X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fai%2Fai.cpp;h=c47b4d3893de5a0483b86033ef16ad3f817f9644;hb=0d580658b896dfec07466c31ae4847455724ee95;hp=1d424cc218c73c9224f3d0abe6eea37a41bae06f;hpb=150d065f431d665326fd8028748c48a74ad956bb;p=blank.git diff --git a/src/ai/ai.cpp b/src/ai/ai.cpp index 1d424cc..c47b4d3 100644 --- a/src/ai/ai.cpp +++ b/src/ai/ai.cpp @@ -1,4 +1,8 @@ #include "AIController.hpp" +#include "ChaseState.hpp" +#include "FleeState.hpp" +#include "IdleState.hpp" +#include "RoamState.hpp" #include "../model/geometry.hpp" #include "../rand/GaloisLFSR.hpp" @@ -13,55 +17,623 @@ namespace blank { -AIController::AIController(GaloisLFSR &rand) -: random(rand) -, chase_speed(2.0f) -, flee_speed(-5.0f) -, stop_dist(10.0f) -, flee_dist(5.0f) +namespace { + +ChaseState chase; +FleeState flee; +IdleState idle; +RoamState roam; + +} + +AIController::AIController(World &world, GaloisLFSR &rand) +: world(world) +, random(rand) +, state(&idle) +, sight_dist(64.0f) +, sight_angle(0.707f) +, think_timer(0.5f) +, decision_timer(1.0f) +, halted(false) +, halt_speed(1.0f) +, avoid_obstacles(true) +, obstacle_box{ glm::vec3(0.0f), glm::vec3(0.0f) } +, obstacle_transform(1.0f) +, fleeing(false) +, flee_target(nullptr) +, flee_speed(5.0f) +, seeking(false) +, seek_target(nullptr) +, seek_speed(5.0f) +, evading(false) +, evade_target(nullptr) +, evade_speed(5.0f) +, pursuing(false) +, pursuit_target(nullptr) +, pursuit_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) { + think_timer.Start(); + 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::epsilon()) { - wander_pos = normalize(wander_pos + displacement * dt) * wander_radius; + think_timer.Update(dt); + decision_timer.Update(dt); + state->Update(*this, e, dt); + + if (avoid_obstacles && e.Moving()) { + obstacle_box = e.Bounds(); + obstacle_box.min.z = -e.Speed(); + obstacle_box.max.x = 0.0f; + // our box is oriented for -Z velocity + obstacle_transform = glm::mat4(find_rotation(glm::vec3(0.0f, 0.0f, -1.0f), e.Heading())); + // and positioned relative to the entity's chunk + obstacle_transform[3] = glm::vec4(e.GetState().block_pos, 1.0f); + } + + 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()) { // 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 / 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); + } +} + +glm::vec3 AIController::ControlForce(const Entity &entity, const EntityState &state) const { + if (IsHalted()) { + return GetHaltForce(entity, state); + } + glm::vec3 force(0.0f); + if (IsAvoidingObstacles() && entity.Moving()) { + if (MaxOutForce(force, GetObstacleAvoidanceForce(entity, state), entity.MaxControlForce())) { + return force; + } + } + if (IsFleeing()) { + if (MaxOutForce(force, GetFleeForce(entity, state), entity.MaxControlForce())) { + return force; + } + } + if (IsSeeking()) { + if (MaxOutForce(force, GetSeekForce(entity, state), entity.MaxControlForce())) { + return force; + } + } + if (IsEvading()) { + if (MaxOutForce(force, GetEvadeForce(entity, state), entity.MaxControlForce())) { + return force; + } + } + if (IsPursuing()) { + if (MaxOutForce(force, GetPursuitForce(entity, state), entity.MaxControlForce())) { + return force; + } + } + if (IsWandering()) { + if (MaxOutForce(force, GetWanderForce(entity, state), entity.MaxControlForce())) { + return force; + } + } + return force; +} + +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 = length(diff); + if (dist > distance) continue; + + // FOV test, 45° in each direction + if (dot(diff / dist, aim.dir) < sight_angle) { + continue; + } + + // LOS test, assumes