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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-12-11 14:33:12 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-12-11 14:33:12 +0100
commit68bf20b491b4b7673c2ece7a6497b9faffd44eb1 (patch)
treeec0aa56081bc744b595f1665f048c4d26242884f /src/crepe/system
parentf64b793ad8e796458c8e175f298e8d13eb3b3459 (diff)
parent78c4a8772526f40c531b5402b56932b0a41e22e8 (diff)
feedback but error after conflict
Diffstat (limited to 'src/crepe/system')
-rw-r--r--src/crepe/system/AISystem.cpp185
-rw-r--r--src/crepe/system/AISystem.h81
-rw-r--r--src/crepe/system/AudioSystem.cpp62
-rw-r--r--src/crepe/system/AudioSystem.h51
-rw-r--r--src/crepe/system/CMakeLists.txt4
-rw-r--r--src/crepe/system/System.cpp4
6 files changed, 384 insertions, 3 deletions
diff --git a/src/crepe/system/AISystem.cpp b/src/crepe/system/AISystem.cpp
new file mode 100644
index 0000000..e2e36a5
--- /dev/null
+++ b/src/crepe/system/AISystem.cpp
@@ -0,0 +1,185 @@
+#include <algorithm>
+#include <cmath>
+
+#include "api/LoopTimer.h"
+#include "manager/ComponentManager.h"
+#include "manager/Mediator.h"
+
+#include "AISystem.h"
+
+using namespace crepe;
+
+void AISystem::update() {
+ const Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
+ RefVector<AI> ai_components = mgr.get_components_by_type<AI>();
+
+ //TODO: Use fixed loop dt (this is not available at master at the moment)
+ double dt = LoopTimer::get_instance().get_delta_time();
+
+ // Loop through all AI components
+ for (AI & ai : ai_components) {
+ if (!ai.active) {
+ continue;
+ }
+
+ RefVector<Rigidbody> rigidbodies
+ = mgr.get_components_by_id<Rigidbody>(ai.game_object_id);
+ if (rigidbodies.empty()) {
+ throw std::runtime_error(
+ "AI component must be attached to a GameObject with a Rigidbody component");
+ }
+ Rigidbody & rigidbody = rigidbodies.front().get();
+ if (!rigidbody.active) {
+ continue;
+ }
+ if (rigidbody.data.mass <= 0) {
+ throw std::runtime_error("Mass must be greater than 0");
+ }
+
+ // Calculate the force to apply to the entity
+ vec2 force = this->calculate(ai, rigidbody);
+ // Calculate the acceleration (using the above calculated force)
+ vec2 acceleration = force / rigidbody.data.mass;
+ // Finally, update Rigidbody's velocity
+ rigidbody.data.linear_velocity += acceleration * dt;
+ }
+}
+
+vec2 AISystem::calculate(AI & ai, const Rigidbody & rigidbody) {
+ const Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
+ RefVector<Transform> transforms = mgr.get_components_by_id<Transform>(ai.game_object_id);
+ Transform & transform = transforms.front().get();
+
+ vec2 force;
+
+ // Run all the behaviors that are on, and stop if the force gets too high
+ if (ai.on(AI::BehaviorTypeMask::FLEE)) {
+ vec2 force_to_add = this->flee(ai, rigidbody, transform);
+
+ if (!this->accumulate_force(ai, force, force_to_add)) {
+ return force;
+ }
+ }
+ if (ai.on(AI::BehaviorTypeMask::ARRIVE)) {
+ vec2 force_to_add = this->arrive(ai, rigidbody, transform);
+
+ if (!this->accumulate_force(ai, force, force_to_add)) {
+ return force;
+ }
+ }
+ if (ai.on(AI::BehaviorTypeMask::SEEK)) {
+ vec2 force_to_add = this->seek(ai, rigidbody, transform);
+
+ if (!this->accumulate_force(ai, force, force_to_add)) {
+ return force;
+ }
+ }
+ if (ai.on(AI::BehaviorTypeMask::PATH_FOLLOW)) {
+ vec2 force_to_add = this->path_follow(ai, rigidbody, transform);
+
+ if (!this->accumulate_force(ai, force, force_to_add)) {
+ return force;
+ }
+ }
+
+ return force;
+}
+
+bool AISystem::accumulate_force(const AI & ai, vec2 & running_total, vec2 & force_to_add) {
+ float magnitude = running_total.length();
