From 16444f19ae2c7c71a2be53ce6fd2e4d671aa8765 Mon Sep 17 00:00:00 2001 From: max-001 Date: Wed, 4 Dec 2024 12:15:05 +0100 Subject: Modified test and setup of AISystem --- src/crepe/system/AISystem.cpp | 6 ++++++ 1 file changed, 6 insertions(+) create mode 100644 src/crepe/system/AISystem.cpp (limited to 'src/crepe/system/AISystem.cpp') diff --git a/src/crepe/system/AISystem.cpp b/src/crepe/system/AISystem.cpp new file mode 100644 index 0000000..012f4fa --- /dev/null +++ b/src/crepe/system/AISystem.cpp @@ -0,0 +1,6 @@ +#include "AISystem.h" +#include + +using namespace crepe; + +void AISystem::update() { std::cout << "AI System update" << std::endl; } -- cgit v1.2.3 From f9f5600b60d6944dc9a7dd502988703d59d0cd62 Mon Sep 17 00:00:00 2001 From: max-001 Date: Wed, 4 Dec 2024 13:46:41 +0100 Subject: Setup some behaviors --- src/crepe/api/AI.cpp | 2 +- src/crepe/api/AI.h | 47 +++++++++++++++++++++++++++++++++++++++---- src/crepe/system/AISystem.cpp | 32 +++++++++++++++++++++++++++-- src/crepe/system/AISystem.h | 6 ++++++ 4 files changed, 80 insertions(+), 7 deletions(-) (limited to 'src/crepe/system/AISystem.cpp') diff --git a/src/crepe/api/AI.cpp b/src/crepe/api/AI.cpp index 6b63216..7f820a8 100644 --- a/src/crepe/api/AI.cpp +++ b/src/crepe/api/AI.cpp @@ -2,7 +2,7 @@ namespace crepe { -AI::AI(game_object_id_t id, double mass, double max_speed, double max_force) +AI::AI(game_object_id_t id, float mass, float max_speed, float max_force) : Component(id), mass(mass), max_speed(max_speed), diff --git a/src/crepe/api/AI.h b/src/crepe/api/AI.h index b755439..faeeba5 100644 --- a/src/crepe/api/AI.h +++ b/src/crepe/api/AI.h @@ -7,12 +7,51 @@ namespace crepe { class AI : public Component { public: - AI(game_object_id_t id, double mass, double max_speed, double max_force); + enum BehaviorType { + NONE = 0x00000, + SEEK = 0x00002, + FLEE = 0x00004, + ARRIVE = 0x00008, + PATH_FOLLOW = 0x00010, + }; public: - double mass; - double max_speed; - double max_force; + 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: + int flags = 0; }; } // namespace crepe diff --git a/src/crepe/system/AISystem.cpp b/src/crepe/system/AISystem.cpp index 012f4fa..12da3d9 100644 --- a/src/crepe/system/AISystem.cpp +++ b/src/crepe/system/AISystem.cpp @@ -1,6 +1,34 @@ +#include "../ComponentManager.h" + #include "AISystem.h" -#include using namespace crepe; -void AISystem::update() { std::cout << "AI System update" << std::endl; } +void AISystem::update() { + ComponentManager & mgr = this->component_manager; + RefVector ai_components = mgr.get_components_by_type(); + + for (AI & ai : ai_components) { + vec2 force = this->calculate(ai); + //... + } +} + +vec2 AISystem::calculate(AI & ai) { + vec2 force; + + if (ai.on(AI::BehaviorType::SEEK)) { + // Seek the target + } + 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; +} diff --git a/src/crepe/system/AISystem.h b/src/crepe/system/AISystem.h index 4138e01..eb8d08c 100644 --- a/src/crepe/system/AISystem.h +++ b/src/crepe/system/AISystem.h @@ -1,6 +1,9 @@ #pragma once +#include "api/AI.h" + #include "System.h" +#include "types.h" namespace crepe { @@ -9,6 +12,9 @@ public: using System::System; void update() override; + +private: + vec2 calculate(AI & ai); }; } // namespace crepe -- cgit v1.2.3 From 121387ba92a23d6f17b36331d25757abc899f7d2 Mon Sep 17 00:00:00 2001 From: max-001 Date: Wed, 4 Dec 2024 17:27:51 +0100 Subject: Implemeted