namespace blank {
+class World;
+
class Chaser
: public Controller {
public:
- Chaser(Entity &ctrl, Entity &tgt) noexcept;
+ Chaser(World &, Entity &ctrl, Entity &tgt) noexcept;
~Chaser();
Entity &Target() noexcept { return tgt; }
void Update(int dt) override;
private:
+ World &world;
Entity &tgt;
- float speed;
+ float chase_speed;
+ float flee_speed;
float stop_dist;
float flee_dist;
#include "Controller.hpp"
#include "RandomWalk.hpp"
+#include "../model/geometry.hpp"
#include "../world/Entity.hpp"
+#include "../world/World.hpp"
#include <glm/glm.hpp>
namespace blank {
-Chaser::Chaser(Entity &ctrl, Entity &tgt) noexcept
+Chaser::Chaser(World &world, Entity &ctrl, Entity &tgt) noexcept
: Controller(ctrl)
+, world(world)
, tgt(tgt)
-, speed(0.002f)
-, stop_dist(5 * 5)
-, flee_dist(3 * 3) {
+, chase_speed(0.002f)
+, flee_speed(-0.005f)
+, stop_dist(10)
+, flee_dist(5) {
}
void Chaser::Update(int dt) {
glm::vec3 diff(Target().AbsoluteDifference(Controlled()));
- float dist = dot (diff, diff);
- // TODO: line of sight test
- if (dist > stop_dist) {
- Controlled().Velocity(normalize(diff) * speed);
+ float dist = length(diff);
+ glm::vec3 norm_diff(diff / dist);
+
+ bool line_of_sight = true;
+ // FIXME: this only works if target is in the reference chunk (which is true for the player)
+ Ray aim{Target().Position() - diff, norm_diff};
+ Chunk *chunk;
+ int blkid;
+ float distance;
+ glm::vec3 normal;
+ if (world.Intersection(aim, glm::mat4(1.0f), chunk, blkid, distance, normal)) {
+ line_of_sight = distance > dist;
+ }
+
+ 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(normalize(diff) * -speed);
+ Controlled().Velocity(norm_diff * flee_speed);
} else {
Controlled().Velocity(glm::vec3(0.0f));
}