Add chase/evade behaviour
This commit is contained in:
@@ -47,11 +47,89 @@ BzBTStatus aiResetElapsed(AIBlackboard *data, f32 dt) {
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return BZ_BT_SUCCESS;
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}
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#define ENEMY_NEARBY_DST 26.0f
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BzBTStatus aiIsEnemyNearby(AIBlackboard *data, f32 dt) {
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if (data->seenEnemy && ecs_is_alive(ECS, data->seenEnemy)) {
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Position enemyPos = *ecs_get(ECS, data->seenEnemy, Position);
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Position pos = *ecs_get(ECS, data->entity, Position);
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if (Vector2Distance(enemyPos, pos) > ENEMY_NEARBY_DST)
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return BZ_BT_SUCCESS;
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}
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const f32 range = 20.0f;
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Position pos = *ecs_get(ECS, data->entity, Position);
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HitBox hb = *ecs_get(ECS, data->entity, HitBox);
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Vector2 center = entityGetCenter(pos, hb);
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Owner owner = *ecs_get(ECS, data->entity, Owner);
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ecs_entity_t closest = 0;
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f32 closestDst = 10000.0f;
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Game *game = ecs_singleton_get_mut(ECS, Game);
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BzSpatialGridIter it = bzSpatialGridIter(game->entityGrid,
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center.x - range, center.y - range,
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center.x + range, center.y + range);
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while (bzSpatialGridQueryNext(&it)) {
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ecs_entity_t other = *(ecs_entity_t *) it.data;
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if (!ecs_is_alive(ECS, other)) continue;
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if (!ecs_has(ECS, other, Owner) ||
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ecs_get(ECS, other, Owner)->player == owner.player)
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continue;
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Position otherPos = *ecs_get(ECS, other, Position);
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HitBox otherHB = *ecs_get(ECS, other, HitBox);
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Vector2 otherCenter = entityGetCenter(otherPos, otherHB);
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f32 dst = Vector2Distance(center, otherCenter);
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if (dst > range) continue;
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if (!bzTileMapCanRayCastLine(&game->map, center, otherCenter))
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continue;
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if (dst < closestDst) {
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closest = other;
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closestDst = dst;
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}
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}
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if (closest) {
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data->seenEnemy = closest;
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return BZ_BT_SUCCESS;
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}
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return BZ_BT_FAIL;
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}
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BzBTStatus aiEvadeTarget(AIBlackboard *data, f32 dt) {
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return BZ_BT_SUCCESS;
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BzBTStatus aiAttackEnemy(AIBlackboard *data, f32 dt) {
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if (!ecs_is_alive(ECS, data->seenEnemy))
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return BZ_BT_SUCCESS;
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Position enemyPos = *ecs_get(ECS, data->seenEnemy, Position);
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Position pos = *ecs_get(ECS, data->entity, Position);
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Vector2 dif = Vector2Subtract(enemyPos, pos);
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// Overload steering
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Steering *steering = ecs_get_mut(ECS, data->entity, Steering);
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*steering = Vector2Normalize(dif);
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return BZ_BT_RUNNING;
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}
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BzBTStatus aiEvadeEnemy(AIBlackboard *data, f32 dt) {
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if (!ecs_is_alive(ECS, data->seenEnemy))
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return BZ_BT_SUCCESS;
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Position enemyPos = *ecs_get(ECS, data->seenEnemy, Position);
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Position pos = *ecs_get(ECS, data->entity, Position);
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Vector2 dif = Vector2Subtract(pos, enemyPos);
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// Overload steering
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Steering *steering = ecs_get_mut(ECS, data->entity, Steering);
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*steering = Vector2Normalize(dif);
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return BZ_BT_RUNNING;
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}
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BzBTStatus aiFindNextHarvestable(AIBlackboard *data, f32 dt) {
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@@ -9,6 +9,7 @@
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typedef struct AIBlackboard {
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ecs_entity_t entity;
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ecs_entity_t seenEnemy;
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Vector2 moveToPos;
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union {
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@@ -29,7 +30,8 @@ BzBTStatus aiMoveTo(AIBlackboard *data, f32 dt);
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BzBTStatus aiResetElapsed(AIBlackboard *data, f32 dt);
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BzBTStatus aiIsEnemyNearby(AIBlackboard *data, f32 dt);
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BzBTStatus aiEvadeTarget(AIBlackboard *data, f32 dt);
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BzBTStatus aiAttackEnemy(AIBlackboard *data, f32 dt);
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BzBTStatus aiEvadeEnemy(AIBlackboard *data, f32 dt);
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// Worker
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@@ -1,6 +1,7 @@
