#include "Controller.hpp"
#include "RandomWalk.hpp"
+#include "../model/geometry.hpp"
#include "../world/Entity.hpp"
+#include "../world/World.hpp"
+#include "../world/WorldCollision.hpp"
#include <glm/glm.hpp>
namespace blank {
-Chaser::Chaser(Entity &ctrl, Entity &tgt) noexcept
+Chaser::Chaser(World &world, Entity &ctrl, Entity &tgt) noexcept
: Controller(ctrl)
+, world(world)
, tgt(tgt)
-, speed(0.002f)
-, stop_dist(5 * 5)
-, flee_dist(3 * 3) {
-
+, chase_speed(0.002f)
+, 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 = dot (diff, diff);
- // TODO: line of sight test
- if (dist > stop_dist) {
- Controlled().Velocity(normalize(diff) * speed);
+ 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;
+ Ray aim{Target().Position() - diff, norm_diff};
+ WorldCollision coll;
+ if (world.Intersection(aim, glm::mat4(1.0f), Target().ChunkCoords(), coll)) {
+ line_of_sight = coll.depth > dist;
+ }
+
+ if (!line_of_sight) {
+ Controlled().Velocity(glm::vec3(0.0f));
+ } else if (dist > stop_dist) {
+ Controlled().Velocity(norm_diff * chase_speed);
} else if (dist < flee_dist) {
- Controlled().Velocity(normalize(diff) * -speed);
+ Controlled().Velocity(norm_diff * flee_speed);
} else {
Controlled().Velocity(glm::vec3(0.0f));
}
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) {
}
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;