) < sight_angle) {
continue;
}
// LOS test, assumes all entities are see-through
WorldCollision col;
- if (world.Intersection(aim, glm::mat4(1.0f), reference, col) && col.depth < dist) {
+ if (world.Intersection(aim, reference, col) && col.depth < dist) {
continue;
}
const glm::ivec3 &reference(from.ChunkCoords());
Ray aim(from.Aim(reference));
const glm::vec3 diff(to.AbsoluteDifference(from));
- float dist = length(diff);
- if (dist > sight_dist || dot(diff / dist, aim.dir) < sight_angle) {
+ float dist = glm::length(diff);
+ if (dist > sight_dist || glm::dot(diff / dist, aim.dir) < sight_angle) {
return false;
}
WorldCollision col;
- if (world.Intersection(aim, glm::mat4(1.0f), reference, col) && col.depth < dist) {
+ if (world.Intersection(aim, reference, col) && col.depth < dist) {
return false;
}
return true;
float minimum,
float variance
) noexcept {
- decision_timer = FineTimer(minimum + variance * random.SNorm());
+ decision_timer = FineTimer(minimum + variance * world.Random().SNorm());
decision_timer.Start();
}
}
unsigned int AIController::Decide(unsigned int num_choices) noexcept {
- return random.Next<unsigned int>() % num_choices;
-}
-
-// halt
-
-void AIController::EnterHalt() noexcept {
- halted = true;
-}
-
-void AIController::ExitHalt() noexcept {
- halted = false;
-}
-
-bool AIController::IsHalted() const noexcept {
- return halted;
-}
-
-void AIController::SetHaltSpeed(float speed) noexcept {
- halt_speed = speed;
-}
-
-glm::vec3 AIController::GetHaltForce(const Entity &, const EntityState &state) const noexcept {
- return Halt(state, halt_speed);
-}
-
-// obstacle avoidance
-
-void AIController::StartAvoidingObstacles() noexcept {
- avoid_obstacles = true;
-}
-
-void AIController::StopAvoidingObstacles() noexcept {
- avoid_obstacles = false;
-}
-
-bool AIController::IsAvoidingObstacles() const noexcept {
- return avoid_obstacles;
-}
-
-namespace {
-
-std::vector<WorldCollision> col;
-
-}
-
-glm::vec3 AIController::GetObstacleAvoidanceForce(const Entity &e, const EntityState &state) const noexcept {
- if (!e.Moving()) {
- return glm::vec3(0.0f);
- }
- col.clear();
- if (!world.Intersection(obstacle_box, obstacle_transform, e.ChunkCoords(), col)) {
- return glm::vec3(0.0f);
- }
- // find the nearest block
- WorldCollision *nearest = nullptr;
- glm::vec3 difference(0.0f);
- float distance = std::numeric_limits<float>::infinity();
- for (WorldCollision &c : col) {
- // diff points from block to state
- glm::vec3 diff = state.RelativePosition(c.ChunkPos()) - c.BlockCoords();
- float dist = length_squared(diff);
- if (dist < distance) {
- nearest = &c;
- difference = diff;
- distance = dist;
- }
- }
- if (!nearest) {
- // intersection test lied to us
- return glm::vec3(0.0f);
- }
- // and steer away from it
- // to_go is the distance between our position and the
- // point on the "velocity ray" closest to obstacle
- float to_go = dot(difference, e.Heading());
- // point is our future position if we keep going our way
- glm::vec3 point(e.GetState().pos.block + e.Heading() * to_go);
- // now steer away in the direction of (point - block)
- // with a magniture proportional to speed/distance