seek behavior --- src/crepe/api/AI.h | 3 +++ src/crepe/system/AISystem.cpp | 45 +++++++++++++++++++++++++++++++++++++++++-- src/crepe/system/AISystem.h | 3 +++ src/example/AITest.cpp | 4 ++-- 4 files changed, 51 insertions(+), 4 deletions(-) (limited to 'src/crepe/system/AISystem.cpp') diff --git a/src/crepe/api/AI.h b/src/crepe/api/AI.h index faeeba5..242ff89 100644 --- a/src/crepe/api/AI.h +++ b/src/crepe/api/AI.h @@ -51,6 +51,9 @@ public: float arrive_deceleration = 2.0f; private: + vec2 velocity; + friend class AISystem; + int flags = 0; }; diff --git a/src/crepe/system/AISystem.cpp b/src/crepe/system/AISystem.cpp index 12da3d9..9029f32 100644 --- a/src/crepe/system/AISystem.cpp +++ b/src/crepe/system/AISystem.cpp @@ -1,4 +1,7 @@ #include "../ComponentManager.h" +#include "api/LoopTimer.h" +#include "api/Transform.h" +#include "types.h" #include "AISystem.h" @@ -8,9 +11,19 @@ void AISystem::update() { ComponentManager & mgr = this->component_manager; RefVector ai_components = mgr.get_components_by_type(); + 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 transforms + = mgr.get_components_by_id(ai.game_object_id); + Transform & transform = transforms.front().get(); + transform.position += ai.velocity * dt; } } @@ -18,7 +31,11 @@ vec2 AISystem::calculate(AI & ai) { vec2 force; if (ai.on(AI::BehaviorType::SEEK)) { - // Seek the target + 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 @@ -32,3 +49,27 @@ vec2 AISystem::calculate(AI & ai) { 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 transforms = mgr.get_components_by_id(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 index eb8d08c..5e94ccb 100644 --- a/src/crepe/system/AISystem.h +++ b/src/crepe/system/AISystem.h @@ -15,6 +15,9 @@ public: 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/example/AITest.cpp b/src/example/AITest.cpp index 1c4633f..341e1de 100644 --- a/src/example/AITest.cpp +++ b/src/example/AITest.cpp @@ -18,13 +18,13 @@ public: void load_scene() override { ComponentManager & mgr = this->component_manager; - GameObject game_object1 = mgr.new_object("", "", vec2{0, 0}, 0, 1); + 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(img, Color::MAGENTA, Sprite::FlipSettings{false, false}, 1, 1, 195); - game_object1.add_component(1, 1, 1); + game_object1.add_component(1, 200, 200).seek_on(); game_object2.add_component(Color::WHITE, ivec2{1080, 720}, vec2{1036, 780}, 1.0f); -- cgit v1.2.3 From e617b4f002638e37dbe4d2ce13849728e7e82c78 Mon Sep 17 00:00:00 2001 From: max-001 Date: Thu, 5 Dec 2024 17:26:41 +0100 Subject: Used Mediator --- src/crepe/system/AISystem.cpp | 9 ++++++--- src/example/AITest.cpp | 6 ++++-- 2 files changed, 10 insertions(+), 5 deletions(-) (limited to 'src/crepe/system/AISystem.cpp') diff --git a/src/crepe/system/AISystem.cpp b/src/crepe/system/AISystem.cpp index 9029f32..c67d5ea 100644 --- a/src/crepe/system/AISystem.cpp +++ b/src/crepe/system/AISystem.cpp @@ -1,6 +1,7 @@ -#include "../ComponentManager.h" +#include "manager/ComponentManager.h" #include "api/LoopTimer.h" #include "api/Transform.h" +#include "manager/Mediator.h" #include "types.h" #include "AISystem.h" @@ -8,7 +9,8 @@ using namespace crepe; void AISystem::update() { - ComponentManager & mgr = this->component_manager; + const Mediator & mediator = this->mediator; + ComponentManager & mgr = mediator.component_manager; RefVector ai_components = mgr.get_components_by_type(); double