Implement harvest worker AI
This commit is contained in:
@@ -4,6 +4,8 @@
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#include "game_state.h"
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#include "map_layers.h"
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#include <raymath.h>
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bool canPlaceBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTile tileY) {
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i32 sizeX, sizeY;
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getBuildingSize(type, &sizeX, &sizeY);
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@@ -73,3 +75,20 @@ ecs_entity_t placeBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTi
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return e;
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}
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Vector2 getPositionNearBuilding(ecs_entity_t building, Vector2 fromPos) {
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BZ_ASSERT(ecs_is_alive(ECS, building));
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BZ_ASSERT(ecs_has(ECS, building, Position));
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BZ_ASSERT(ecs_has(ECS, building, Size));
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Vector2 pos = *ecs_get(ECS, building, Position);
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Vector2 size = *ecs_get(ECS, building, Size);
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size = Vector2SubtractValue(size, 10.0f);
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Vector2 dir = Vector2Normalize(Vector2Subtract(fromPos, pos));
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dir = Vector2Multiply(dir, size);
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pos = Vector2Add(pos, dir);
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return pos;
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}
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@@ -9,4 +9,6 @@
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bool canPlaceBuilding(BzTileMap *map, BuildingType type, i32 tileX, i32 tileY);
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ecs_entity_t placeBuilding(BzTileMap *map, BuildingType type, i32 tileX, i32 tileY);
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Vector2 getPositionNearBuilding(ecs_entity_t building, Vector2 fromPos);
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#endif //PIXELDEFENSE_BUILDINGS_H
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@@ -1,5 +1,8 @@
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#include "components.h"
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#include "unit_ai.h"
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#include "unit_actions.h"
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ECS_TAG_DECLARE(TextureTerrain);
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ECS_TAG_DECLARE(TextureBuildings);
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ECS_TAG_DECLARE(TextureEntities);
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@@ -23,7 +26,9 @@ ECS_COMPONENT_DECLARE(TextureRegion);
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ECS_COMPONENT_DECLARE(Animation);
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ECS_COMPONENT_DECLARE(UnitAI);
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ECS_COMPONENT_DECLARE(UnitAction);
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ECS_TAG_DECLARE(Selectable);
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ECS_TAG_DECLARE(Selected);
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@@ -60,7 +65,9 @@ void initComponentIDs(ecs_world_t *ecs) {
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ECS_COMPONENT_DEFINE(ecs, Animation);
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ECS_COMPONENT_DEFINE(ecs, UnitAI);
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ECS_COMPONENT_DEFINE(ecs, UnitAction);
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ECS_TAG_DEFINE(ecs, Selectable);
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ECS_TAG_DEFINE(ecs, Selected);
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@@ -5,7 +5,6 @@
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#include <flecs.h>
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#include "game_tileset.h"
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#include "unit_actions.h"
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extern ECS_TAG_DECLARE(TextureTerrain);
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extern ECS_TAG_DECLARE(TextureBuildings);
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@@ -126,10 +125,7 @@ typedef struct EntityArms {
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*********************************************************/
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extern ECS_COMPONENT_DECLARE(UnitAction);
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typedef struct ActionOverseer {
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} ActionOverseer;
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extern ECS_COMPONENT_DECLARE(UnitAI);
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extern ECS_TAG_DECLARE(Selectable);
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extern ECS_TAG_DECLARE(Selected);
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20
game/main.c
20
game/main.c
@@ -8,6 +8,8 @@
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#include "map_init.h"
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#include "map_layers.h"
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#include "buildings.h"
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#include "unit_ai.h"
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#include "unit_actions.h"
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#include "pathfinding.h"
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@@ -112,7 +114,7 @@ bool init(void *userData) {
