]> git.localhorst.tv Git - blank.git/blobdiff - src/ai/ai.cpp
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[blank.git] / src / ai / ai.cpp
index fd03ebb4fec74e0cf3309f41e9ba44bee6546f1c..95dc8f7d26e66703a50a45f9c427f990aece1370 100644 (file)
-#include "Chaser.hpp"
-#include "Controller.hpp"
-#include "RandomWalk.hpp"
+#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 "../world/WorldCollision.hpp"
 
-#include <glm/glm.hpp>
+#include <cmath>
+#include <limits>
 
 
 namespace blank {
 
-Chaser::Chaser(World &world, Entity &ctrl, Entity &tgt) noexcept
-: Controller(ctrl)
-, world(world)
-, tgt(tgt)
-, chase_speed(0.002f)
-, flee_speed(-0.005f)
-, stop_dist(10)
-, flee_dist(5) {
+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);
 }
 
-Chaser::~Chaser() {
+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 Chaser::Update(int dt) {
-       glm::vec3 diff(Target().AbsoluteDifference(Controlled()));
-       float dist = length(diff);
-       glm::vec3 norm_diff(diff / dist);
+void AIController::Update(Entity &e, float dt) {
+       think_timer.Update(dt);
+       decision_timer.Update(dt);
+       state->Update(*this, e, dt);
 
-       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 (e.Moving()) {
+               // orient head towards heading
+               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);
        }
+}
 
-       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(norm_diff * flee_speed);
-       } else {
-               Controlled().Velocity(glm::vec3(0.0f));
+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;
+}
+
+// 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();
+}
+
+unsigned int AIController::Decide(unsigned int num_choices) noexcept {
+       return world.Random().Next<unsigned int>() % num_choices;
 }
 
 
-Controller::Controller(Entity &e) noexcept
-: entity(e) {
+// chase
 
+void ChaseState::Enter(AIController &, Entity &e) const {
+       e.GetSteering()
+               .SetAcceleration(5.0f)
+               .SetSpeed(4.0f)
+               .Enable(Steering::PURSUE_TARGET)
+       ;
 }
 
-Controller::~Controller() {
+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 {
+               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);
+}
 
-RandomWalk::RandomWalk(Entity &e) noexcept
-: Controller(e)
-, time_left(0) {
+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);
 }
 
-RandomWalk::~RandomWalk() {
+// 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 RandomWalk::Update(int dt) {
-       time_left -= dt;
-       if (time_left > 0) return;
-       time_left += 2500 + (rand() % 5000);
+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;
+               }
+       }
 
-       constexpr float move_vel = 0.0005f;
+       if (!ctrl.DecisionDue()) return;
 
-       glm::vec3 new_vel = Controlled().Velocity();
+       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
 
-       switch (rand() % 9) {
-               case 0:
-                       new_vel.x = -move_vel;
-                       break;
-               case 1:
-                       new_vel.x = 0.0f;
-                       break;
-               case 2:
-                       new_vel.x = move_vel;
-                       break;
-               case 3:
-                       new_vel.y = -move_vel;
-                       break;
-               case 4:
-                       new_vel.y = 0.0f;
-                       break;
-               case 5:
-                       new_vel.y = move_vel;
-                       break;
-               case 6:
-                       new_vel.z = -move_vel;
-                       break;
-               case 7:
-                       new_vel.z = 0.0f;
-                       break;
-               case 8:
-                       new_vel.z = move_vel;
-                       break;
+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;
+               }
        }
 
-       Controlled().Velocity(new_vel);
+       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);
 }
 
 }