#ifndef BLANK_AI_AICONTROLLER_HPP_
#define BLANK_AI_AICONTROLLER_HPP_
+#include "../app/IntervalTimer.hpp"
+#include "../geometry/primitive.hpp"
#include "../world/EntityController.hpp"
#include <glm/glm.hpp>
namespace blank {
class AIState;
-class GaloisLFSR;
-
+class Entity;
+class Player;
+class World;
+
+// TODO: AI and entities are tightly coupled, maybe AIcontroller should
+// be part of Entity. In that case, players could either be separated
+// from other entities use function as a degenerate AI which blindly
+// executes whatever its human tell it to.
class AIController
: public EntityController {
public:
- explicit AIController(GaloisLFSR &);
+ AIController(World &, Entity &);
~AIController();
- void SetState(const AIState &);
+ void SetState(const AIState &, Entity &);
void Update(Entity &, float dt) override;
- glm::vec3 ControlForce(const Entity &, const EntityState &) const override;
-
- static glm::vec3 Heading(const EntityState &) noexcept;
-
- void StartFleeing(const Entity &, float speed) noexcept;
- void StopFleeing() noexcept;
- bool IsFleeing() const noexcept;
- const Entity &GetFleeTarget() const noexcept;
-
- void StartSeeking(const Entity &, float speed) noexcept;
- void StopSeeking() noexcept;
- bool IsSeeking() const noexcept;
- const Entity &GetSeekTarget() const noexcept;
-
- /// start wandering randomly at given speed
- /// the trajectory is modified by targetting a blip on a sphere
- /// in front of the entity which moves randomly
- /// the displacement is given (roughly) in units per second
- void StartWandering(
- float speed,
- float distance = 2.0f,
- float radius = 1.0f,
- float displacement = 1.0f
+ /// get the closest player that given entity can see
+ /// returns nullptr if none are in sight
+ Player *ClosestVisiblePlayer(const Entity &) noexcept;
+ /// true if to entity is in visible range of from entity
+ bool LineOfSight(const Entity &from, const Entity &to) const noexcept;
+
+ /// true if the controller may do expensive calculations
+ bool MayThink() const noexcept;
+ void SetThinkInterval(float) noexcept;
+
+ /// schedule a decision in the next minimum ± variance seconds
+ void CueDecision(
+ float minimum,
+ float variance
) noexcept;
- void StopWandering() noexcept;
+ /// check if the scheduled decision is due already
+ bool DecisionDue() const noexcept;
+ /// random choice of 0 to num_choices - 1
+ unsigned int Decide(unsigned int num_choices) noexcept;
private:
- GaloisLFSR &random;
+ World &world;
const AIState *state;
- const Entity *flee_target;
- float flee_speed;
-
- const Entity *seek_target;
- float seek_speed;
+ /// how far controlled entities can see
+ float sight_dist;
+ /// cosine of the half angle of FOV of controlled entities
+ float sight_angle;
- bool wandering;
- glm::vec3 wander_pos;
- float wander_speed;
- float wander_dist;
- float wander_radius;
- float wander_disp;
+ FineTimer think_timer;
+ FineTimer decision_timer;
};