- return normalize(point - nearest->BlockCoords()) * (e.Speed() / std::sqrt(distance));
-}
-
-// flee
-
-void AIController::StartFleeing() noexcept {
- fleeing = true;
-}
-
-void AIController::StopFleeing() noexcept {
- fleeing = false;
- if (flee_target) {
- flee_target->UnRef();
- flee_target = nullptr;
- }
-}
-
-bool AIController::IsFleeing() const noexcept {
- return fleeing && flee_target;
-}
-
-void AIController::SetFleeTarget(Entity &e) noexcept {
- if (flee_target) {
- flee_target->UnRef();
- }
- flee_target = &e;
- flee_target->Ref();
-}
-
-void AIController::SetFleeSpeed(float speed) noexcept {
- flee_speed = speed;
-}
-
-Entity &AIController::GetFleeTarget() noexcept {
- return *flee_target;
-}
-
-const Entity &AIController::GetFleeTarget() const noexcept {
- return *flee_target;
-}
-
-glm::vec3 AIController::GetFleeForce(const Entity &, const EntityState &state) const noexcept {
- return Flee(state, GetFleeTarget().GetState(), flee_speed, 2.0f);
-}
-
-// seek
-
-void AIController::StartSeeking() noexcept {
- seeking = true;
-}
-
-void AIController::StopSeeking() noexcept {
- seeking = false;
- if (seek_target) {
- seek_target->UnRef();
- seek_target = nullptr;
- }
-}
-
-bool AIController::IsSeeking() const noexcept {
- return seeking && seek_target;
-}
-
-void AIController::SetSeekTarget(Entity &e) noexcept {
- if (seek_target) {
- seek_target->UnRef();
- }
- seek_target = &e;
- seek_target->Ref();
-}
-
-void AIController::SetSeekSpeed(float speed) noexcept {
- seek_speed = speed;
-}
-
-Entity &AIController::GetSeekTarget() noexcept {
- return *seek_target;
-}
-
-const Entity &AIController::GetSeekTarget() const noexcept {
- return *seek_target;
-}
-
-glm::vec3 AIController::GetSeekForce(const Entity &, const EntityState &state) const noexcept {
- return Seek(state, GetSeekTarget().GetState(), seek_speed, 2.0f);
-}
-
-// evade
-
-void AIController::StartEvading() noexcept {
- evading = true;
-}
-
-void AIController::StopEvading() noexcept {
- evading = false;
- if (evade_target) {
- evade_target->UnRef();
- evade_target = nullptr;
- }
-}
-
-bool AIController::IsEvading() const noexcept {
- return evading && evade_target;
-}
-
-void AIController::SetEvadeTarget(Entity &e) noexcept {
- if (evade_target) {
- evade_target->UnRef();
- }
- evade_target = &e;
- evade_target->Ref();
-}
-
-void AIController::SetEvadeSpeed(float speed) noexcept {
- evade_speed = speed;
-}
-
-Entity &AIController::GetEvadeTarget() noexcept {
- return *evade_target;
-}
-
-const Entity &AIController::GetEvadeTarget() const noexcept {
- return *evade_target;
-}
-
-glm::vec3 AIController::GetEvadeForce(const Entity &, const EntityState &state) const noexcept{
- glm::vec3 cur_diff(state.Diff(GetEvadeTarget().GetState()));
- float time_estimate = length(cur_diff) / evade_speed;
- EntityState pred_state(GetEvadeTarget().GetState());
- pred_state.pos.block += pred_state.velocity * time_estimate;
- return Flee(state, pred_state, evade_speed, 2.0f);
-}
-
-// pursuit
-
-void AIController::StartPursuing() noexcept {
- pursuing = true;
-}
-
-void AIController::StopPursuing() noexcept {
- pursuing = false;
