]> git.localhorst.tv Git - blank.git/blobdiff - src/ai/ai.cpp
index chunk access in entity/world intersection test
[blank.git] / src / ai / ai.cpp
index 8386c59d174067b65fbcd241765902db023c09c2..0d4c9e9158256011e3477e595a93472cd52d4e8a 100644 (file)
@@ -84,7 +84,7 @@ void AIController::Update(Entity &e, float dt) {
                // 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().block_pos, 1.0f);
+               obstacle_transform[3] = glm::vec4(e.GetState().pos.block, 1.0f);
        }
 
        if (wandering) {
@@ -169,7 +169,7 @@ Player *AIController::ClosestVisiblePlayer(const Entity &e) noexcept {
 
                // 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;
                }
 
@@ -189,7 +189,7 @@ bool AIController::LineOfSight(const Entity &from, const Entity &to) const noexc
                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;
@@ -297,7 +297,7 @@ glm::vec3 AIController::GetObstacleAvoidanceForce(const Entity &e, const EntityS
        // 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().block_pos + e.Heading() * to_go);
+       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));
@@ -429,7 +429,7 @@ glm::vec3 AIController::GetEvadeForce(const Entity &, const EntityState &state)
        glm::vec3 cur_diff(state.Diff(GetEvadeTarget().GetState()));
        float time_estimate = length(cur_diff) / evade_speed;
        EntityState pred_state(GetEvadeTarget().GetState());
-       pred_state.block_pos += pred_state.velocity * time_estimate;
+       pred_state.pos.block += pred_state.velocity * time_estimate;
        return Flee(state, pred_state, evade_speed, 2.0f);
 }
 
@@ -475,7 +475,7 @@ glm::vec3 AIController::GetPursuitForce(const Entity &, const EntityState &state
        glm::vec3 cur_diff(state.Diff(GetPursuitTarget().GetState()));
        float time_estimate = length(cur_diff) / pursuit_speed;
        EntityState pred_state(GetPursuitTarget().GetState());
-       pred_state.block_pos += pred_state.velocity * time_estimate;
+       pred_state.pos.block += pred_state.velocity * time_estimate;
        return Seek(state, pred_state, pursuit_speed, 2.0f);
 }