- 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);