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#include "entity_factory.h"
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#include "ai_actions.h"
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#include "systems/systems.h"
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ecs_entity_t entityCreateEmpty() {
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ecs_entity_t e = ecs_new_id(ECS);
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@@ -18,7 +19,10 @@ ecs_entity_t entityCreateBaseUnit(const Position position, f32 size, Player play
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};
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HitBox hitbox = getEntityHitBoxRec(tileID);
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ecs_entity_t e = entityCreateEmpty();
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ecs_set_ptr(ECS, e, Position, &position);
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ecs_set(ECS, e, Position, {
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position.x - size * 0.5f,
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position.y + size * 0.5f,
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});
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f32 scl = size / region.rec.width;
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ecs_set(ECS, e, Size, {region.rec.width * scl, region.rec.height * scl});
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hitbox.x *= scl;
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@@ -86,6 +90,9 @@ ecs_entity_t entityCreateSoldier(const Position position, Player player, Game *g
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unit.maxDamage = 10.0f;
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unit.attackCooldown = 1.0f;
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ecs_set_ptr(ECS, e, Unit, &unit);
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setAIBehaviour(e, game->BTs.unit, &(AIBlackboard) {
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.moveToPos = position,
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});
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return e;
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}
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ecs_entity_t entityCreateWarrior(const Position position, Player player, Game *game) {
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@@ -100,6 +107,9 @@ ecs_entity_t entityCreateWarrior(const Position position, Player player, Game *g
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unit.maxDamage = 22.0f;
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unit.attackCooldown = 1.8f;
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ecs_set_ptr(ECS, e, Unit, &unit);
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setAIBehaviour(e, game->BTs.unit, &(AIBlackboard) {
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.moveToPos = position,
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});
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return e;
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}
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@@ -118,6 +128,10 @@ ecs_entity_t entityCreateWorker(const Position position, Player player, Game *ga
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.lastChanged = -1000.0f
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});
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setAIBehaviour(e, game->BTs.unit, &(AIBlackboard) {
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.moveToPos = position,
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});
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return e;
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}
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@@ -91,8 +91,9 @@ typedef struct Game {
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BzStackAlloc stackAlloc;
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struct {
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BzBTNode *workerHarvest;
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BzBTNode *moveTo;
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BzBTNode *worker;
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BzBTNode *unit;
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BzBTNode *unitEvasive;
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} BTs;
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struct {
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BzObjectPool *pathData;
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47
game/main.c
47
game/main.c
@@ -259,25 +259,52 @@ bool init(void *userData) {
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});
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game->pools.btNode = bzObjectPoolCreate(&(BzObjectPoolDesc) {
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.objectSize = bzBTGetNodeSize(),
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.objectsPerPage = 64
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.objectsPerPage = 40
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});
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game->pools.btNodeState = bzObjectPoolCreate(&(BzObjectPoolDesc) {
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.objectSize = bzBTGetNodeStateSize(),
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.objectsPerPage = 1024,
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});
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BzObjectPool *nodePool = game->pools.btNode;
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// moveTo
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// unit (aggressive)
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{
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BzBTNode *root = NULL;
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BzBTNode *node = NULL;
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root = bzBTMakeRoot(nodePool);
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game->BTs.moveTo = root;
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game->BTs.unit = root;
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// Just a single action for now
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BzBTNode *seq = bzBTCompSequence(nodePool, root);
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node = bzBTAction(nodePool, seq, (BzBTActionFn) aiMoveTo);
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BzBTNode *sel = bzBTCompSelector(nodePool, root);
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BzBTNode *attackSeq = bzBTCompSequence(nodePool, sel);
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{
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node = bzBTAction(nodePool, attackSeq, (BzBTActionFn) aiIsEnemyNearby);
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bzBTNodeSetName(node, "isEnemyNearby");
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node = bzBTAction(nodePool, attackSeq, (BzBTActionFn) aiAttackEnemy);
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bzBTNodeSetName(node, "attackEnemy");
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}
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node = bzBTAction(nodePool, sel, (BzBTActionFn) aiMoveTo);
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bzBTNodeSetName(node, "moveTo");
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bzBTDecorDelay(nodePool, seq, 6.0f);
