diff options
-rw-r--r-- | src/crepe/api/AI.cpp | 11 | ||||
-rw-r--r-- | src/crepe/api/AI.h | 60 | ||||
-rw-r--r-- | src/crepe/api/CMakeLists.txt | 2 | ||||
-rw-r--r-- | src/crepe/api/LoopManager.cpp | 14 | ||||
-rw-r--r-- | src/crepe/api/Vector2.h | 24 | ||||
-rw-r--r-- | src/crepe/api/Vector2.hpp | 48 | ||||
-rw-r--r-- | src/crepe/system/AISystem.cpp | 75 | ||||
-rw-r--r-- | src/crepe/system/AISystem.h | 23 | ||||
-rw-r--r-- | src/crepe/system/CMakeLists.txt | 2 | ||||
-rw-r--r-- | src/example/AITest.cpp | 42 | ||||
-rw-r--r-- | src/example/CMakeLists.txt | 1 | ||||
-rw-r--r-- | src/test/Vector2Test.cpp | 148 |
12 files changed, 449 insertions, 1 deletions
diff --git a/src/crepe/api/AI.cpp b/src/crepe/api/AI.cpp new file mode 100644 index 0000000..7f820a8 --- /dev/null +++ b/src/crepe/api/AI.cpp @@ -0,0 +1,11 @@ +#include "AI.h" + +namespace crepe { + +AI::AI(game_object_id_t id, float mass, float max_speed, float max_force) + : Component(id), + mass(mass), + max_speed(max_speed), + max_force(max_force) {} + +} // namespace crepe diff --git a/src/crepe/api/AI.h b/src/crepe/api/AI.h new file mode 100644 index 0000000..242ff89 --- /dev/null +++ b/src/crepe/api/AI.h @@ -0,0 +1,60 @@ +#pragma once + +#include "Component.h" +#include "types.h" + +namespace crepe { + +class AI : public Component { +public: + enum BehaviorType { + NONE = 0x00000, + SEEK = 0x00002, + FLEE = 0x00004, + ARRIVE = 0x00008, + PATH_FOLLOW = 0x00010, + }; + +public: + AI(game_object_id_t id, float mass, float max_speed, float max_force); + + bool on(BehaviorType behavior) const { return (flags & behavior) == behavior; } + void seek_on() { flags |= SEEK; } + void seek_off() { + if (on(SEEK)) flags ^= SEEK; + } + void flee_on() { flags |= FLEE; } + void flee_off() { + if (on(FLEE)) flags ^= FLEE; + } + void arrive_on() { flags |= ARRIVE; } + void arrive_off() { + if (on(ARRIVE)) flags ^= ARRIVE; + } + void path_follow_on() { flags |= PATH_FOLLOW; } + void path_follow_off() { + if (on(PATH_FOLLOW)) flags ^= PATH_FOLLOW; + } + +public: + float mass; + float max_speed; + float max_force; + + // The target to seek or arrive at + vec2 seek_target; + // The target to flee from + vec2 flee_target; + // The distance at which the entity will start to flee from the target + float square_flee_panic_distance = 100.0f * 100.0f; + // The deceleration rate for the arrive behavior (higher values will make the entity decelerate faster (less overshoot)) + float arrive_deceleration = 2.0f; + +private: + vec2 velocity; + friend class AISystem; + + int flags = 0; +}; + +} // namespace crepe diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt index ac8f301..0355b72 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -22,6 +22,7 @@ target_sources(crepe PUBLIC Script.cpp Button.cpp UIObject.cpp + AI.cpp ) target_sources(crepe PUBLIC FILE_SET HEADERS FILES @@ -54,4 +55,5 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES Asset.h Button.h UIObject.h + AI.h ) diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp index dc2d9e0..e4b1609 100644 --- a/src/crepe/api/LoopManager.cpp +++ b/src/crepe/api/LoopManager.cpp @@ -1,3 +1,5 @@ +#include "../facade/SDLContext.h" +#include "../system/AISystem.h" #include "../system/AnimatorSystem.h" #include "../system/CollisionSystem.h" #include "../system/InputSystem.h" @@ -22,6 +24,7 @@ LoopManager::LoopManager() { this->load_system<RenderSystem>(); this->load_system<ScriptSystem>(); this->load_system<InputSystem>(); + this->load_system<AISystem>(); } void LoopManager::process_input() { this->get_system<InputSystem>().update(); } @@ -51,6 +54,11 @@ void LoopManager::loop() { this->render(); timer.enforce_frame_rate(); + + // Stop the game after 10 seconds, for testing purposes + if (timer.get_current_time() > 10) { + this->game_running = false; + } } } @@ -60,6 +68,7 @@ void LoopManager::setup() { this->game_running = true; timer.start(); timer.set_fps(200); + this->scene_manager.load_next_scene(); } void LoopManager::render() { @@ -68,4 +77,7 @@ void LoopManager::render() { this->get_system<RenderSystem>().update(); } -void LoopManager::update() {} +void LoopManager::update() { + this->get_system<AnimatorSystem>().update(); + this->get_system<AISystem>().update(); +} diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h index c278c87..bbcb932 100644 --- a/src/crepe/api/Vector2.h +++ b/src/crepe/api/Vector2.h @@ -66,6 +66,30 @@ struct Vector2 { //! Checks if this vector is not equal to another vector. bool operator!=(const Vector2<T> & other) const; + + //! Truncates the vector to a maximum length. + void truncate(T max); + + //! Normalizes the vector. + void normalize(); + + //! Returns the length of the vector. + T length() const; + + //! Returns the squared length of the vector. + T length_squared() const; + + //! Returns the dot product of this vector and another vector. + T dot(const Vector2<T> & other) const; + + //! Returns the distance between this vector and another vector. + T distance(const Vector2<T> & other) const; + + //! Returns the squared distance between this vector and another vector. + T distance_squared(const Vector2<T> & other) const; + + //! Returns the perpendicular vector to this vector. + Vector2 perpendicular() const; }; } // namespace crepe diff --git a/src/crepe/api/Vector2.hpp b/src/crepe/api/Vector2.hpp index cad15f8..ff53cb0 100644 --- a/src/crepe/api/Vector2.hpp +++ b/src/crepe/api/Vector2.hpp @@ -1,5 +1,7 @@ #pragma once +#include <cmath> + #include "Vector2.h" namespace crepe { @@ -115,4 +117,50 @@ bool Vector2<T>::operator!=(const Vector2<T> & other) const { return !(*this == other); } +template <class T> +void Vector2<T>::truncate(T max) { + if (length() > max) { + normalize(); + *this *= max; + } +} + +template <class T> +void Vector2<T>::normalize() { + T len = length(); + if (len > 0) { + *this /= len; + } +} + +template <class T> +T Vector2<T>::length() const { + return std::sqrt(x * x + y * y); +} + +template <class T> +T Vector2<T>::length_squared() const { + return x * x + y * y; +} + +template <class T> +T Vector2<T>::dot(const Vector2<T> & other) const { + return x * other.x + y * other.y; +} + +template <class T> +T Vector2<T>::distance(const Vector2<T> & other) const { + return (*this - other).length(); +} + +template <class T> +T Vector2<T>::distance_squared(const Vector2<T> & other) const { + return (*this - other).length_squared(); +} + +template <class T> +Vector2<T> Vector2<T>::perpendicular() const { + return {-y, x}; +} + } // namespace crepe diff --git a/src/crepe/system/AISystem.cpp b/src/crepe/system/AISystem.cpp new file mode 100644 index 0000000..9029f32 --- /dev/null +++ b/src/crepe/system/AISystem.cpp @@ -0,0 +1,75 @@ +#include "../ComponentManager.h" +#include "api/LoopTimer.h" +#include "api/Transform.h" +#include "types.h" + +#include "AISystem.h" + +using namespace crepe; + +void AISystem::update() { + ComponentManager & mgr = this->component_manager; + RefVector<AI> ai_components = mgr.get_components_by_type<AI>(); + + double dt = LoopTimer::get_instance().get_delta_time(); + + for (AI & ai : ai_components) { + vec2 force = this->calculate(ai); + vec2 acceleration = force / ai.mass; + ai.velocity += acceleration * dt; + ai.velocity.truncate(ai.max_speed); + + // Update the position + RefVector<Transform> transforms + = mgr.get_components_by_id<Transform>(ai.game_object_id); + Transform & transform = transforms.front().get(); + transform.position += ai.velocity * dt; + } +} + +vec2 AISystem::calculate(AI & ai) { + vec2 force; + + if (ai.on(AI::BehaviorType::SEEK)) { + vec2 force_to_add = this->seek(ai); + + if (!this->accumulate_force(force, force_to_add)) { + return force; + } + } + if (ai.on(AI::BehaviorType::FLEE)) { + // Flee from the target + } + if (ai.on(AI::BehaviorType::ARRIVE)) { + // Arrive at the target + } + if (ai.on(AI::BehaviorType::PATH_FOLLOW)) { + // Follow the path + } + + return force; +} + +bool AISystem::accumulate_force(vec2 & running_total, vec2 force_to_add) { + double magnitude_remaining = running_total.length(); + double magnitude_to_add = force_to_add.length(); + + if (magnitude_remaining + magnitude_to_add > 0) { + running_total += force_to_add; + return true; + } + + return false; +} + +vec2 AISystem::seek(const AI & ai) { + ComponentManager & mgr = this->component_manager; + RefVector<Transform> transforms = mgr.get_components_by_id<Transform>(ai.game_object_id); + Transform & transform = transforms.front().get(); + + vec2 desired_velocity = ai.seek_target - transform.position; + desired_velocity.normalize(); + desired_velocity *= ai.max_speed; + + return desired_velocity - ai.velocity; +} diff --git a/src/crepe/system/AISystem.h b/src/crepe/system/AISystem.h new file mode 100644 index 0000000..5e94ccb --- /dev/null +++ b/src/crepe/system/AISystem.h @@ -0,0 +1,23 @@ +#pragma once + +#include "api/AI.h" + +#include "System.h" +#include "types.h" + +namespace crepe { + +class AISystem : public System { +public: + using System::System; + + void update() override; + +private: + vec2 calculate(AI & ai); + bool accumulate_force(vec2 & running_total, vec2 force_to_add); + + vec2 seek(const AI & ai); +}; + +} // namespace crepe diff --git a/src/crepe/system/CMakeLists.txt b/src/crepe/system/CMakeLists.txt index 95f6e33..7de5198 100644 --- a/src/crepe/system/CMakeLists.txt +++ b/src/crepe/system/CMakeLists.txt @@ -7,6 +7,7 @@ target_sources(crepe PUBLIC RenderSystem.cpp AnimatorSystem.cpp InputSystem.cpp + AISystem.cpp ) target_sources(crepe PUBLIC FILE_SET HEADERS FILES @@ -17,4 +18,5 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES RenderSystem.h AnimatorSystem.h InputSystem.h + AISystem.h ) diff --git a/src/example/AITest.cpp b/src/example/AITest.cpp new file mode 100644 index 0000000..341e1de --- /dev/null +++ b/src/example/AITest.cpp @@ -0,0 +1,42 @@ +#include <SDL2/SDL_timer.h> +#include <chrono> +#include <crepe/ComponentManager.h> +#include <crepe/api/AI.h> +#include <crepe/api/Camera.h> +#include <crepe/api/Color.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/LoopManager.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Texture.h> + +using namespace crepe; +using namespace std; + +class Scene1 : public Scene { +public: + void load_scene() override { + ComponentManager & mgr = this->component_manager; + + GameObject game_object1 = mgr.new_object("", "", vec2{250, 250}, 0, 1); + GameObject game_object2 = mgr.new_object("", "", vec2{0, 0}, 0, 1); + + Texture img = Texture("asset/texture/test_ap43.png"); + game_object1.add_component<Sprite>(img, Color::MAGENTA, + Sprite::FlipSettings{false, false}, 1, 1, 195); + game_object1.add_component<AI>(1, 200, 200).seek_on(); + + game_object2.add_component<Camera>(Color::WHITE, ivec2{1080, 720}, vec2{1036, 780}, + 1.0f); + } + + string get_name() const override { return "Scene1"; } +}; + +int main() { + LoopManager engine; + engine.add_scene<Scene1>(); + engine.start(); + + return 0; +} diff --git a/src/example/CMakeLists.txt b/src/example/CMakeLists.txt index 93b9ee2..0158d67 100644 --- a/src/example/CMakeLists.txt +++ b/src/example/CMakeLists.txt @@ -20,3 +20,4 @@ add_example(asset_manager) add_example(savemgr) add_example(rendering_particle) add_example(button) +add_example(AITest) diff --git a/src/test/Vector2Test.cpp b/src/test/Vector2Test.cpp index 17bca41..1e21af9 100644 --- a/src/test/Vector2Test.cpp +++ b/src/test/Vector2Test.cpp @@ -382,3 +382,151 @@ TEST_F(Vector2Test, NotEquals) { EXPECT_FALSE(long_vec1 != long_vec1); EXPECT_TRUE(long_vec1 != long_vec2); } + +TEST_F(Vector2Test, Truncate) { + Vector2<int> vec = {3, 4}; + vec.truncate(3); + EXPECT_EQ(vec.x, 0); + EXPECT_EQ(vec.y, 0); + + Vector2<double> vec2 = {3.0, 4.0}; + vec2.truncate(3.0); + EXPECT_FLOAT_EQ(vec2.x, 1.8); + EXPECT_FLOAT_EQ(vec2.y, 2.4); + + Vector2<long> vec3 = {3, 4}; + vec3.truncate(3); + EXPECT_EQ(vec3.x, 0); + EXPECT_EQ(vec3.y, 0); + + Vector2<float> vec4 = {3.0f, 4.0f}; + vec4.truncate(3.0f); + EXPECT_FLOAT_EQ(vec4.x, 1.8f); + EXPECT_FLOAT_EQ(vec4.y, 2.4f); +} + +TEST_F(Vector2Test, Normalize) { + Vector2<int> vec = {3, 4}; + vec.normalize(); + EXPECT_EQ(vec.x, 0); + EXPECT_EQ(vec.y, 0); + + Vector2<double> vec2 = {3.0, 4.0}; + vec2.normalize(); + EXPECT_FLOAT_EQ(vec2.x, 