dt = LoopTimer::get_instance().get_delta_time(); @@ -63,7 +65,8 @@ bool AISystem::accumulate_force(vec2 & running_total, vec2 force_to_add) { } vec2 AISystem::seek(const AI & ai) { - ComponentManager & mgr = this->component_manager; + const Mediator & mediator = this->mediator; + ComponentManager & mgr = mediator.component_manager; RefVector transforms = mgr.get_components_by_id(ai.game_object_id); Transform & transform = transforms.front().get(); diff --git a/src/example/AITest.cpp b/src/example/AITest.cpp index 341e1de..71aacb2 100644 --- a/src/example/AITest.cpp +++ b/src/example/AITest.cpp @@ -1,6 +1,7 @@ +#include #include #include -#include +#include #include #include #include @@ -16,7 +17,8 @@ using namespace std; class Scene1 : public Scene { public: void load_scene() override { - ComponentManager & mgr = this->component_manager; + Mediator & mediator = this->mediator; + ComponentManager & mgr = mediator.component_manager; GameObject game_object1 = mgr.new_object("", "", vec2{250, 250}, 0, 1); GameObject game_object2 = mgr.new_object("", "", vec2{0, 0}, 0, 1); -- cgit v1.2.3 From 6b45759e570bcaafc167e74ac46c8ffe05efa66e Mon Sep 17 00:00:00 2001 From: max-001 Date: Thu, 5 Dec 2024 18:28:15 +0100 Subject: Make format --- src/crepe/system/AISystem.cpp | 2 +- src/example/AITest.cpp | 4 ++-- 2 files changed, 3 insertions(+), 3 deletions(-) (limited to 'src/crepe/system/AISystem.cpp') diff --git a/src/crepe/system/AISystem.cpp b/src/crepe/system/AISystem.cpp index c67d5ea..3c61c78 100644 --- a/src/crepe/system/AISystem.cpp +++ b/src/crepe/system/AISystem.cpp @@ -1,6 +1,6 @@ -#include "manager/ComponentManager.h" #include "api/LoopTimer.h" #include "api/Transform.h" +#include "manager/ComponentManager.h" #include "manager/Mediator.h" #include "types.h" diff --git a/src/example/AITest.cpp b/src/example/AITest.cpp index 71aacb2..841b195 100644 --- a/src/example/AITest.cpp +++ b/src/example/AITest.cpp @@ -1,7 +1,5 @@ -#include #include #include -#include #include #include #include @@ -10,6 +8,8 @@ #include #include #include +#include +#include using namespace crepe; using namespace std; -- cgit v1.2.3 From 9c2cafd85ed7aa9a860ba25fbe2bd3ccc2439f29 Mon Sep 17 00:00:00 2001 From: max-001 Date: Fri, 6 Dec 2024 10:39:18 +0100 Subject: Using Rigidbody from now on --- src/crepe/api/AI.cpp | 6 +----- src/crepe/api/AI.h | 7 +------ src/crepe/system/AISystem.cpp | 22 +++++++++++----------- src/example/AITest.cpp | 6 +++++- 4 files changed, 18 insertions(+), 23 deletions(-) (limited to 'src/crepe/system/AISystem.cpp') diff --git a/src/crepe/api/AI.cpp b/src/crepe/api/AI.cpp index 7f820a8..d785bb5 100644 --- a/src/crepe/api/AI.cpp +++ b/src/crepe/api/AI.cpp @@ -2,10 +2,6 @@ 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) {} +AI::AI(game_object_id_t id, float max_force) : Component(id), max_force(max_force) {} } // namespace crepe diff --git a/src/crepe/api/AI.h b/src/crepe/api/AI.h index 242ff89..046426d 100644 --- a/src/crepe/api/AI.h +++ b/src/crepe/api/AI.h @@ -16,7 +16,7 @@ public: }; public: - AI(game_object_id_t id, float mass, float max_speed, float max_force); + AI(game_object_id_t id, float max_force); bool on(BehaviorType behavior) const { return (flags & behavior) == behavior; } void seek_on() { flags |= SEEK; } @@ -37,8 +37,6 @@ public: } public: - float mass; - float max_speed; float max_force; // The target to seek or