]> git.localhorst.tv Git - blank.git/blobdiff - src/ai/ai.cpp
make gcc nag more
[blank.git] / src / ai / ai.cpp
index 1d424cc218c73c9224f3d0abe6eea37a41bae06f..95dc8f7d26e66703a50a45f9c427f990aece1370 100644 (file)
@@ -1,6 +1,12 @@
 #include "AIController.hpp"
+#include "ChaseState.hpp"
+#include "FleeState.hpp"
+#include "IdleState.hpp"
+#include "RoamState.hpp"
 
-#include "../model/geometry.hpp"
+#include "../geometry/distance.hpp"
+#include "../geometry/rotation.hpp"
+#include "../graphics/glm.hpp"
 #include "../rand/GaloisLFSR.hpp"
 #include "../world/Entity.hpp"
 #include "../world/World.hpp"
 
 #include <cmath>
 #include <limits>
-#include <glm/glm.hpp>
 
 
 namespace blank {
 
-AIController::AIController(GaloisLFSR &rand)
-: random(rand)
-, chase_speed(2.0f)
-, flee_speed(-5.0f)
-, stop_dist(10.0f)
-, flee_dist(5.0f)
-, wander_pos(1.0f, 0.0f, 0.0f)
-, wander_dist(2.0f)
-, wander_radius(1.0f)
-, wander_disp(1.0f)
-, wander_speed(1.0f) {
+namespace {
 
+ChaseState chase;
+FleeState flee;
+IdleState idle;
+RoamState roam;
+
+}
+
+AIController::AIController(World &world, Entity &entity)
+: world(world)
+, state(&idle)
+, sight_dist(64.0f)
+, sight_angle(0.707f)
+, think_timer(0.5f)
+, decision_timer(1.0f) {
+       think_timer.Start();
+       state->Enter(*this, entity);
 }
 
 AIController::~AIController() {
+       // ignore this for now
+       // state->Exit(*this, entity);
+}
 
+void AIController::SetState(const AIState &s, Entity &entity) {
+       state->Exit(*this, entity);
+       state = &s;
+       state->Enter(*this, entity);
 }
 
 void AIController::Update(Entity &e, float dt) {
-       // movement: for now, wander only
-       glm::vec3 displacement(
-               random.SNorm() * wander_disp,
-               random.SNorm() * wander_disp,
-               random.SNorm() * wander_disp
-       );
-       if (dot(displacement, displacement) > std::numeric_limits<float>::epsilon()) {
-               wander_pos = normalize(wander_pos + displacement * dt) * wander_radius;
-       }
+       think_timer.Update(dt);
+       decision_timer.Update(dt);
+       state->Update(*this, e, dt);
 
        if (e.Moving()) {
                // orient head towards heading
-               glm::vec3 heading(Heading(e.GetState()));
-               float tgt_pitch = std::atan(heading.y / length(glm::vec2(heading.x, heading.z)));
-               float tgt_yaw = std::atan2(-heading.x, -heading.z);
+               glm::vec3 heading(e.Heading());
+               // only half pitch, so we don't crane our neck
+               float tgt_pitch = std::atan(heading.y / glm::length(glm::vec2(heading.x, heading.z))) * 0.5f;
+               // always look straight ahead
+               // maybe look at the pursuit target if there is one
+               float tgt_yaw = 0.0f;
                e.SetHead(tgt_pitch, tgt_yaw);
+               e.OrientBody(dt);
+       }
+}
+
+Player *AIController::ClosestVisiblePlayer(const Entity &e) noexcept {
+       Player *target = nullptr;
+       float distance = sight_dist;
+       const glm::ivec3 &reference(e.ChunkCoords());
+       Ray aim(e.Aim(reference));
+       for (Player &p : world.Players()) {
+               const Entity &pe = p.GetEntity();
+
+               // distance test
+               const glm::vec3 diff(pe.AbsoluteDifference(e));
+               float dist = glm::length(diff);
+               if (dist > distance) continue;
+
+               // FOV test, 45° in each direction
+               if (glm::dot(diff / dist, aim.dir) < sight_angle) {
+                       continue;
+               }
+
+               // LOS test, assumes all entities are see-through
+               WorldCollision col;
+               if (world.Intersection(aim, reference, col) && col.depth < dist) {
+                       continue;
+               }
+
+               // we got a match
+               target = &p;
+               distance = dist;
+       }
+       return target;
+}
+
+bool AIController::LineOfSight(const Entity &from, const Entity &to) const noexcept {
+       const glm::ivec3 &reference(from.ChunkCoords());
+       Ray aim(from.Aim(reference));
+       const glm::vec3 diff(to.AbsoluteDifference(from));
+       float dist = glm::length(diff);
+       if (dist > sight_dist || glm::dot(diff / dist, aim.dir) < sight_angle) {
+               return false;
+       }
+       WorldCollision col;
+       if (world.Intersection(aim, reference, col) && col.depth < dist) {
+               return false;
        }
+       return true;
 }
 
-glm::vec3 AIController::ControlForce(const EntityState &state) const {
-       return (Heading(state) * wander_dist + wander_pos) * wander_speed;
+// think
+
+bool AIController::MayThink() const noexcept {
+       return think_timer.Hit();
+}
+
+void AIController::SetThinkInterval(float i) noexcept {
+       think_timer = FineTimer(i);
+       think_timer.Start();
+}
+
+// decide
+
+void AIController::CueDecision(
+       float minimum,
+       float variance
+) noexcept {
+       decision_timer = FineTimer(minimum + variance * world.Random().SNorm());
+       decision_timer.Start();
+}
+
+bool AIController::DecisionDue() const noexcept {
+       return decision_timer.HitOnce();
 }
 
