X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fai%2Fai.cpp;h=1d424cc218c73c9224f3d0abe6eea37a41bae06f;hb=150d065f431d665326fd8028748c48a74ad956bb;hp=fd03ebb4fec74e0cf3309f41e9ba44bee6546f1c;hpb=e872614d387c4bfc3afb04bcc7cba3d9b8f3954b;p=blank.git diff --git a/src/ai/ai.cpp b/src/ai/ai.cpp index fd03ebb..1d424cc 100644 --- a/src/ai/ai.cpp +++ b/src/ai/ai.cpp @@ -1,116 +1,67 @@ -#include "Chaser.hpp" -#include "Controller.hpp" -#include "RandomWalk.hpp" +#include "AIController.hpp" #include "../model/geometry.hpp" +#include "../rand/GaloisLFSR.hpp" #include "../world/Entity.hpp" #include "../world/World.hpp" #include "../world/WorldCollision.hpp" +#include +#include #include 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) { +AIController::AIController(GaloisLFSR &rand) +: random(rand) +, chase_speed(2.0f) +, flee_speed(-5.0f) +, stop_dist(10.0f) +, flee_dist(5.0f) +, wander_pos(1.0f, 0.0f, 0.0f) +, wander_dist(2.0f) +, wander_radius(1.0f) +, wander_disp(1.0f) +, wander_speed(1.0f) { } -Chaser::~Chaser() { +AIController::~AIController() { } -void Chaser::Update(int dt) { - glm::vec3 diff(Target().AbsoluteDifference(Controlled())); - float dist = length(diff); - glm::vec3 norm_diff(diff / dist); - - 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; +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; } - 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)); + 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); + e.SetHead(tgt_pitch, tgt_yaw); } } - -Controller::Controller(Entity &e) noexcept -: entity(e) { - -} - -Controller::~Controller() { - +glm::vec3 AIController::ControlForce(const EntityState &state) const { + return (Heading(state) * wander_dist + wander_pos) * wander_speed; } - -RandomWalk::RandomWalk(Entity &e) noexcept -: Controller(e) -, time_left(0) { - -} - -RandomWalk::~RandomWalk() { - -} - -void RandomWalk::Update(int dt) { - time_left -= dt; - if (time_left > 0) return; - time_left += 2500 + (rand() % 5000); - - constexpr float move_vel = 0.0005f; - - glm::vec3 new_vel = Controlled().Velocity(); - - 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; +glm::vec3 AIController::Heading(const EntityState &state) noexcept { + if (dot(state.velocity, state.velocity) > std::numeric_limits::epsilon()) { + return normalize(state.velocity); + } else { + float cp = std::cos(state.pitch); + return glm::vec3(std::cos(state.yaw) * cp, std::sin(state.yaw) * cp, std::sin(state.pitch)); } - - Controlled().Velocity(new_vel); } }