+ float magnitude_remaining = ai.max_force - magnitude;
+
+ if (magnitude_remaining <= 0.0f) {
+ // If the force is already at/above the max force, return false
+ return false;
+ }
+
+ float magnitude_to_add = force_to_add.length();
+ if (magnitude_to_add < magnitude_remaining) {
+ // If the force to add is less than the remaining force, add it
+ running_total += force_to_add;
+ } else {
+ // If the force to add is greater than the remaining force, add a fraction of it
+ force_to_add.normalize();
+ running_total += force_to_add * magnitude_remaining;
+ }
+
+ return true;
+}
+
+vec2 AISystem::seek(const AI & ai, const Rigidbody & rigidbody,
+ const Transform & transform) const {
+ // Calculate the desired velocity
+ vec2 desired_velocity = ai.seek_target - transform.position;
+ desired_velocity.normalize();
+ desired_velocity *= rigidbody.data.max_linear_velocity;
+
+ return desired_velocity - rigidbody.data.linear_velocity;
+}
+
+vec2 AISystem::flee(const AI & ai, const Rigidbody & rigidbody,
+ const Transform & transform) const {
+ // Calculate the desired velocity if the entity is within the panic distance
+ vec2 desired_velocity = transform.position - ai.flee_target;
+ if (desired_velocity.length_squared() > ai.square_flee_panic_distance) {
+ return vec2{0, 0};
+ }
+ desired_velocity.normalize();
+ desired_velocity *= rigidbody.data.max_linear_velocity;
+
+ return desired_velocity - rigidbody.data.linear_velocity;
+}
+
+vec2 AISystem::arrive(const AI & ai, const Rigidbody & rigidbody,
+ const Transform & transform) const {
+ // Calculate the desired velocity (taking into account the deceleration rate)
+ vec2 to_target = ai.arrive_target - transform.position;
+ float distance = to_target.length();
+ if (distance > 0.0f) {
+ if (ai.arrive_deceleration <= 0.0f) {
+ throw std::runtime_error("Deceleration rate must be greater than 0");
+ }
+
+ float speed = distance / ai.arrive_deceleration;
+ speed = std::min(speed, rigidbody.data.max_linear_velocity.length());
+ vec2 desired_velocity = to_target * (speed / distance);
+
+ return desired_velocity - rigidbody.data.linear_velocity;
+ }
+
+ return vec2{0, 0};
+}
+
+vec2 AISystem::path_follow(AI & ai, const Rigidbody & rigidbody, const Transform & transform) {
+ if (ai.path.empty()) {
+ return vec2{0, 0};
+ }
+
+ // Get the target node
+ vec2 target = ai.path.at(ai.path_index);
+ // Calculate the force to apply to the entity
+ vec2 to_target = target - transform.position;
+ if (to_target.length_squared() > ai.path_node_distance * ai.path_node_distance) {
+ // If the entity is not close enough to the target node, seek it
+ ai.seek_target = target;
+ ai.arrive_target = target;
+ } else {
+ // If the entity is close enough to the target node, move to the next node
+ ai.path_index++;
+ if (ai.path_index >= ai.path.size()) {
+ if (ai.path_loop) {
+ // If the path is looping, reset the path index
+ ai.path_index = 0;
+ } else {
+ // If the path is not looping, arrive at the last node
+ ai.path_index = ai.path.size() - 1;
+ return this->arrive(ai, rigidbody, transform);
+ }
+ }
+ }
+
+ // Seek the target node
+ return this->seek(ai, rigidbody, transform);
+}
diff --git a/src/crepe/system/AISystem.h b/src/crepe/system/AISystem.h
new file mode 100644
index 0000000..d5f8a8e
--- /dev/null
+++ b/src/crepe/system/AISystem.h
@@ -0,0 +1,81 @@
+#pragma once
+
+#include "api/AI.h"
+#include "api/Rigidbody.h"
+
+#include "System.h"
+#include "api/Transform.h"
+#include "types.h"
+
+namespace crepe {
+
+/**
+ * \brief The AISystem is used to control the movement of entities using AI.