- if (pursuit_target) {
- pursuit_target->UnRef();
- pursuit_target = nullptr;
- }
-}
-
-bool AIController::IsPursuing() const noexcept {
- return pursuing && pursuit_target;
-}
-
-void AIController::SetPursuitTarget(Entity &e) noexcept {
- if (pursuit_target) {
- pursuit_target->UnRef();
- }
- pursuit_target = &e;
- pursuit_target->Ref();
-}
-
-void AIController::SetPursuitSpeed(float speed) noexcept {
- pursuit_speed = speed;
-}
-
-Entity &AIController::GetPursuitTarget() noexcept {
- return *pursuit_target;
-}
-
-const Entity &AIController::GetPursuitTarget() const noexcept {
- return *pursuit_target;
-}
-
-glm::vec3 AIController::GetPursuitForce(const Entity &, const EntityState &state) const noexcept {
- glm::vec3 cur_diff(state.Diff(GetPursuitTarget().GetState()));
- float time_estimate = length(cur_diff) / pursuit_speed;
- EntityState pred_state(GetPursuitTarget().GetState());
- pred_state.pos.block += pred_state.velocity * time_estimate;
- return Seek(state, pred_state, pursuit_speed, 2.0f);
-}
-
-// wander
-
-void AIController::StartWandering() noexcept {
- wandering = true;
-}
-
-void AIController::StopWandering() noexcept {
- wandering = false;
-}
-
-bool AIController::IsWandering() const noexcept {
- return wandering;
-}
-
-void AIController::SetWanderParams(
- float speed,
- float distance,
- float radius,
- float displacement
-) noexcept {
- wander_speed = speed;
- wander_dist = distance;
- wander_radius = radius;
- wander_disp = displacement;
-}
-
-glm::vec3 AIController::GetWanderForce(const Entity &e, const EntityState &state) const noexcept {
- glm::vec3 wander_target(normalize(e.Heading() * wander_dist + wander_pos) * wander_speed);
- return TargetVelocity(wander_target, state, 0.5f);
+ return world.Random().Next<unsigned int>() % num_choices;
}
// chase
-void ChaseState::Enter(AIController &ctrl) const {
- ctrl.SetHaltSpeed(2.0f);
- ctrl.SetPursuitSpeed(4.0f);
- ctrl.StartPursuing();
+void ChaseState::Enter(AIController &ctrl, Entity &e) const {
+ e.GetSteering()
+ .SetAcceleration(5.0f)
+ .SetSpeed(4.0f)
+ .Enable(Steering::PURSUE_TARGET)
+ ;
}
void ChaseState::Update(AIController &ctrl, Entity &e, float dt) const {
+ Steering &steering = e.GetSteering();
// check if target still alive and in sight
- if (ctrl.GetPursuitTarget().Dead()) {
- ctrl.SetState(idle);
- return;
- }
- if (!ctrl.LineOfSight(e, ctrl.GetPursuitTarget())) {
- ctrl.SetState(idle);
+ if (
+ !steering.HasTargetEntity() || // lost
+ steering.GetTargetEntity().Dead() || // dead
+ !ctrl.LineOfSight(e, steering.GetTargetEntity()) // escaped
+ ) {
+ steering.ClearTargetEntity();
+ ctrl.SetState(idle, e);
return;
}
// halt if we're close enough, flee if we're too close
- float dist_sq = length_squared(e.AbsoluteDifference(ctrl.GetPursuitTarget()));
+ float dist_sq = glm::length2(e.AbsoluteDifference(steering.GetTargetEntity()));
if (dist_sq < 8.0f) {
- ctrl.SetFleeTarget(ctrl.GetPursuitTarget());
- ctrl.SetState(flee);
+ ctrl.SetState(flee, e);
} else if (dist_sq < 25.0f) {
- ctrl.EnterHalt();
+ steering.Enable(Steering::HALT).Disable(Steering::PURSUE_TARGET);
} else {
- ctrl.ExitHalt();
+ steering.Enable(Steering::PURSUE_TARGET).Disable(Steering::HALT);
