+Player *AIController::ClosestVisiblePlayer(const Entity &e) noexcept {
+ Player *target = nullptr;
+ float distance = sight_dist;
+ const glm::ivec3 &reference(e.ChunkCoords());
+ Ray aim(e.Aim(reference));
+ for (Player &p : world.Players()) {
+ const Entity &pe = p.GetEntity();
+
+ // distance test
+ const glm::vec3 diff(pe.AbsoluteDifference(e));
+ float dist = length_squared(diff);
+ if (dist > distance) continue;
+
+ // FOV test, 45° in each direction
+ if (dot(normalize(diff), 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 * col.depth < dist) {
+ continue;
+ }
+
+ // we got a match
+ target = &p;
+ distance = dist;
+ }
+ return target;
+}
+
+bool AIController::LineOfSight(const Entity &from, const Entity &to) const noexcept {
+ 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) {
+ return false;
+ }
+ WorldCollision col;
+ if (world.Intersection(aim, glm::mat4(1.0f), reference, col) && col.depth < dist) {
+ return false;
+ }
+ return true;
+}
+
+// think
+
+bool AIController::MayThink() const noexcept {
+ return think_timer.Hit();
+}
+
+void AIController::SetThinkInterval(float i) noexcept {
+ think_timer = FineTimer(i);
+ think_timer.Start();
+}
+
+// decide
+
+void AIController::CueDecision(
+ float minimum,
+ float variance
+) noexcept {
+ decision_timer = FineTimer(minimum + variance * random.SNorm());
+ decision_timer.Start();
+}
+
+bool AIController::DecisionDue() const noexcept {
+ return decision_timer.HitOnce();
+}
+
+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 EntityState &state) const noexcept {
+ return Halt(state, halt_speed);
+}
+
+// flee
+
+void AIController::StartFleeing() noexcept {
+ fleeing = true;