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.objectsPerPage = 512
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});
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game->pools.actions = bzObjectPoolCreate(&(BzObjectPoolDesc) {
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.objectSize = sizeof(UnitAction),
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.objectSize = sizeof(Action),
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.objectsPerPage = 1024,
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});
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@@ -176,7 +178,10 @@ bool init(void *userData) {
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ECS_SYSTEM(ECS, entityFollowPath, EcsOnUpdate, Path);
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//ECS_SYSTEM(ECS, entityHarvestTaskSystem, EcsOnUpdate, Position, Rotation, HarvestTask);
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ECS_SYSTEM(ECS, updateUnitActions, EcsOnUpdate, UnitAction);
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ECS_SYSTEM(ECS, handleUnitActionsSystem, EcsOnUpdate, UnitAction);
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ECS_SYSTEM(ECS, updateUnitAISystem, EcsOnUpdate, UnitAI, UnitAction);
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// Needs to be called after AI update, since it removes finished actions
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ECS_SYSTEM(ECS, updateUnitActionsSystem, EcsOnUpdate, UnitAction);
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//ECS_SYSTEM(ECS, entityUpdateAnimationState, EcsOnUpdate, Velocity, AnimationType);
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ECS_SYSTEM(ECS, entityUpdateAnimation, EcsOnUpdate, Animation, TextureRegion);
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@@ -306,7 +311,16 @@ void imguiRender(float dt, void *userData) {
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while (ecs_iter_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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igText("\tEntity %llu", entity);
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igText("Entity %llu", entity);
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igText("Actions:");
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const Action *pAction = NULL;
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if (ecs_has(ECS, entity, UnitAction)) {
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pAction = ecs_get(ECS, entity, UnitAction)->first;
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}
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while (pAction) {
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igText("\t%d: %s", pAction->type, actionTypeToPrettyStr(pAction->type));
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pAction = pAction->next;
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}
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}
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}
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break;
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@@ -6,6 +6,9 @@
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#include "game_state.h"
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#include "map_layers.h"
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#include "unit_ai.h"
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#include "unit_actions.h"
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bool initGameObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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for (i32 i = 0; i < objectGroup->objectCount; i++) {
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@@ -67,15 +70,19 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
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buildingTile = getTileBuilding(buildingTile);
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if (buildingTile == BUILDING_NONE || ownerTile == 0) continue;
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// We have a building
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TileSize size = {};
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getBuildingSize(buildingTile, &size.sizeX, &size.sizeY);
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bzTileLayerSetTile(ownershipLayer, 0, x, y, size.sizeX, size.sizeY);
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TileSize tileSize = {};
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getBuildingSize(buildingTile, &tileSize.sizeX, &tileSize.sizeY);
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bzTileLayerSetTile(ownershipLayer, 0, x, y, tileSize.sizeX, tileSize.sizeY);
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const i32 tileWidth = map->tileWidth;
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const i32 tileHeight = map->tileHeight;
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ecs_entity_t e = ecs_new_id(ECS);
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ecs_set(ECS, e, Position, {.x = x * tileWidth, .y = y * tileHeight});
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ecs_set(ECS, e, TileSize, {.sizeX = size.sizeX * tileWidth, .sizeY = size.sizeY * tileHeight});
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Size size = {.x = tileSize.sizeX * tileWidth, .y = tileSize.sizeY * tileHeight };
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ecs_set_ptr(ECS, e, Size, &size);
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ecs_set(ECS, e, Position, {
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.x = x * tileWidth + size.x * 0.5f,
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.y = y * tileHeight + size.y * 0.5f
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});
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ownerTile = bzTilesetGetTileID(buildingTileset, ownerTile);
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ownerTile = getTileBuilding(ownerTile);