all entities are see-through + WorldCollision col; + if (world.Intersection(aim, glm::mat4(1.0f), 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 = length(diff); + if (dist > sight_dist || dot(diff / dist, aim.dir) < sight_angle) { + return false; + } + WorldCollision col; + if (world.Intersection(aim, glm::mat4(1.0f), 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 * random.SNorm()); + decision_timer.Start(); +} + +bool AIController::DecisionDue() const noexcept { + return decision_timer.HitOnce(); +} + +unsigned int AIController::Decide(unsigned int num_choices) noexcept { + return random.Next() % num_choices; +} + +// halt + +void AIController::EnterHalt() noexcept { + halted = true; +} + +void AIController::ExitHalt() noexcept { + halted = false; +} + +bool AIController::IsHalted() const noexcept { + return halted; +} + +void AIController::SetHaltSpeed(float speed) noexcept { + halt_speed = speed; +} + +glm::vec3 AIController::GetHaltForce(const Entity &, const EntityState &state) const noexcept { + return Halt(state, halt_speed); +} + +// obstacle avoidance + +void AIController::StartAvoidingObstacles() noexcept { + avoid_obstacles = true; +} + +void AIController::StopAvoidingObstacles() noexcept { + avoid_obstacles = false; +} + +bool AIController::IsAvoidingObstacles() const noexcept { + return avoid_obstacles; +} + +namespace { + +std::vector col; + +} + +glm::vec3 AIController::GetObstacleAvoidanceForce(const Entity &e, const EntityState &state) const noexcept { + if (!e.Moving()) { + return glm::vec3(0.0f); + } + col.clear(); + if (!world.Intersection(obstacle_box, obstacle_transform, e.ChunkCoords(), col)) { + return glm::vec3(0.0f); + } + // find the nearest block + WorldCollision *nearest = nullptr; + glm::vec3 difference(0.0f); + float distance = std::numeric_limits::infinity(); + for (WorldCollision &c : col) { + // diff points from block to state + glm::vec3 diff = state.RelativePosition(c.ChunkPos()) - c.BlockCoords(); + float dist = length_squared(diff); + if (dist < distance) { + nearest = &c; + difference = diff; + distance = dist; + } + } + if (!nearest) { + // intersection test lied to us + return glm::vec3(0.0f); + } + // and steer away from it + // to_go is the distance between our position and the + // point on the "velocity ray" closest to obstacle + float to_go = dot(difference, e.Heading()); + // point is our future position if we keep going our way + glm::vec3 point(e.GetState().block_pos + e.Heading() * to_go); + // now steer away in the direction of (point - block) + // with a magniture proportional to speed/distance + return normalize(point - nearest->BlockCoords()) * (e.Speed() / std::sqrt(distance)); +} + +// flee + +void AIController::StartFleeing() noexcept { + fleeing = true; +} + +void AIController::StopFleeing() noexcept { + fleeing = false; + if (flee_target) { + flee_target->UnRef(); + flee_target = nullptr; + } +} + +bool AIController::IsFleeing() const noexcept { + return fleeing && flee_target; +} + +void AIController::SetFleeTarget(Entity &e) noexcept { + if (flee_target) { + flee_target->UnRef(); + } + flee_target = &e; + flee_target->Ref(); +} + +void AIController::SetFleeSpeed(float speed) noexcept { + flee_speed = speed; +} + +Entity &AIController::GetFleeTarget() noexcept { + return *flee_target; +} + +const Entity &AIController::GetFleeTarget() const noexcept { + return *flee_target; +} + +glm::vec3 AIController::GetFleeForce(const Entity &, const EntityState &state) const noexcept { + return Flee(state, GetFleeTarget().GetState(), flee_speed, 