+ *
+ * The AISystem is used to control the movement of entities using AI. The AISystem can be used to
+ * implement different behaviors such as seeking, fleeing, arriving, and path following.
+ */
+class AISystem : public System {
+public:
+ using System::System;
+
+ //! Update the AI system
+ void update() override;
+
+private:
+ /**
+ * \brief Calculate the total force to apply to the entity
+ *
+ * \param ai The AI component
+ * \param rigidbody The Rigidbody component
+ */
+ vec2 calculate(AI & ai, const Rigidbody & rigidbody);
+ /**
+ * \brief Accumulate the force to apply to the entity
+ *
+ * \param ai The AI component
+ * \param running_total The running total of the force
+ * \param force_to_add The force to add
+ * \return true if the force was added, false otherwise
+ */
+ bool accumulate_force(const AI & ai, vec2 & running_total, vec2 & force_to_add);
+
+ /**
+ * \brief Calculate the seek force
+ *
+ * \param ai The AI component
+ * \param rigidbody The Rigidbody component
+ * \param transform The Transform component
+ * \return The seek force
+ */
+ vec2 seek(const AI & ai, const Rigidbody & rigidbody, const Transform & transform) const;
+ /**
+ * \brief Calculate the flee force
+ *
+ * \param ai The AI component
+ * \param rigidbody The Rigidbody component
+ * \param transform The Transform component
+ * \return The flee force
+ */
+ vec2 flee(const AI & ai, const Rigidbody & rigidbody, const Transform & transform) const;
+ /**
+ * \brief Calculate the arrive force
+ *
+ * \param ai The AI component
+ * \param rigidbody The Rigidbody component
+ * \param transform The Transform component
+ * \return The arrive force
+ */
+ vec2 arrive(const AI & ai, const Rigidbody & rigidbody, const Transform & transform) const;
+ /**
+ * \brief Calculate the path follow force
+ *
+ * \param ai The AI component
+ * \param rigidbody The Rigidbody component
+ * \param transform The Transform component
+ * \return The path follow force
+ */
+ vec2 path_follow(AI & ai, const Rigidbody & rigidbody, const Transform & transform);
+};
+
+} // namespace crepe
diff --git a/src/crepe/system/AudioSystem.cpp b/src/crepe/system/AudioSystem.cpp
new file mode 100644
index 0000000..b1aa0f8
--- /dev/null
+++ b/src/crepe/system/AudioSystem.cpp
@@ -0,0 +1,62 @@
+#include "AudioSystem.h"
+
+#include "../manager/ComponentManager.h"
+#include "../manager/ResourceManager.h"
+#include "../types.h"
+
+using namespace crepe;
+using namespace std;
+
+void AudioSystem::update() {
+ ComponentManager & component_manager = this->mediator.component_manager;
+ ResourceManager & resource_manager = this->mediator.resource_manager;
+ RefVector<AudioSource> components
+ = component_manager.get_components_by_type<AudioSource>();
+
+ for (AudioSource & component : components) {
+ Sound & resource = resource_manager.get<Sound>(component.source);
+
+ this->diff_update(component, resource);
+
+ this->update_last(component);
+ }
+}
+
+void AudioSystem::diff_update(AudioSource & component, Sound & resource) {
+ SoundContext & context = this->get_context();
+
+ if (component.active != component.last_active) {
+ if (!component.active) {
+ context.stop(component.voice);
+ return;
+ }
+ if (component.play_on_awake) component.oneshot_play = true;