arrive at @@ -51,9 +49,6 @@ public: float arrive_deceleration = 2.0f; private: - vec2 velocity; - friend class AISystem; - int flags = 0; }; diff --git a/src/crepe/system/AISystem.cpp b/src/crepe/system/AISystem.cpp index 3c61c78..d496e12 100644 --- a/src/crepe/system/AISystem.cpp +++ b/src/crepe/system/AISystem.cpp @@ -1,4 +1,5 @@ #include "api/LoopTimer.h" +#include "api/Rigidbody.h" #include "api/Transform.h" #include "manager/ComponentManager.h" #include "manager/Mediator.h" @@ -16,16 +17,13 @@ void AISystem::update() { double dt = LoopTimer::get_instance().get_delta_time(); for (AI & ai : ai_components) { + RefVector rigidbodies + = mgr.get_components_by_id(ai.game_object_id); + Rigidbody & rigidbody = rigidbodies.front().get(); + vec2 force = this->calculate(ai); - vec2 acceleration = force / ai.mass; - ai.velocity += acceleration * dt; - ai.velocity.truncate(ai.max_speed); - - // Update the position - RefVector transforms - = mgr.get_components_by_id(ai.game_object_id); - Transform & transform = transforms.front().get(); - transform.position += ai.velocity * dt; + vec2 acceleration = force / rigidbody.data.mass; + rigidbody.data.linear_velocity += acceleration * dt; } } @@ -69,10 +67,12 @@ vec2 AISystem::seek(const AI & ai) { ComponentManager & mgr = mediator.component_manager; RefVector transforms = mgr.get_components_by_id(ai.game_object_id); Transform & transform = transforms.front().get(); + RefVector rigidbodies = mgr.get_components_by_id(ai.game_object_id); + Rigidbody & rigidbody = rigidbodies.front().get(); vec2 desired_velocity = ai.seek_target - transform.position; desired_velocity.normalize(); - desired_velocity *= ai.max_speed; + desired_velocity *= rigidbody.data.max_linear_velocity; - return desired_velocity - ai.velocity; + return desired_velocity - rigidbody.data.linear_velocity; } diff --git a/src/example/AITest.cpp b/src/example/AITest.cpp index 91a529c..2b6a4d6 100644 --- a/src/example/AITest.cpp +++ b/src/example/AITest.cpp @@ -6,6 +6,7 @@ #include #include #include +#include #include #include #include @@ -40,7 +41,10 @@ public: Texture img = Texture("asset/texture/test_ap43.png"); game_object1.add_component(img, Color::MAGENTA, Sprite::FlipSettings{false, false}, 1, 1, 195); - game_object1.add_component(1, 200, 200).seek_on(); + game_object1.add_component(200).seek_on(); + game_object1.add_component(Rigidbody::Data{ + .mass = 1.0f, .max_linear_velocity = {21, 21}, // sqrt(21^2 + 21^2) = 30 + }); game_object2.add_component(Color::WHITE, ivec2{1080, 720}, vec2{1036, 780}, 1.0f); -- cgit v1.2.3 From 82863204048d65073bc5598dcb62f31e32b51430 Mon Sep 17 00:00:00 2001 From: max-001 Date: Fri, 6 Dec 2024 10:46:16 +0100 Subject: Corrected accumulate_force() --- src/crepe/system/AISystem.cpp | 21 ++++++++++++++------- src/crepe/system/AISystem.h | 5 ++++- 2 files changed, 18 insertions(+), 8 deletions(-) (limited to 'src/crepe/system/AISystem.cpp') diff --git a/src/crepe/system/AISystem.cpp b/src/crepe/system/AISystem.cpp index d496e12..4858000 100644 --- a/src/crepe/system/AISystem.cpp +++ b/src/crepe/system/AISystem.cpp @@ -33,7 +33,7 @@ vec2 AISystem::calculate(AI & ai) { if (ai.on(AI::BehaviorType::SEEK)) { vec2 force_to_add = this->seek(ai); - if (!this->accumulate_force(force, force_to_add)) { + if (!this->accumulate_force(ai, force, force_to_add)) { return force; } } @@ -50,16 +50,23 @@ vec2 AISystem::calculate(AI & ai) { 