-glm::vec3 AIController::Heading(const EntityState &state) noexcept {
-       if (dot(state.velocity, state.velocity) > std::numeric_limits<float>::epsilon()) {
-               return normalize(state.velocity);
+unsigned int AIController::Decide(unsigned int num_choices) noexcept {
+       return world.Random().Next<unsigned int>() % num_choices;
+}
+
+
+// chase
+
+void ChaseState::Enter(AIController &, Entity &e) const {
+       e.GetSteering()
+               .SetAcceleration(5.0f)
+               .SetSpeed(4.0f)
+               .Enable(Steering::PURSUE_TARGET)
+       ;
+}
+
+void ChaseState::Update(AIController &ctrl, Entity &e, float) const {
+       Steering &steering = e.GetSteering();
+       // check if target still alive and in sight
+       if (
+               !steering.HasTargetEntity() || // lost
+               steering.GetTargetEntity().Dead() || // dead
+               !ctrl.LineOfSight(e, steering.GetTargetEntity()) // escaped
+       ) {
+               steering.ClearTargetEntity();
+               ctrl.SetState(idle, e);
+               return;
+       }
+       // halt if we're close enough, flee if we're too close
+       float dist_sq = glm::length2(e.AbsoluteDifference(steering.GetTargetEntity()));
+       if (dist_sq < 8.0f) {
+               ctrl.SetState(flee, e);
+       } else if (dist_sq < 25.0f) {
+               steering.Enable(Steering::HALT).Disable(Steering::PURSUE_TARGET);
        } else {
-               float cp = std::cos(state.pitch);
-               return glm::vec3(std::cos(state.yaw) * cp, std::sin(state.yaw) * cp, std::sin(state.pitch));
+               steering.Enable(Steering::PURSUE_TARGET).Disable(Steering::HALT);
        }
 }
 
+void ChaseState::Exit(AIController &, Entity &e) const {
+       e.GetSteering().Disable(Steering::HALT | Steering::PURSUE_TARGET);
+}
+
+// flee
+
+void FleeState::Enter(AIController &ctrl, Entity &e) const {
+       e.GetSteering()
+               .SetAcceleration(5.0f)
+               .SetSpeed(4.0f)
+               .Enable(Steering::EVADE_TARGET)
+       ;
+       ctrl.CueDecision(6.0f, 3.0f);
+}
+
+void FleeState::Update(AIController &ctrl, Entity &e, float) const {
+       if (!ctrl.DecisionDue()) return;
+       ctrl.SetState(idle, e);
+}
+
+void FleeState::Exit(AIController &, Entity &e) const {
+       e.GetSteering().Disable(Steering::EVADE_TARGET);
+}
+
+// idle
+
+void IdleState::Enter(AIController &ctrl, Entity &e) const {
+       e.GetSteering()
+               .SetAcceleration(0.5f)
+               .SetSpeed(0.01f)
+               .Enable(Steering::HALT)
+               .SetWanderParams(1.0f, 1.1f, 1.0f)
+       ;
+       ctrl.CueDecision(10.0f, 5.0f);
+}
+
+void IdleState::Update(AIController &ctrl, Entity &e, float) const {
+       if (ctrl.MayThink()) {
+               const Player *player = ctrl.ClosestVisiblePlayer(e);
+               if (player) {
+                       e.GetSteering().SetTargetEntity(player->GetEntity());
+                       ctrl.SetState(chase, e);
+                       return;
+               }
+       }
+
+       if (!ctrl.DecisionDue()) return;
+
+       unsigned int d = ctrl.Decide(10);
+       if (d < 2) {
+               // .2 chance to start going
+               ctrl.SetState(roam, e);
+       } else if (d < 5) {
+               // .3 chance of looking around
+               e.GetSteering().Disable(Steering::HALT).Enable(Steering::WANDER);
+       } else {
+               // .5 chance of doing nothing
+               e.GetSteering().Disable(Steering::WANDER).Enable(Steering::HALT);
+       }
+       ctrl.CueDecision(10.0f, 5.0f);
+}
+
+void IdleState::Exit(AIController &, Entity &e) const {
+       e.GetSteering().Disable(Steering::HALT | Steering::WANDER);
+}
+
+// roam
+
+void RoamState::Enter(AIController &ctrl, Entity &e) const {
+       e.GetSteering()
+               .SetAcceleration(0.5f)
+               .SetSpeed(1.0f)
+               .SetWanderParams(1.0f, 2.0f, 1.0f)
+               .Enable(Steering::WANDER)
+       ;
+       ctrl.CueDecision(10.0f, 5.0f);
+}
+
+void RoamState::Update(AIController &ctrl, Entity &e, float) const {
+       if (ctrl.MayThink()) {
+               const Player *player = ctrl.ClosestVisiblePlayer(e);
+               if (player) {
+                       e.GetSteering().SetTargetEntity(player->GetEntity());
+                       ctrl.SetState(chase, e);
+                       return;
+               }
+       }
+
+       if (!ctrl.DecisionDue()) return;
+
+       unsigned int d = ctrl.Decide(10);
+       if (d == 0) {
+               // .1 chance of idling
+               ctrl.SetState(idle, e);
+       }
+       ctrl.CueDecision(10.0f, 5.0f);
+}
+
+void RoamState::Exit(AIController &, Entity &e) const {
+       e.GetSteering().Disable(Steering::WANDER);
+}
+
 }