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bzBTDecorDelay(nodePool, sel, 2.0f);
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}
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// Unit (evasive)
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{
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BzBTNode *root = NULL;
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BzBTNode *node = NULL;
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root = bzBTMakeRoot(nodePool);
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game->BTs.unitEvasive = root;
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BzBTNode *sel = bzBTCompSelector(nodePool, root);
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BzBTNode *evadeSeq = bzBTCompSequence(nodePool, sel);
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{
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node = bzBTAction(nodePool, evadeSeq, (BzBTActionFn) aiIsEnemyNearby);
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bzBTNodeSetName(node, "isEnemyNearby");
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node = bzBTAction(nodePool, evadeSeq, (BzBTActionFn) aiEvadeEnemy);
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bzBTNodeSetName(node, "evadeEnemy");
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}
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node = bzBTAction(nodePool, sel, (BzBTActionFn) aiMoveTo);
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bzBTNodeSetName(node, "moveTo");
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bzBTDecorDelay(nodePool, sel, 2.0f);
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}
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// evade
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BzBTNode *evade = NULL;
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@@ -290,18 +317,16 @@ bool init(void *userData) {
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node = bzBTAction(nodePool, evadeSeq, (BzBTActionFn) aiIsEnemyNearby);
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bzBTNodeSetName(node, "enemyNearby");
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node = bzBTAction(nodePool, evadeSeq, (BzBTActionFn) aiEvadeTarget);
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node = bzBTAction(nodePool, evadeSeq, (BzBTActionFn) aiEvadeEnemy);
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bzBTNodeSetName(node, "evadeTarget");
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}
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}
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// worker harvest
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{
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BzBTNode *root = NULL;
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BzBTNode *node = NULL;
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root = bzBTMakeRoot(nodePool);
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game->BTs.workerHarvest = root;
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game->BTs.worker = root;
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BzBTNode *pSel = bzBTCompPSelector(nodePool, root);
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bzBTSubTree(evade, pSel);
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@@ -377,7 +377,7 @@ void loadMap(Game *game, const char *path, bool mainMenu) {
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if (nearest.entity == 0) continue;
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ResourceType resType = ecs_get(ECS, nearest.entity, Resource)->type;
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setAIBehaviour(workers[i].entity, game->BTs.workerHarvest, &(AIBlackboard) {
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setAIBehaviour(workers[i].entity, game->BTs.worker, &(AIBlackboard) {
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.as.worker = {
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.harvestType = resType,
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.harvestTarget = nearest.entity,
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@@ -115,6 +115,16 @@ void inputUnitAction(Game *game, InputState *input) {
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const i32 numUnits = ecs_query_entity_count(query);
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BZ_ASSERT(numUnits > 0);
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ecs_entity_t *units = bzStackAlloc(&game->stackAlloc, sizeof(*units) * numUnits);
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i32 unitIdx = 0;
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ecs_iter_t it = ecs_query_iter(ECS, query);
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while (ecs_query_next(&it)) {
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for (i32 i = 0; i < it.count; i++) {
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ecs_entity_t entity = it.entities[i];
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units[unitIdx++] = entity;
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}
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}
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const MouseButton actionBtn = input->mapping.secondaryBtn;
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input->cursor = CURSOR_NONE;
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@@ -166,47 +176,46 @@ void inputUnitAction(Game *game, InputState *input) {
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qsort(harvestables, numHarvestables, sizeof(*harvestables), entityFloatPairCmp);
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i32 idxHarvestable = 0;
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ecs_defer_begin(ECS);
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ecs_iter_t it = ecs_query_iter(ECS, query);
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while (ecs_query_next(&it)) {
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for (i32 i = 0; i < it.count; i++) {
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if (idxHarvestable >= numHarvestables)
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break;
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ecs_entity_t entity = it.entities[i];
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for (i32 i = 0; i < unitIdx; i++) {
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if (idxHarvestable >= numHarvestables)
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break;
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ecs_entity_t entity = units[i];
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EntityFloatPair harvestEntity = {0, 0};
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while (idxHarvestable < numHarvestables) {
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harvestEntity = harvestables[idxHarvestable++];
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Harvestable *harvestable = ecs_get_mut(ECS, harvestEntity.entity, Harvestable);
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if (harvestable->harvestCount >= harvestable->harvestLimit)
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continue;
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harvestable->harvestCount++;
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break;
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}
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Position target = *ecs_get(ECS, harvestEntity.entity, Position);
