#include "AIController.hpp"
+#include "IdleState.hpp"
#include "../model/geometry.hpp"
#include "../rand/GaloisLFSR.hpp"
namespace blank {
+namespace {
+
+IdleState idle;
+
+}
+
AIController::AIController(GaloisLFSR &rand)
: random(rand)
-, chase_speed(2.0f)
+, state(&idle)
+, flee_target(nullptr)
, flee_speed(-5.0f)
-, stop_dist(10.0f)
-, flee_dist(5.0f)
+, seek_target(nullptr)
+, seek_speed(-5.0f)
+, wandering(false)
, wander_pos(1.0f, 0.0f, 0.0f)
, wander_dist(2.0f)
, wander_radius(1.0f)
, wander_disp(1.0f)
, wander_speed(1.0f) {
-
+ state->Enter(*this);
}
AIController::~AIController() {
+ state->Exit(*this);
+}
+void AIController::SetState(const AIState &s) {
+ state->Exit(*this);
+ state = &s;
+ state->Enter(*this);
}
void AIController::Update(Entity &e, float dt) {
}
glm::vec3 AIController::ControlForce(const EntityState &state) const {
- return (Heading(state) * wander_dist + wander_pos) * wander_speed;
+ glm::vec3 force(0.0f);
+ if (IsFleeing()) {
+ glm::vec3 diff(GetFleeTarget().GetState().Diff(state));
+ if (dot(diff, diff) > std::numeric_limits<float>::epsilon()) {
+ force += normalize(diff) * flee_speed;
+ }
+ }
+ if (IsSeeking()) {
+ glm::vec3 diff(state.Diff(GetSeekTarget().GetState()));
+ if (dot(diff, diff) > std::numeric_limits<float>::epsilon()) {
+ force += normalize(diff) * seek_speed;
+ }
+ }
+ if (wandering) {
+ force += (Heading(state) * wander_dist + wander_pos) * wander_speed;
+ }
+ return force;
}
glm::vec3 AIController::Heading(const EntityState &state) noexcept {
}
}
+void AIController::StartFleeing(const Entity &e, float speed) noexcept {
+ flee_target = &e;
+ flee_speed = speed;
+}
+
+void AIController::StopFleeing() noexcept {
+ flee_target = nullptr;
+}
+
+bool AIController::IsFleeing() const noexcept {
+ return flee_target;
+}
+
+const Entity &AIController::GetFleeTarget() const noexcept {
+ return *flee_target;
+}
+
+void AIController::StartSeeking(const Entity &e, float speed) noexcept {
+ seek_target = &e;
+ seek_speed = speed;
+}
+
+void AIController::StopSeeking() noexcept {
+ seek_target = nullptr;
+}
+
+bool AIController::IsSeeking() const noexcept {
+ return seek_target;
+}
+
+const Entity &AIController::GetSeekTarget() const noexcept {
+ return *seek_target;
+}
+
+void AIController::StartWandering() noexcept {
+ wandering = true;
+}
+void AIController::StopWandering() noexcept {
+ wandering = false;
+}
+
+
+void IdleState::Enter(AIController &ctrl) const {
+ ctrl.StartWandering();
+}
+
+void IdleState::Update(AIController &ctrl, Entity &e, float dt) const {
+}
+
+void IdleState::Exit(AIController &ctrl) const {
+ ctrl.StopWandering();
+}
+
}