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ecs_set(ECS, e, Owner, {.playerID=ownerTile});
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@@ -83,6 +90,9 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
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//if (buildingTile == BUILDINGS_WAREHOUSE) {
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// ecs_set(ECS, e, Storage, {});
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//}
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if (buildingTile == BUILDING_KEEP) {
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ecs_set(ECS, e, Storage, {.capacity[RES_WOOD] = 1000});
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}
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//bzTileMapUpdateCollider(&GAME.map, x, y);
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}
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@@ -7,6 +7,10 @@
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typedef struct Game Game;
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/**********************************
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* Utils
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**********************************/
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bool entitySetPath(const ecs_entity_t entity, const Vector2 target, Game *game);
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/**********************************
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@@ -17,7 +21,20 @@ bool entitySetPath(const ecs_entity_t entity, const Vector2 target, Game *game);
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* 0: Game (singleton)
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* 1: UnitAction
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*/
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void updateUnitActions(ecs_iter_t *it);
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void handleUnitActionsSystem(ecs_iter_t *it);
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/*
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* 0: Game (singleton)
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* 1: UnitAI
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* 2: UnitAction
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*/
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void updateUnitAISystem(ecs_iter_t *it);
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/*
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* 0: Game (singleton)
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* 1: UnitAction
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*/
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void updateUnitActionsSystem(ecs_iter_t *it);
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/**********************************
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@@ -2,7 +2,10 @@
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#include "game_state.h"
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void updateUnitActions(ecs_iter_t *it) {
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#include "unit_ai.h"
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#include "unit_actions.h"
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void handleUnitActionsSystem(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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UnitAction *action = ecs_field(it, UnitAction, 1);
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@@ -11,3 +14,31 @@ void updateUnitActions(ecs_iter_t *it) {
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handleAction(entity, &action[i], game);
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}
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}
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void updateUnitAISystem(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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UnitAI *unitAI = ecs_field(it, UnitAI, 1);
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UnitAction *action = ecs_field(it, UnitAction, 2);
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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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Action *firstAction = action[i].first;
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if (firstAction)
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unitAI[i].action = firstAction;
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else
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unitAI[i].action = NULL;
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updateUnitAI(entity, &unitAI[i], game);
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}
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}
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void updateUnitActionsSystem(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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UnitAction *action = ecs_field(it, UnitAction, 1);
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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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updateAction(&action[i], game);
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}
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}
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@@ -194,25 +194,7 @@ void entityFollowPath(ecs_iter_t *it) {
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}
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}
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static ecs_entity_t findNearestStorage(ResourceType type) {
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ecs_filter_t *storageFilter = ecs_filter(ECS, {
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.terms = {{ecs_id(Storage)} }
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});
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ecs_iter_t it = ecs_filter_iter(ECS, storageFilter);