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(); +bool AISystem::accumulate_force(AI & ai, vec2 & running_total, vec2 force_to_add) { + float magnitude = running_total.length(); + float magnitude_remaining = ai.max_force - magnitude; - if (magnitude_remaining + magnitude_to_add > 0) { + if (magnitude_remaining <= 0.0f) { + return false; + } + + float magnitude_to_add = force_to_add.length(); + if (magnitude_to_add < magnitude_remaining) { running_total += force_to_add; - return true; + } else { + force_to_add.normalize(); + running_total += force_to_add * magnitude_remaining; } - return false; + return true; } vec2 AISystem::seek(const AI & ai) { diff --git a/src/crepe/system/AISystem.h b/src/crepe/system/AISystem.h index 5e94ccb..18f1c61 100644 --- a/src/crepe/system/AISystem.h +++ b/src/crepe/system/AISystem.h @@ -15,9 +15,12 @@ public: private: vec2 calculate(AI & ai); - bool accumulate_force(vec2 & running_total, vec2 force_to_add); + bool accumulate_force(AI & ai, vec2 & running_total, vec2 force_to_add); vec2 seek(const AI & ai); + vec2 flee(const AI & ai); + vec2 arrive(const AI & ai); + vec2 path_follow(const AI & ai); }; } // namespace crepe -- cgit v1.2.3 From 0d0943d23364d7110f0232e3564f4ea63af13db2 Mon Sep 17 00:00:00 2001 From: max-001 Date: Fri, 6 Dec 2024 16:41:51 +0100 Subject: Implemented flee and arrive behaviors --- src/crepe/api/AI.h | 4 +-- src/crepe/system/AISystem.cpp | 71 ++++++++++++++++++++++++++++++++++++++----- src/example/AITest.cpp | 6 ++-- 3 files changed, 69 insertions(+), 12 deletions(-) (limited to 'src/crepe/system/AISystem.cpp') diff --git a/src/crepe/api/AI.h b/src/crepe/api/AI.h index 046426d..d4bd9d3 100644 --- a/src/crepe/api/AI.h +++ b/src/crepe/api/AI.h @@ -44,9 +44,9 @@ public: // 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; + float square_flee_panic_distance = 200.0f * 200.0f; // The deceleration rate for the arrive behavior (higher values will make the entity decelerate faster (less overshoot)) - float arrive_deceleration = 2.0f; + float arrive_deceleration = 40.0f; private: int flags = 0; diff --git a/src/crepe/system/AISystem.cpp b/src/crepe/system/AISystem.cpp index 4858000..ce3147f 100644 --- a/src/crepe/system/AISystem.cpp +++ b/src/crepe/system/AISystem.cpp @@ -1,11 +1,14 @@ +#include +#include + #include "api/LoopTimer.h" #include "api/Rigidbody.h" #include "api/Transform.h" #include "manager/ComponentManager.h" #include "manager/Mediator.h" -#include "types.h" #include "AISystem.h" +#include "types.h" using namespace crepe; @@ -30,21 +33,33 @@ void AISystem::update() { vec2 AISystem::calculate(AI & ai) { vec2 force; - if (ai.on(AI::BehaviorType::SEEK)) { - vec2 force_to_add = this->seek(ai); + if (ai.on(AI::BehaviorType::FLEE)) { + vec2 force_to_add = this->flee(ai); if (!this->accumulate_force(ai, 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 + vec2 force_to_add = this->arrive(ai); + + if (!this->accumulate_force(ai, force, force_to_add)) { + return force; + } + } + if (ai.on(AI::BehaviorType::SEEK)) { + vec2 force_to_add = this->seek(ai); + + if (!this->accumulate_force(ai, force, force_to_add)) { + return force; + } } if (ai.on(AI::BehaviorType::PATH_FOLLOW)) { - // Follow the path + /*vec2 force_to_add = this->path_follow(ai); + + if (!this->accumulate_force(ai, force, force_to_add)) { + return force; + }*/ } return force; @@ -83,3 +98,43 @@ vec2 AISystem::seek(const