]> git.localhorst.tv Git - blank.git/blobdiff - src/ai/ai.cpp
fix divide by zero in Chaser AI
[blank.git] / src / ai / ai.cpp
index 6b380e4d1027a8e7e2cc1cba11f5d1d24bb539e3..8cd4f1411abb1b9b21be99edb5e679a947c1c4e9 100644 (file)
@@ -5,6 +5,7 @@
 #include "../model/geometry.hpp"
 #include "../world/Entity.hpp"
 #include "../world/World.hpp"
+#include "../world/WorldCollision.hpp"
 
 #include <glm/glm.hpp>
 
@@ -19,27 +20,27 @@ Chaser::Chaser(World &world, Entity &ctrl, Entity &tgt) noexcept
 , flee_speed(-0.005f)
 , stop_dist(10)
 , flee_dist(5) {
-
+       tgt.Ref();
 }
 
 Chaser::~Chaser() {
-
+       tgt.UnRef();
 }
 
 void Chaser::Update(int dt) {
        glm::vec3 diff(Target().AbsoluteDifference(Controlled()));
        float dist = length(diff);
+       if (dist < std::numeric_limits<float>::epsilon()) {
+               Controlled().Velocity(glm::vec3(0.0f));
+               return;
+       }
        glm::vec3 norm_diff(diff / dist);
 
        bool line_of_sight = true;
-       // FIXME: this only works if target is in the reference chunk (which is true for the player)
        Ray aim{Target().Position() - diff, norm_diff};
-       Chunk *chunk;
-       int blkid;
-       float distance;
-       glm::vec3 normal;
-       if (world.Intersection(aim, glm::mat4(1.0f), chunk, blkid, distance, normal)) {
-               line_of_sight = distance > dist;
+       WorldCollision coll;
+       if (world.Intersection(aim, glm::mat4(1.0f), Target().ChunkCoords(), coll)) {
+               line_of_sight = coll.depth > dist;
        }
 
        if (!line_of_sight) {
@@ -56,16 +57,17 @@ void Chaser::Update(int dt) {
 
 Controller::Controller(Entity &e) noexcept
 : entity(e) {
-
+       entity.Ref();
 }
 
 Controller::~Controller() {
-
+       entity.UnRef();
 }
 
 
-RandomWalk::RandomWalk(Entity &e) noexcept
+RandomWalk::RandomWalk(Entity &e, std::uint64_t seed) noexcept
 : Controller(e)
+, random(seed)
 , time_left(0) {
 
 }
@@ -77,13 +79,13 @@ RandomWalk::~RandomWalk() {
 void RandomWalk::Update(int dt) {
        time_left -= dt;
        if (time_left > 0) return;
-       time_left += 2500 + (rand() % 5000);
+       time_left += 2500 + (random.Next<unsigned short>() % 5000);
 
        constexpr float move_vel = 0.0005f;
 
        glm::vec3 new_vel = Controlled().Velocity();
 
-       switch (rand() % 9) {
+       switch (random.Next<unsigned char>() % 9) {
                case 0:
                        new_vel.x = -move_vel;
                        break;