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ecs_entity_t closest = 0;
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while (ecs_filter_next(&it)) {
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Storage *storage = ecs_field(&it, Storage, 1);
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for (i32 i = 0; i < it.count; i++) {
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if (true || storage[i].capacity[type]) {
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closest = it.entities[i];
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}
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}
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}
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ecs_filter_fini(storageFilter);
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return closest;
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}
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/*
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void entityHarvestTaskSystem(ecs_iter_t *it) {
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@@ -3,6 +3,9 @@
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#include "input.h"
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#include "buildings.h"
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#include "pathfinding.h"
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#include "unit_ai.h"
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#include "unit_actions.h"
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#include <rlImGui.h>
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#include <raymath.h>
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#include <rlgl.h>
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@@ -84,11 +87,17 @@ void inputUnitAction(Game *game, InputState *input) {
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for (i32 i = 0; i < it.count; i++) {
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const ecs_entity_t entity = it.entities[i];
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const Position target = *ecs_get(ECS, taskEntity, Position);
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addAction(entity, game, &(const Action) {
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.type = ACTION_MOVE_TO,
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.as.moveTo.target = target,
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.as.moveTo.proximityThreshold = 10.0f,
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setUnitAI(entity, game, &(const UnitAI) {
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.type = AI_WORKER_HARVEST,
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.as.workerHarvest.resource = RES_WOOD,
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.as.workerHarvest.target = taskEntity,
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.as.workerHarvest.targetPosition = target
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});
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//addAction(entity, game, &(const Action) {
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// .type = ACTION_MOVE_TO,
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// .as.moveTo.target = target,
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// .as.moveTo.proximityThreshold = 10.0f,
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//});
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//ecs_set(ECS, entity, HarvestTask, {taskEntity});
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goto while_break;
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}
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@@ -6,6 +6,7 @@
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#include <raymath.h>
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void actionMoveTo(ecs_entity_t entity, Action *action, Game *game) {
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if (action->finished) return;
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const Vector2 target = action->as.moveTo.target;
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if (!ecs_has(ECS, entity, Path)) {
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entitySetPath(entity, target, game);
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@@ -16,18 +17,27 @@ void actionMoveTo(ecs_entity_t entity, Action *action, Game *game) {
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f32 dst = Vector2Distance(pos, target);
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if (dst < action->as.moveTo.proximityThreshold) {
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action->finished = true;
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ecs_remove(ECS, entity, Path);
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}
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}
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void actionCollectResource(ecs_entity_t entity, Action *action, Game *game) {
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if (action->finished) return;
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if (action->elapsed > 2.0f) {
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action->finished = true;
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ecs_entity_t target = action->as.collectResource.entity;
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ecs_delete(ECS, target);
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}
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}
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void actionDepositResource(ecs_entity_t entity, Action *action, Game *game) {
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if (action->elapsed > 0.2f)
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action->finished = true;
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}
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void handleAction(ecs_entity_t entity, UnitAction *unitAction, Game *game) {
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Action *action = unitAction->first;