AI & ai) { return desired_velocity - rigidbody.data.linear_velocity; } + +vec2 AISystem::flee(const AI & ai) { + const Mediator & mediator = this->mediator; + ComponentManager & mgr = mediator.component_manager; + RefVector transforms = mgr.get_components_by_id(ai.game_object_id); + Transform & transform = transforms.front().get(); + RefVector rigidbodies = mgr.get_components_by_id(ai.game_object_id); + Rigidbody & rigidbody = rigidbodies.front().get(); + + 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 Mediator & mediator = this->mediator; + ComponentManager & mgr = mediator.component_manager; + RefVector transforms = mgr.get_components_by_id(ai.game_object_id); + Transform & transform = transforms.front().get(); + RefVector rigidbodies = mgr.get_components_by_id(ai.game_object_id); + Rigidbody & rigidbody = rigidbodies.front().get(); + + vec2 to_target = ai.seek_target - transform.position; + float distance = to_target.length(); + if (distance > 0.0f) { + 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}; +} diff --git a/src/example/AITest.cpp b/src/example/AITest.cpp index 144aef3..319d0fe 100644 --- a/src/example/AITest.cpp +++ b/src/example/AITest.cpp @@ -27,7 +27,7 @@ class Script1 : public Script { bool mousemove(const MouseMoveEvent & event) { RefVector aivec = this->get_components(); AI & ai = aivec.front().get(); - ai.seek_target + ai.flee_target = vec2{static_cast(event.mouse_x), static_cast(event.mouse_y)}; return true; } @@ -52,7 +52,9 @@ public: Texture img = Texture("asset/texture/test_ap43.png"); game_object1.add_component(img, Color::MAGENTA, Sprite::FlipSettings{false, false}, 1, 1, 195); - game_object1.add_component(30).seek_on(); + AI & ai = game_object1.add_component(30); + ai.arrive_on(); + ai.flee_on(); game_object1.add_component(Rigidbody::Data{ .mass = 0.5f, .max_linear_velocity = {21, 21}, // sqrt(21^2 + 21^2) = 30 }); -- cgit v1.2.3 From 33a072db28d71ba65e59f9491abd42dbf9695fc4 Mon Sep 17 00:00:00 2001 From: max-001 Date: Fri, 6 Dec 2024 17:14:00 +0100 Subject: Implemented path_follow --- src/crepe/api/AI.h | 14 ++++++++++++++ src/crepe/system/AISystem.cpp | 34 ++++++++++++++++++++++++++++++++-- src/crepe/system/AISystem.h | 2 +- src/example/AITest.cpp | 21 +++++++++++++-------- 4 files changed, 60 insertions(+), 11 deletions(-) (limited to 'src/crepe/system/AISystem.cpp') diff --git a/src/crepe/api/AI.h b/src/crepe/api/AI.h index d4bd9d3..35b8998 100644 --- a/src/crepe/api/AI.h +++ b/src/crepe/api/AI.h @@ -36,6 +36,8 @@ public: if (on(PATH_FOLLOW)) flags ^= PATH_FOLLOW; } + void add_path_node(vec2 node) { path.push_back(node); } + public: float max_force; @@ -47,9 +49,21 @@ public: float square_flee_panic_distance = 200.0f * 200.0f; // The deceleration rate for the arrive behavior (higher values will make the entity decelerate faster (less overshoot)) float arrive_deceleration = 40.0f; + // The path to follow + std::vector path; + // The distance from the path node at which the entity will move to the next node + float path_node_distance = 400.0f; + // Looping behavior for the path + bool path_loop = true; private: + // The flags for the behaviors int flags = 0; + // The current path index + size_t path_index = 0; + + // The AISystem is the only class that can access the private members of AI + friend class AISystem; }; } // namespace crepe diff --git a/src/crepe/system/AISystem.cpp