#include "AIController.hpp"
+#include "IdleState.hpp"
#include "../model/geometry.hpp"
#include "../rand/GaloisLFSR.hpp"
namespace blank {
+namespace {
+
+IdleState idle;
+
+}
+
AIController::AIController(GaloisLFSR &rand)
: random(rand)
-, chase_speed(2.0f)
-, flee_speed(-5.0f)
-, stop_dist(10.0f)
-, flee_dist(5.0f)
+, state(&idle)
+, flee_target(nullptr)
+, flee_speed(5.0f)
+, seek_target(nullptr)
+, seek_speed(5.0f)
+, wandering(false)
, wander_pos(1.0f, 0.0f, 0.0f)
+, wander_speed(1.0f)
, wander_dist(2.0f)
-, wander_radius(1.0f)
-, wander_disp(1.0f)
-, wander_speed(1.0f) {
-
+, wander_radius(1.5f)
+, wander_disp(1.0f) {
+ state->Enter(*this);
}
AIController::~AIController() {
+ state->Exit(*this);
+}
+void AIController::SetState(const AIState &s) {
+ state->Exit(*this);
+ state = &s;
+ state->Enter(*this);
}
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;
+ if (wandering) {
+ glm::vec3 displacement(
+ random.SNorm() * wander_disp,
+ random.SNorm() * wander_disp,
+ random.SNorm() * wander_disp
+ );
+ if (!iszero(displacement)) {
+ wander_pos = normalize(wander_pos + displacement * dt) * wander_radius;
+ }
}
if (e.Moving()) {
}
}
-glm::vec3 AIController::ControlForce(const EntityState &state) const {
- return (Heading(state) * wander_dist + wander_pos) * wander_speed;
+glm::vec3 AIController::ControlForce(const Entity &entity, const EntityState &state) const {
+ glm::vec3 force(0.0f);
+ if (IsFleeing()) {
+ glm::vec3 diff(GetFleeTarget().GetState().Diff(state));
+ if (MaxOutForce(force, TargetVelocity(normalize(diff) * flee_speed, state, 0.5f), entity.MaxControlForce())) {
+ return force;
+ }
+ }
+ if (IsSeeking()) {
+ glm::vec3 diff(state.Diff(GetSeekTarget().GetState()));
+ if (MaxOutForce(force, TargetVelocity(normalize(diff) * seek_speed, state, 0.5f), entity.MaxControlForce())) {
+ return force;
+ }
+ }
+ if (wandering) {
+ glm::vec3 wander_target(normalize(Heading(state) * wander_dist + wander_pos) * wander_speed);
+ if (MaxOutForce(force, TargetVelocity(wander_target, state, 2.0f), entity.MaxControlForce())) {
+ return force;
+ }
+ }
+ return force;
}
glm::vec3 AIController::Heading(const EntityState &state) noexcept {
}
}
+void AIController::StartFleeing(const Entity &e, float speed) noexcept {
+ flee_target = &e;
+ flee_speed = speed;
+}
+
+void AIController::StopFleeing() noexcept {
+ flee_target = nullptr;
+}
+
+bool AIController::IsFleeing() const noexcept {
+ return flee_target;
+}
+
+const Entity &AIController::GetFleeTarget() const noexcept {
+ return *flee_target;
+}
+
+void AIController::StartSeeking(const Entity &e, float speed) noexcept {
+ seek_target = &e;
+ seek_speed = speed;
+}
+
+void AIController::StopSeeking() noexcept {
+ seek_target = nullptr;
+}
+
+bool AIController::IsSeeking() const noexcept {
+ return seek_target;
+}
+
+const Entity &AIController::GetSeekTarget() const noexcept {
+ return *seek_target;
+}
+
+void AIController::StartWandering(
+ float speed,
+ float distance,
+ float radius,
+ float displacement
+) noexcept {
+ wandering = true;
+ wander_speed = speed;
+ wander_dist = distance;
+ wander_radius = radius;
+ wander_disp = displacement;
+}
+void AIController::StopWandering() noexcept {
+ wandering = false;
+}
+
+
+void IdleState::Enter(AIController &ctrl) const {
+ ctrl.StartWandering(1.0f);
+}
+
+void IdleState::Update(AIController &ctrl, Entity &e, float dt) const {
+}
+
+void IdleState::Exit(AIController &ctrl) const {
+ ctrl.StopWandering();
+}
+
}