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if (action == NULL) return;
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if (action->finished || action->failed) return;
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switch (action->type) {
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case ACTION_NONE:
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break;
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@@ -44,6 +54,12 @@ void handleAction(ecs_entity_t entity, UnitAction *unitAction, Game *game) {
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BZ_ASSERT(0);
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break;
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}
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}
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void updateAction(UnitAction *unitAction, Game *game) {
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Action *action = unitAction->first;
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if (action == NULL) return;
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if (action->failed) return;
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action->elapsed += GetFrameTime();
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if (action->finished) {
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unitAction->first = action->next;
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@@ -91,3 +107,16 @@ void addAction(ecs_entity_t entity, Game *game, const Action *action) {
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unitAction->last = newAction;
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}
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}
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const char *actionTypeToPrettyStr(ActionType type) {
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switch (type) {
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case ACTION_MOVE_TO:
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return "MOVE TO";
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case ACTION_COLLECT_RESOURCE:
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return "COLLECT RESOURCE";
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case ACTION_DEPOSIT_RESOURCE:
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return "DEPOSIT RESOURCE";
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default:
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return "NONE";
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}
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}
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@@ -19,10 +19,10 @@ typedef struct ActionMoveTo {
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f32 proximityThreshold;
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} ActionMoveTo;
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typedef struct ActionCollectResource {
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ecs_entity_t entity;
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} ActionCollectResource;
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typedef struct ActionDepositResource {
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ecs_entity_t entity;
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} ActionDepositResource;
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typedef struct Action {
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@@ -35,6 +35,7 @@ typedef struct Action {
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f32 elapsed;
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bool finished;
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bool failed;
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struct Action *next;
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} Action;
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@@ -45,7 +46,10 @@ typedef struct UnitAction {
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} UnitAction;
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void handleAction(ecs_entity_t entity, UnitAction *unitAction, Game *game);
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void updateAction(UnitAction *unitAction, Game *game);
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void clearActions(ecs_entity_t entity, Game *game);
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void addAction(ecs_entity_t entity, Game *game, const Action *action);
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const char *actionTypeToPrettyStr(ActionType type);
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#endif //PIXELDEFENSE_UNIT_ACTIONS_H
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132
game/unit_ai.c
132
game/unit_ai.c
@@ -1 +1,133 @@
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#include "unit_ai.h"
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#include "unit_actions.h"
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#include "game_state.h"
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#include "buildings.h"
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#include <raymath.h>
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static ecs_entity_t findNearestStorage(Position pos, ResourceType type, Position *outPos) {
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ecs_filter_t *storageFilter = ecs_filter(ECS, {
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.terms = {{ecs_id(Storage)}, {ecs_id(Position)} }
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});
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ecs_iter_t it = ecs_filter_iter(ECS, storageFilter);
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ecs_entity_t closest = 0;
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f32 closestDst = INFINITY;
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Position closestPos = Vector2Zero();
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while (ecs_filter_next(&it)) {