2.0f); +} + +// seek + +void AIController::StartSeeking() noexcept { + seeking = true; +} + +void AIController::StopSeeking() noexcept { + seeking = false; + if (seek_target) { + seek_target->UnRef(); + seek_target = nullptr; + } +} + +bool AIController::IsSeeking() const noexcept { + return seeking && seek_target; +} + +void AIController::SetSeekTarget(Entity &e) noexcept { + if (seek_target) { + seek_target->UnRef(); + } + seek_target = &e; + seek_target->Ref(); +} + +void AIController::SetSeekSpeed(float speed) noexcept { + seek_speed = speed; +} + +Entity &AIController::GetSeekTarget() noexcept { + return *seek_target; +} + +const Entity &AIController::GetSeekTarget() const noexcept { + return *seek_target; +} + +glm::vec3 AIController::GetSeekForce(const Entity &, const EntityState &state) const noexcept { + return Seek(state, GetSeekTarget().GetState(), seek_speed, 2.0f); +} + +// evade + +void AIController::StartEvading() noexcept { + evading = true; +} + +void AIController::StopEvading() noexcept { + evading = false; + if (evade_target) { + evade_target->UnRef(); + evade_target = nullptr; + } +} + +bool AIController::IsEvading() const noexcept { + return evading && evade_target; +} + +void AIController::SetEvadeTarget(Entity &e) noexcept { + if (evade_target) { + evade_target->UnRef(); + } + evade_target = &e; + evade_target->Ref(); +} + +void AIController::SetEvadeSpeed(float speed) noexcept { + evade_speed = speed; +} + +Entity &AIController::GetEvadeTarget() noexcept { + return *evade_target; +} + +const Entity &AIController::GetEvadeTarget() const noexcept { + return *evade_target; +} + +glm::vec3 AIController::GetEvadeForce(const Entity &, const EntityState &state) const noexcept{ + glm::vec3 cur_diff(state.Diff(GetEvadeTarget().GetState())); + float time_estimate = length(cur_diff) / evade_speed; + EntityState pred_state(GetEvadeTarget().GetState()); + pred_state.block_pos += pred_state.velocity * time_estimate; + return Flee(state, pred_state, evade_speed, 2.0f); +} + +// pursuit + +void AIController::StartPursuing() noexcept { + pursuing = true; +} + +void AIController::StopPursuing() noexcept { + pursuing = false; + if (pursuit_target) { + pursuit_target->UnRef(); + pursuit_target = nullptr; + } +} + +bool AIController::IsPursuing() const noexcept { + return pursuing && pursuit_target; +} + +void AIController::SetPursuitTarget(Entity &e) noexcept { + if (pursuit_target) { + pursuit_target->UnRef(); + } + pursuit_target = &e; + pursuit_target->Ref(); +} + +void AIController::SetPursuitSpeed(float speed) noexcept { + pursuit_speed = speed; +} + +Entity &AIController::GetPursuitTarget() noexcept { + return *pursuit_target; +} + +const Entity &AIController::GetPursuitTarget() const noexcept { + return *pursuit_target; +} + +glm::vec3 AIController::GetPursuitForce(const Entity &, const EntityState &state) const noexcept { + glm::vec3 cur_diff(state.Diff(GetPursuitTarget().GetState())); + float time_estimate = length(cur_diff) / pursuit_speed; + EntityState pred_state(GetPursuitTarget().GetState()); + pred_state.block_pos += pred_state.velocity * time_estimate; + return Seek(state, pred_state, pursuit_speed, 2.0f); +} + +// wander + +void AIController::StartWandering() noexcept { + wandering = true; +} + +void AIController::StopWandering() noexcept { + wandering = false; +} + +bool AIController::IsWandering() const noexcept { + return wandering; +} + +void AIController::SetWanderParams( + float speed, + float distance, + float radius, + float displacement +) noexcept { + wander_speed = speed; + wander_dist = distance; + wander_radius = radius; + wander_disp = displacement; +} + +glm::vec3 AIController::GetWanderForce(const Entity &e, const EntityState &state) const noexcept { + glm::vec3 wander_target(normalize(e.Heading() * wander_dist + wander_pos) * wander_speed); + return TargetVelocity(wander_target, state, 0.5f); +} + + +// chase + +void ChaseState::Enter(AIController &ctrl) const { + ctrl.SetHaltSpeed(2.0f); + ctrl.SetPursuitSpeed(4.0f); + ctrl.StartPursuing(); +} + +void ChaseState::Update(AIController &ctrl, Entity &e, float dt) const { + // check if target still alive and in sight + if (ctrl.GetPursuitTarget().Dead()) { + ctrl.SetState(idle); + return; + } + if (!ctrl.LineOfSight(e, ctrl.GetPursuitTarget())) { + ctrl.SetState(idle); + return; + } + // halt if we're close enough, flee if we're too close + float dist_sq = length_squared(e.AbsoluteDifference(ctrl.GetPursuitTarget())); + if (dist_sq < 8.0f) { + ctrl.SetFleeTarget(ctrl.GetPursuitTarget()); + ctrl.SetState(flee); + } else if (dist_sq < 25.0f) { + ctrl.EnterHalt(); + } else { + ctrl.ExitHalt(); } } -glm::vec3 AIController::ControlForce(const EntityState &state) const { - return (Heading(state) * wander_dist + wander_pos) * wander_speed; +void ChaseState::Exit(AIController &ctrl) const { + ctrl.StopPursuing(); + ctrl.ExitHalt(); +} + +// flee + +void FleeState::Enter(AIController &ctrl) const { + ctrl.CueDecision(6.0f, 3.0f); + ctrl.SetFleeSpeed(4.0f); + ctrl.StartFleeing(); +} + +void FleeState::Update(AIController &ctrl, Entity &e, float dt) const { + if (!ctrl.DecisionDue()) return; + ctrl.SetState(idle); +} + +void FleeState::Exit(AIController &ctrl) const { + ctrl.StopFleeing(); +} + +// idle + +void IdleState::Enter(AIController &ctrl) const { + ctrl.SetHaltSpeed(0.5f); + ctrl.EnterHalt(); + ctrl.SetWanderParams(0.001f, 1.1f); + ctrl.CueDecision(10.0f, 5.0f); } -glm::vec3 AIController::Heading(const EntityState &state) noexcept { - if (dot(state.velocity, state.velocity) > std::numeric_limits::epsilon()) { - return normalize(state.velocity); +void IdleState::Update(AIController &ctrl, Entity &e, float dt) const { + if (ctrl.MayThink()) { + const Player *player = ctrl.ClosestVisiblePlayer(e); + if (player) { + ctrl.SetPursuitTarget(player->GetEntity()); + ctrl.SetState(chase); + return; + } + } + + if (!ctrl.DecisionDue()) return; + + unsigned int d = ctrl.Decide(10); + if (d < 2) { + // .2 chance to start going + ctrl.SetState(roam); + } else if (d < 5) { + // .3 chance of looking around + ctrl.ExitHalt(); + ctrl.StartWandering(); } else { - float cp = std::cos(state.pitch); - return glm::vec3(std::cos(state.yaw) * cp, std::sin(state.yaw) * cp, std::sin(state.pitch)); + // .5 chance of doing nothing + ctrl.StopWandering(); + ctrl.EnterHalt(); + } + ctrl.CueDecision(10.0f, 5.0f); +} + +void IdleState::Exit(AIController &ctrl) const { + ctrl.ExitHalt(); + ctrl.StopWandering(); +} + +// roam + +void RoamState::Enter(AIController &ctrl) const { + ctrl.SetWanderParams(1.0f); + ctrl.StartWandering(); + ctrl.CueDecision(10.0f, 5.0f); +} + +void RoamState::Update(AIController &ctrl, Entity &e, float dt) const { + if (ctrl.MayThink()) { + const Player *player = ctrl.ClosestVisiblePlayer(e); + if (player) { + ctrl.SetPursuitTarget(player->GetEntity()); + ctrl.SetState(chase); + return; + } + } + + if (!ctrl.DecisionDue()) return; + + unsigned int d = ctrl.Decide(10); + if (d == 0) { + // .1 chance of idling + ctrl.SetState(idle); } + ctrl.CueDecision(10.0f, 5.0f); +} + +void RoamState::Exit(AIController &ctrl) const { + ctrl.StopWandering(); } }