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HitBox targetHB = *ecs_get(ECS, harvestEntity.entity, HitBox);
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target = entityGetCenter(target, targetHB);
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f32 proximity = 4.0f;
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Worker *worker = ecs_get_mut(ECS, entity, Worker);
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worker->carryRes = resource.type;
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setAIBehaviour(entity, game->BTs.workerHarvest, &(AIBlackboard) {
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.as.worker = {
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.harvestType = resource.type,
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.harvestTarget = harvestEntity.entity,
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.harvestPos = target,
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},
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.proximity = proximity,
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});
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EntityFloatPair harvestEntity = {0, 0};
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while (idxHarvestable < numHarvestables) {
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harvestEntity = harvestables[idxHarvestable++];
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Harvestable *harvestable = ecs_get_mut(ECS, harvestEntity.entity, Harvestable);
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if (harvestable->harvestCount >= harvestable->harvestLimit)
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continue;
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harvestable->harvestCount++;
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break;
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}
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Position target = *ecs_get(ECS, harvestEntity.entity, Position);
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HitBox targetHB = *ecs_get(ECS, harvestEntity.entity, HitBox);
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target = entityGetCenter(target, targetHB);
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f32 proximity = 4.0f;
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Worker *worker = ecs_get_mut(ECS, entity, Worker);
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worker->carryRes = resource.type;
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setAIBehaviour(entity, game->BTs.worker, &(AIBlackboard) {
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.as.worker = {
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.harvestType = resource.type,
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.harvestTarget = harvestEntity.entity,
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.harvestPos = target,
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},
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.proximity = proximity,
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});
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}
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ecs_defer_end(ECS);
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}
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return;
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}
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if ((taskEntity = queryEntity(game->entityGrid, input->mouseWorld, ecs_id(Owner))) && ecs_get(ECS, taskEntity, Owner)->player != game->player) {
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input->cursor = CURSOR_ATTACK;
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}
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// Unit place position
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Vector2 *positions = bzStackAlloc(&game->stackAlloc, sizeof(*positions) * numUnits);
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Vector2 start = Vector2Zero();
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@@ -254,13 +263,14 @@ void inputUnitAction(Game *game, InputState *input) {
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for (i32 i = 0; i < unitIdx; i++) {
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ecs_entity_t entity = entities[i].entity;
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setAIBehaviour(entity, game->BTs.moveTo, &(AIBlackboard) {
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setAIBehaviour(entity, game->BTs.unit, &(AIBlackboard) {
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.moveToPos = positions[i],
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.proximity = 1.0f,
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});
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}
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}
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bzStackAllocFree(&game->stackAlloc, units);
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}
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void updatePlayerInput() {
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@@ -450,7 +460,7 @@ void drawPlayerInputUIGround() {
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}
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}
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if (input->unitPlacePos) {
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if (input->unitPlacePos && input->cursor == CURSOR_NONE && input->numUnits >= 2) {
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for (i32 i = 0; i < input->numUnits; i++) {
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DrawCircleV(input->unitPlacePos[i], 2.0f, RED);
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}
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@@ -406,11 +406,11 @@ void drawMainMenuUI(Game *game, f32 dt) {
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if (uiMainMenuButton("Play", true)) {
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setScreen(game, SCREEN_GAME);
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unloadMap(game);
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//loadMap(game, "assets/maps/tree_test.tmj");
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//loadMap(game, "assets/maps/entity_test.tmj");
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//loadMap(game, "assets/maps/worker_test.tmj");
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//loadMap(game, "assets/maps/battle_test.tmj");
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loadMap(game, "assets/maps/map_01.tmj", false);
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//loadMap(game, "assets/maps/tree_test.tmj", false);
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//loadMap(game, "assets/maps/entity_test.tmj", false);
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//loadMap(game, "assets/maps/worker_test.tmj", false);
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loadMap(game, "assets/maps/battle_test.tmj", false);
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//loadMap(game, "assets/maps/map_01.tmj", false);
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}
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if (uiMainMenuButton("Settings", true)) {
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setScreen(game, SCREEN_SETTINGS);
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Block a user