b/src/crepe/system/AISystem.cpp index ce3147f..55dc14c 100644 --- a/src/crepe/system/AISystem.cpp +++ b/src/crepe/system/AISystem.cpp @@ -55,11 +55,11 @@ vec2 AISystem::calculate(AI & ai) { } } if (ai.on(AI::BehaviorType::PATH_FOLLOW)) { - /*vec2 force_to_add = this->path_follow(ai); + vec2 force_to_add = this->path_follow(ai); if (!this->accumulate_force(ai, force, force_to_add)) { return force; - }*/ + } } return force; @@ -138,3 +138,33 @@ vec2 AISystem::arrive(const AI & ai) { return vec2{0, 0}; } + +vec2 AISystem::path_follow(AI & ai) { + const Mediator & mediator = this->mediator; + ComponentManager & mgr = mediator.component_manager; + RefVector transforms = mgr.get_components_by_id(ai.game_object_id); + Transform & transform = transforms.front().get(); + RefVector rigidbodies = mgr.get_components_by_id(ai.game_object_id); + Rigidbody & rigidbody = rigidbodies.front().get(); + + if (ai.path.empty()) { + return vec2{0, 0}; + } + + vec2 to_target = ai.path.at(ai.path_index) - transform.position; + if (to_target.length_squared() > ai.path_node_distance * ai.path_node_distance) { + ai.seek_target = ai.path.at(ai.path_index); + } else { + ai.path_index++; + if (ai.path_index >= ai.path.size()) { + if (ai.path_loop) { + ai.path_index = 0; + } else { + ai.path_index = ai.path.size() - 1; + return this->arrive(ai); + } + } + } + + return this->seek(ai); +} diff --git a/src/crepe/system/AISystem.h b/src/crepe/system/AISystem.h index 18f1c61..27861d9 100644 --- a/src/crepe/system/AISystem.h +++ b/src/crepe/system/AISystem.h @@ -20,7 +20,7 @@ private: vec2 seek(const AI & ai); vec2 flee(const AI & ai); vec2 arrive(const AI & ai); - vec2 path_follow(const AI & ai); + vec2 path_follow(AI & ai); }; } // namespace crepe diff --git a/src/example/AITest.cpp b/src/example/AITest.cpp index 319d0fe..d12a99a 100644 --- a/src/example/AITest.cpp +++ b/src/example/AITest.cpp @@ -25,10 +25,10 @@ class Script1 : public Script { } bool mousemove(const MouseMoveEvent & event) { - RefVector aivec = this->get_components(); + /*RefVector aivec = this->get_components(); AI & ai = aivec.front().get(); ai.flee_target - = vec2{static_cast(event.mouse_x), static_cast(event.mouse_y)}; + = vec2{static_cast(event.mouse_x), static_cast(event.mouse_y)};*/ return true; } @@ -46,21 +46,26 @@ public: Mediator & mediator = this->mediator; ComponentManager & mgr = mediator.component_manager; - GameObject game_object1 = mgr.new_object("", "", vec2{250, 250}, 0, 1); + GameObject game_object1 = mgr.new_object("", "", vec2{0, 0}, 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(img, Color::MAGENTA, Sprite::FlipSettings{false, false}, 1, 1, 195); - AI & ai = game_object1.add_component(30); - ai.arrive_on(); - ai.flee_on(); + AI & ai = game_object1.add_component(300); + // ai.arrive_on(); + // ai.flee_on(); + ai.path_follow_on(); + ai.add_path_node(vec2{1200, 1200}); + ai.add_path_node(vec2{-1200, 1200}); + ai.add_path_node(vec2{1200, -1200}); + ai.add_path_node(vec2{-1200, -1200}); game_object1.add_component(Rigidbody::Data{ - .mass = 0.5f, .max_linear_velocity = {21, 21}, // sqrt(21^2 + 21^2) = 30 + .mass = 0.5f, .max_linear_velocity = {50, 50}, // sqrt(21^2 + 21^2) = 30 }); game_object1.add_component().set_script(); - game_object2.add_component(Color::WHITE, ivec2{1080, 720}, vec2{1036, 780}, + game_object2.add_component(Color::WHITE, ivec2{1080, 720}, vec2{5000, 5000}, 1.0f); } -- cgit v1.2.3