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Storage *storage = ecs_field(&it, Storage, 1);
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Position *storagePos = ecs_field(&it, Position, 2);
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for (i32 i = 0; i < it.count; i++) {
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f32 dst = Vector2Distance(pos, storagePos[i]);
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if (storage[i].capacity[type] && dst < closestDst) {
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closest = it.entities[i];
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closestDst = dst;
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closestPos = storagePos[i];
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}
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}
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}
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ecs_filter_fini(storageFilter);
|
||||
if (outPos) *outPos = closestPos;
|
||||
return closest;
|
||||
}
|
||||
static ecs_entity_t findNearestResource(Game *game, Position pos, ResourceType type, f32 range) {
|
||||
ecs_entity_t closest = 0;
|
||||
f32 closestDst = 10000.0f;
|
||||
|
||||
f32 hRange = range * 0.5f;
|
||||
Rectangle area = {pos.x - hRange, pos.y + hRange, hRange, hRange};
|
||||
|
||||
BzSpatialGridIter it = bzSpatialGridIter(game->entityGrid, area.x, area.y, area.width, area.height);
|
||||
|
||||
while (bzSpatialGridQueryNext(&it)) {
|
||||
ecs_entity_t entity = *(ecs_entity_t *) it.data;
|
||||
if (!ecs_is_alive(ECS, entity)) continue;
|
||||
if (!ecs_has(ECS, entity, Resource) || !ecs_has(ECS, entity, Position))
|
||||
continue;
|
||||
const Resource *resource = ecs_get(ECS, entity, Resource);
|
||||
const Position *resPos = ecs_get(ECS, entity, Position);
|
||||
if (resource->type != type) continue;
|
||||
|
||||
f32 dst = Vector2Distance(pos, *resPos);
|
||||
if (dst < closestDst) {
|
||||
closest = entity;
|
||||
closestDst = dst;
|
||||
}
|
||||
}
|
||||
|
||||
return closest;
|
||||
}
|
||||
|
||||
void aiWorkerBuild(ecs_entity_t entity, UnitAI *unitAI, Game *game) {
|
||||
|
||||
}
|
||||
void aiWorkerHarvestUpdate(ecs_entity_t entity, UnitAI *unitAI, Game *game) {
|
||||
const Action *action = unitAI->action;
|
||||
if (action) return;
|
||||
|
||||
AIWorkerHarvest worker = unitAI->as.workerHarvest;
|
||||
|
||||
Position workerPos = *ecs_get(ECS, entity, Position);
|
||||
|
||||
// Finished all tasks, repeat
|
||||
ecs_entity_t target = worker.target;
|
||||
Position targetPos = worker.targetPosition;
|
||||
if (!ecs_is_alive(ECS, target)) {
|
||||
// Find new resource
|
||||
target = findNearestResource(game, targetPos, worker.resource, 20.0f);
|
||||
if (!target) return;
|
||||
|
||||
worker.target = target;
|
||||
worker.targetPosition = *ecs_get(ECS, target, Position);
|
||||
}
|
||||
// Find the closest warehouse
|
||||
Position warehousePos = Vector2Zero();
|
||||
ecs_entity_t warehouse = findNearestStorage(workerPos, worker.resource,
|
||||
&warehousePos);
|
||||
if (!warehouse) {
|
||||
return;
|
||||
}
|
||||
warehousePos = getPositionNearBuilding(warehouse, targetPos);
|
||||
|
||||
const f32 proximityThreshold = 8.0f;
|
||||
|
||||
addAction(entity, game, &(const Action) {
|
||||
.type = ACTION_MOVE_TO,
|
||||
.as.moveTo.target = targetPos,
|
||||
.as.moveTo.proximityThreshold = proximityThreshold,
|
||||
});
|
||||
addAction(entity, game, &(const Action) {
|
||||
.type = ACTION_COLLECT_RESOURCE,
|
||||
.as.collectResource.entity = target
|
||||
});
|
||||
addAction(entity, game, &(const Action) {
|
||||
.type = ACTION_MOVE_TO,
|
||||
.as.moveTo.target = warehousePos,
|
||||
.as.moveTo.proximityThreshold = proximityThreshold,
|
||||
});
|
||||
addAction(entity, game, &(const Action) {
|
||||
.type = ACTION_DEPOSIT_RESOURCE,
|
||||
.as.depositResource.entity = warehouse
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
void updateUnitAI(ecs_entity_t entity, UnitAI *unitAI, Game *game) {
|
||||
//if (unitAI->onUpdate) unitAI->onUpdate(entity, unitAI, game);
|
||||
aiWorkerHarvestUpdate(entity, unitAI, game);
|
||||
}
|
||||
void setUnitAI(ecs_entity_t entity, Game *game, const UnitAI *unitAI) {
|
||||
BZ_ASSERT(unitAI);
|
||||
if (ecs_has(ECS, entity, UnitAI)) {
|
||||
UnitAI *entityAI = ecs_get_mut(ECS, entity, UnitAI);
|
||||
if (entityAI->onRemove) entityAI->onRemove(entity, entityAI, game);
|
||||
}
|
||||
clearActions(entity, game);
|
||||
|
||||
UnitAI ai = *unitAI;
|
||||
if (unitAI->onSet) unitAI->onSet(entity, &ai, game);
|
||||
ecs_set_ptr(ECS, entity, UnitAI, &ai);
|
||||
if (unitAI->action != NULL)
|
||||
addAction(entity, game, unitAI->action);
|
||||
}
|
||||
|
||||
@@ -1,5 +1,51 @@
|
||||
#ifndef PIXELDEFENSE_UNIT_AI_H
|
||||
#define PIXELDEFENSE_UNIT_AI_H
|
||||
|
||||
#include <flecs.h>
|
||||
|
||||
#include "components.h"
|
||||
#include "unit_actions.h"
|
||||
|
||||
typedef struct Game Game;
|
||||
|
||||
typedef enum AIType {
|
||||
AI_NONE,
|
||||
AI_WORKER_BUILD,
|
||||
AI_WORKER_HARVEST,
|
||||
AI_COUNT,
|
||||
} AIType;
|
||||
|
||||
|
||||
typedef struct AIWorkerHarvest {
|
||||
ResourceType resource;
|
||||
ecs_entity_t target;
|
||||
Position targetPosition;
|
||||
} AIWorkerHarvest;
|
||||
|
||||
typedef struct AIWorkerBuild {
|
||||
ecs_entity_t buildTarget;
|
||||
} AIWorkerBuild;
|
||||
|
||||
typedef struct UnitAI UnitAI;
|
||||
|
||||
typedef void (*UnitAIFunc)(ecs_entity_t entity, UnitAI *ai, Game *game);
|
||||
|
||||
typedef struct UnitAI {
|
||||
AIType type;
|
||||
union {
|
||||
AIWorkerHarvest workerHarvest;
|
||||
AIWorkerBuild workerBuild;
|
||||
} as;
|
||||
|
||||
Action *action;
|
||||
|
||||
// vtable
|
||||
UnitAIFunc onSet;
|
||||
UnitAIFunc onRemove;
|
||||
UnitAIFunc onUpdate;
|
||||
} UnitAI;
|
||||
|
||||
void updateUnitAI(ecs_entity_t entity, UnitAI *unitAI, Game *game);
|
||||
void setUnitAI(ecs_entity_t entity, Game *game, const UnitAI *unitAI);
|
||||
|
||||
#endif //PIXELDEFENSE_UNIT_AI_H
|
||||
|
||||
Reference in New Issue
Block a user