+ }
+ if (!component.active) return;
+
+ if (component.oneshot_play) {
+ component.voice = context.play(resource);
+ component.oneshot_play = false;
+ }
+ if (component.oneshot_stop) {
+ context.stop(component.voice);
+ component.oneshot_stop = false;
+ }
+ if (component.volume != component.last_volume) {
+ context.set_volume(component.voice, component.volume);
+ }
+ if (component.loop != component.last_loop) {
+ context.set_loop(component.voice, component.loop);
+ }
+}
+
+void AudioSystem::update_last(AudioSource & component) {
+ component.last_active = component.active;
+ component.last_loop = component.loop;
+ component.last_volume = component.volume;
+}
+
+SoundContext & AudioSystem::get_context() {
+ if (this->context == nullptr) this->context = make_unique<SoundContext>();
+ return *this->context.get();
+}
diff --git a/src/crepe/system/AudioSystem.h b/src/crepe/system/AudioSystem.h
new file mode 100644
index 0000000..2ddc443
--- /dev/null
+++ b/src/crepe/system/AudioSystem.h
@@ -0,0 +1,51 @@
+#pragma once
+
+#include "../api/AudioSource.h"
+#include "../facade/Sound.h"
+#include "../facade/SoundContext.h"
+
+#include "System.h"
+
+namespace crepe {
+
+class AudioSystem : public System {
+public:
+ using System::System;
+ void update() override;
+
+private:
+ /**
+ * \brief Update `last_*` members of \c component
+ *
+ * Copies all component properties stored for comparison between AudioSystem::update() calls
+ *
+ * \param component AudioSource component to update
+ */
+ void update_last(AudioSource & component);
+
+ /**
+ * \brief Compare update component
+ *
+ * Compares properties of \c component and \c data, and calls SoundContext functions where
+ * applicable.
+ *
+ * \param component AudioSource component to update
+ * \param resource Sound instance for AudioSource's Asset
+ */
+ void diff_update(AudioSource & component, Sound & resource);
+
+protected:
+ /**
+ * \brief Get SoundContext
+ *
+ * SoundContext is retrieved through this function instead of being a direct member of
+ * AudioSystem to aid with testability.
+ */
+ virtual SoundContext & get_context();
+
+private:
+ //! SoundContext
+ std::unique_ptr<SoundContext> context = nullptr;
+};
+
+} // namespace crepe
diff --git a/src/crepe/system/CMakeLists.txt b/src/crepe/system/CMakeLists.txt
index 95f6e33..0e2db76 100644
--- a/src/crepe/system/CMakeLists.txt
+++ b/src/crepe/system/CMakeLists.txt
@@ -5,8 +5,10 @@ target_sources(crepe PUBLIC
PhysicsSystem.cpp
CollisionSystem.cpp
RenderSystem.cpp
+ AudioSystem.cpp
AnimatorSystem.cpp
InputSystem.cpp
+ AISystem.cpp
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
@@ -15,6 +17,8 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
PhysicsSystem.h
CollisionSystem.h
RenderSystem.h
+ AudioSystem.h
AnimatorSystem.h
InputSystem.h
+ AISystem.h
)
diff --git a/src/crepe/system/System.cpp b/src/crepe/system/System.cpp
index f68549b..ecc740d 100644
--- a/src/crepe/system/System.cpp
+++ b/src/crepe/system/System.cpp
@@ -1,7 +1,5 @@
-#include "../util/Log.h"
-
#include "System.h"
using namespace crepe;
-System::System(const Mediator & mediator) : mediator(mediator) { dbg_trace(); }
+System::System(const Mediator & mediator) : mediator(mediator) {}