0.6); + EXPECT_FLOAT_EQ(vec2.y, 0.8); + + Vector2<long> vec3 = {3, 4}; + vec3.normalize(); + EXPECT_EQ(vec3.x, 0); + EXPECT_EQ(vec3.y, 0); + + Vector2<float> vec4 = {3.0f, 4.0f}; + vec4.normalize(); + EXPECT_FLOAT_EQ(vec4.x, 0.6f); + EXPECT_FLOAT_EQ(vec4.y, 0.8f); +} + +TEST_F(Vector2Test, Length) { + Vector2<int> vec = {3, 4}; + EXPECT_EQ(vec.length(), 5); + + Vector2<double> vec2 = {3.0, 4.0}; + EXPECT_FLOAT_EQ(vec2.length(), 5.0); + + Vector2<long> vec3 = {3, 4}; + EXPECT_EQ(vec3.length(), 5); + + Vector2<float> vec4 = {3.0f, 4.0f}; + EXPECT_FLOAT_EQ(vec4.length(), 5.0f); +} + +TEST_F(Vector2Test, LengthSquared) { + Vector2<int> vec = {3, 4}; + EXPECT_EQ(vec.length_squared(), 25); + + Vector2<double> vec2 = {3.0, 4.0}; + EXPECT_FLOAT_EQ(vec2.length_squared(), 25.0); + + Vector2<long> vec3 = {3, 4}; + EXPECT_EQ(vec3.length_squared(), 25); + + Vector2<float> vec4 = {3.0f, 4.0f}; + EXPECT_FLOAT_EQ(vec4.length_squared(), 25.0f); +} + +TEST_F(Vector2Test, Dot) { + Vector2<int> vec1 = {3, 4}; + Vector2<int> vec2 = {5, 6}; + EXPECT_EQ(vec1.dot(vec2), 39); + + Vector2<double> vec3 = {3.0, 4.0}; + Vector2<double> vec4 = {5.0, 6.0}; + EXPECT_FLOAT_EQ(vec3.dot(vec4), 39.0); + + Vector2<long> vec5 = {3, 4}; + Vector2<long> vec6 = {5, 6}; + EXPECT_EQ(vec5.dot(vec6), 39); + + Vector2<float> vec7 = {3.0f, 4.0f}; + Vector2<float> vec8 = {5.0f, 6.0f}; + EXPECT_FLOAT_EQ(vec7.dot(vec8), 39.0f); +} + +TEST_F(Vector2Test, Distance) { + Vector2<int> vec1 = {1, 1}; + Vector2<int> vec2 = {4, 5}; + EXPECT_EQ(vec1.distance(vec2), 5); + + Vector2<double> vec3 = {1.0, 1.0}; + Vector2<double> vec4 = {4.0, 5.0}; + EXPECT_FLOAT_EQ(vec3.distance(vec4), 5.0); + + Vector2<long> vec5 = {1, 1}; + Vector2<long> vec6 = {4, 5}; + EXPECT_EQ(vec5.distance(vec6), 5); + + Vector2<float> vec7 = {1.0f, 1.0f}; + Vector2<float> vec8 = {4.0f, 5.0f}; + EXPECT_FLOAT_EQ(vec7.distance(vec8), 5.0f); +} + +TEST_F(Vector2Test, DistanceSquared) { + Vector2<int> vec1 = {3, 4}; + Vector2<int> vec2 = {5, 6}; + EXPECT_EQ(vec1.distance_squared(vec2), 8); + + Vector2<double> vec3 = {3.0, 4.0}; + Vector2<double> vec4 = {5.0, 6.0}; + EXPECT_FLOAT_EQ(vec3.distance_squared(vec4), 8.0); + + Vector2<long> vec5 = {3, 4}; + Vector2<long> vec6 = {5, 6}; + EXPECT_EQ(vec5.distance_squared(vec6), 8); + + Vector2<float> vec7 = {3.0f, 4.0f}; + Vector2<float> vec8 = {5.0f, 6.0f}; + EXPECT_FLOAT_EQ(vec7.distance_squared(vec8), 8.0f); +} + +TEST_F(Vector2Test, Perpendicular) { + Vector2<int> vec = {3, 4}; + Vector2<int> result = vec.perpendicular(); + EXPECT_EQ(result.x, -4); + EXPECT_EQ(result.y, 3); + + Vector2<double> vec2 = {3.0, 4.0}; + Vector2<double> result2 = vec2.perpendicular(); + EXPECT_FLOAT_EQ(result2.x, -4.0); + EXPECT_FLOAT_EQ(result2.y, 3.0); + + Vector2<long> vec3 = {3, 4}; + Vector2<long> result3 = vec3.perpendicular(); + EXPECT_EQ(result3.x, -4); + EXPECT_EQ(result3.y, 3); + + Vector2<float> vec4 = {3.0f, 4.0f}; + Vector2<float> result4 = vec4.perpendicular(); + EXPECT_FLOAT_EQ(result4.x, -4.0f); + EXPECT_FLOAT_EQ(result4.y, 3.0f); +} |