X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fai%2FAIController.hpp;h=6d40ded362b083780c54aa2f38aa09523d464d5b;hb=dcd54cacda98c2c0f7cf0c7a9131fb858d8ee10a;hp=8e5073364ac22f9f2da21841cccadc0937b002a5;hpb=0ab149c70b3f984b2cc0c7a122b4aa347bc5fd79;p=blank.git diff --git a/src/ai/AIController.hpp b/src/ai/AIController.hpp index 8e50733..6d40ded 100644 --- a/src/ai/AIController.hpp +++ b/src/ai/AIController.hpp @@ -1,69 +1,65 @@ #ifndef BLANK_AI_AICONTROLLER_HPP_ #define BLANK_AI_AICONTROLLER_HPP_ +#include "../app/IntervalTimer.hpp" +#include "../geometry/primitive.hpp" +#include "../graphics/glm.hpp" #include "../world/EntityController.hpp" -#include - 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; };