}
}
-void ChaseState::Exit(AIController &ctrl) const {
- ctrl.StopPursuing();
- ctrl.ExitHalt();
+void ChaseState::Exit(AIController &ctrl, Entity &e) const {
+ e.GetSteering().Disable(Steering::HALT | Steering::PURSUE_TARGET);
}
// flee
-void FleeState::Enter(AIController &ctrl) const {
+void FleeState::Enter(AIController &ctrl, Entity &e) const {
+ e.GetSteering()
+ .SetAcceleration(5.0f)
+ .SetSpeed(4.0f)
+ .Enable(Steering::EVADE_TARGET)
+ ;
ctrl.CueDecision(6.0f, 3.0f);
- ctrl.SetFleeSpeed(4.0f);
- ctrl.StartFleeing();
}
void FleeState::Update(AIController &ctrl, Entity &e, float dt) const {
if (!ctrl.DecisionDue()) return;
- ctrl.SetState(idle);
+ ctrl.SetState(idle, e);
}
-void FleeState::Exit(AIController &ctrl) const {
- ctrl.StopFleeing();
+void FleeState::Exit(AIController &ctrl, Entity &e) const {
+ e.GetSteering().Disable(Steering::EVADE_TARGET);
}
// idle
-void IdleState::Enter(AIController &ctrl) const {
- ctrl.SetHaltSpeed(0.5f);
- ctrl.EnterHalt();
- ctrl.SetWanderParams(0.001f, 1.1f);
+void IdleState::Enter(AIController &ctrl, Entity &e) const {
+ e.GetSteering()
+ .SetAcceleration(0.5f)
+ .SetSpeed(0.01f)
+ .Enable(Steering::HALT)
+ .SetWanderParams(1.0f, 1.1f, 1.0f)
+ ;
ctrl.CueDecision(10.0f, 5.0f);
}
if (ctrl.MayThink()) {
const Player *player = ctrl.ClosestVisiblePlayer(e);
if (player) {
- ctrl.SetPursuitTarget(player->GetEntity());
- ctrl.SetState(chase);
+ e.GetSteering().SetTargetEntity(player->GetEntity());
+ ctrl.SetState(chase, e);
return;
}
}
unsigned int d = ctrl.Decide(10);
if (d < 2) {
// .2 chance to start going
- ctrl.SetState(roam);
+ ctrl.SetState(roam, e);
} else if (d < 5) {
// .3 chance of looking around
- ctrl.ExitHalt();
- ctrl.StartWandering();
+ e.GetSteering().Disable(Steering::HALT).Enable(Steering::WANDER);
} else {
// .5 chance of doing nothing
- ctrl.StopWandering();
- ctrl.EnterHalt();
+ e.GetSteering().Disable(Steering::WANDER).Enable(Steering::HALT);
}
ctrl.CueDecision(10.0f, 5.0f);
}
-void IdleState::Exit(AIController &ctrl) const {
- ctrl.ExitHalt();
- ctrl.StopWandering();
+void IdleState::Exit(AIController &ctrl, Entity &e) const {
+ e.GetSteering().Disable(Steering::HALT | Steering::WANDER);
}
// roam
-void RoamState::Enter(AIController &ctrl) const {
- ctrl.SetWanderParams(1.0f);
- ctrl.StartWandering();
+void RoamState::Enter(AIController &ctrl, Entity &e) const {
+ e.GetSteering()
+ .SetAcceleration(0.5f)
+ .SetSpeed(1.0f)
+ .SetWanderParams(1.0f, 2.0f, 1.0f)
+ .Enable(Steering::WANDER)
+ ;
ctrl.CueDecision(10.0f, 5.0f);
}
if (ctrl.MayThink()) {
const Player *player = ctrl.ClosestVisiblePlayer(e);
if (player) {
- ctrl.SetPursuitTarget(player->GetEntity());
- ctrl.SetState(chase);
+ e.GetSteering().SetTargetEntity(player->GetEntity());
+ ctrl.SetState(chase, e);
return;
}
}
unsigned int d = ctrl.Decide(10);
if (d == 0) {
// .1 chance of idling
- ctrl.SetState(idle);
+ ctrl.SetState(idle, e);
}
ctrl.CueDecision(10.0f, 5.0f);
}
-void RoamState::Exit(AIController &ctrl) const {
- ctrl.StopWandering();
+void RoamState::Exit(AIController &ctrl, Entity &e) const {
+ e.GetSteering().Disable(Steering::WANDER);
}
}