Implement harvest worker AI

This commit is contained in:
2023-12-17 14:20:13 +01:00
parent 5564df4768
commit 33b28b620d
14 changed files with 338 additions and 40 deletions

View File

@@ -4,6 +4,8 @@
#include "game_state.h"
#include "map_layers.h"
#include <raymath.h>
bool canPlaceBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTile tileY) {
i32 sizeX, sizeY;
getBuildingSize(type, &sizeX, &sizeY);
@@ -73,3 +75,20 @@ ecs_entity_t placeBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTi
return e;
}
Vector2 getPositionNearBuilding(ecs_entity_t building, Vector2 fromPos) {
BZ_ASSERT(ecs_is_alive(ECS, building));
BZ_ASSERT(ecs_has(ECS, building, Position));
BZ_ASSERT(ecs_has(ECS, building, Size));
Vector2 pos = *ecs_get(ECS, building, Position);
Vector2 size = *ecs_get(ECS, building, Size);
size = Vector2SubtractValue(size, 10.0f);
Vector2 dir = Vector2Normalize(Vector2Subtract(fromPos, pos));
dir = Vector2Multiply(dir, size);
pos = Vector2Add(pos, dir);
return pos;
}

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@@ -9,4 +9,6 @@
bool canPlaceBuilding(BzTileMap *map, BuildingType type, i32 tileX, i32 tileY);
ecs_entity_t placeBuilding(BzTileMap *map, BuildingType type, i32 tileX, i32 tileY);
Vector2 getPositionNearBuilding(ecs_entity_t building, Vector2 fromPos);
#endif //PIXELDEFENSE_BUILDINGS_H

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@@ -1,5 +1,8 @@
#include "components.h"
#include "unit_ai.h"
#include "unit_actions.h"
ECS_TAG_DECLARE(TextureTerrain);
ECS_TAG_DECLARE(TextureBuildings);
ECS_TAG_DECLARE(TextureEntities);
@@ -23,7 +26,9 @@ ECS_COMPONENT_DECLARE(TextureRegion);
ECS_COMPONENT_DECLARE(Animation);
ECS_COMPONENT_DECLARE(UnitAI);
ECS_COMPONENT_DECLARE(UnitAction);
ECS_TAG_DECLARE(Selectable);
ECS_TAG_DECLARE(Selected);
@@ -60,7 +65,9 @@ void initComponentIDs(ecs_world_t *ecs) {
ECS_COMPONENT_DEFINE(ecs, Animation);
ECS_COMPONENT_DEFINE(ecs, UnitAI);
ECS_COMPONENT_DEFINE(ecs, UnitAction);
ECS_TAG_DEFINE(ecs, Selectable);
ECS_TAG_DEFINE(ecs, Selected);

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@@ -5,7 +5,6 @@
#include <flecs.h>
#include "game_tileset.h"
#include "unit_actions.h"
extern ECS_TAG_DECLARE(TextureTerrain);
extern ECS_TAG_DECLARE(TextureBuildings);
@@ -126,10 +125,7 @@ typedef struct EntityArms {
*********************************************************/
extern ECS_COMPONENT_DECLARE(UnitAction);
typedef struct ActionOverseer {
} ActionOverseer;
extern ECS_COMPONENT_DECLARE(UnitAI);
extern ECS_TAG_DECLARE(Selectable);
extern ECS_TAG_DECLARE(Selected);

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@@ -8,6 +8,8 @@
#include "map_init.h"
#include "map_layers.h"
#include "buildings.h"
#include "unit_ai.h"
#include "unit_actions.h"
#include "pathfinding.h"
@@ -112,7 +114,7 @@ bool init(void *userData) {
.objectsPerPage = 512
});
game->pools.actions = bzObjectPoolCreate(&(BzObjectPoolDesc) {
.objectSize = sizeof(UnitAction),
.objectSize = sizeof(Action),
.objectsPerPage = 1024,
});
@@ -176,7 +178,10 @@ bool init(void *userData) {
ECS_SYSTEM(ECS, entityFollowPath, EcsOnUpdate, Path);
//ECS_SYSTEM(ECS, entityHarvestTaskSystem, EcsOnUpdate, Position, Rotation, HarvestTask);
ECS_SYSTEM(ECS, updateUnitActions, EcsOnUpdate, UnitAction);
ECS_SYSTEM(ECS, handleUnitActionsSystem, EcsOnUpdate, UnitAction);
ECS_SYSTEM(ECS, updateUnitAISystem, EcsOnUpdate, UnitAI, UnitAction);
// Needs to be called after AI update, since it removes finished actions
ECS_SYSTEM(ECS, updateUnitActionsSystem, EcsOnUpdate, UnitAction);
//ECS_SYSTEM(ECS, entityUpdateAnimationState, EcsOnUpdate, Velocity, AnimationType);
ECS_SYSTEM(ECS, entityUpdateAnimation, EcsOnUpdate, Animation, TextureRegion);
@@ -306,7 +311,16 @@ void imguiRender(float dt, void *userData) {
while (ecs_iter_next(&it)) {
for (i32 i = 0; i < it.count; i++) {
ecs_entity_t entity = it.entities[i];
igText("\tEntity %llu", entity);
igText("Entity %llu", entity);
igText("Actions:");
const Action *pAction = NULL;
if (ecs_has(ECS, entity, UnitAction)) {
pAction = ecs_get(ECS, entity, UnitAction)->first;
}
while (pAction) {
igText("\t%d: %s", pAction->type, actionTypeToPrettyStr(pAction->type));
pAction = pAction->next;
}
}
}
break;

View File

@@ -6,6 +6,9 @@
#include "game_state.h"
#include "map_layers.h"
#include "unit_ai.h"
#include "unit_actions.h"
bool initGameObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
Game *game = ecs_singleton_get_mut(ECS, Game);
for (i32 i = 0; i < objectGroup->objectCount; i++) {
@@ -67,15 +70,19 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
buildingTile = getTileBuilding(buildingTile);
if (buildingTile == BUILDING_NONE || ownerTile == 0) continue;
// We have a building
TileSize size = {};
getBuildingSize(buildingTile, &size.sizeX, &size.sizeY);
bzTileLayerSetTile(ownershipLayer, 0, x, y, size.sizeX, size.sizeY);
TileSize tileSize = {};
getBuildingSize(buildingTile, &tileSize.sizeX, &tileSize.sizeY);
bzTileLayerSetTile(ownershipLayer, 0, x, y, tileSize.sizeX, tileSize.sizeY);
const i32 tileWidth = map->tileWidth;
const i32 tileHeight = map->tileHeight;
ecs_entity_t e = ecs_new_id(ECS);
ecs_set(ECS, e, Position, {.x = x * tileWidth, .y = y * tileHeight});
ecs_set(ECS, e, TileSize, {.sizeX = size.sizeX * tileWidth, .sizeY = size.sizeY * tileHeight});
Size size = {.x = tileSize.sizeX * tileWidth, .y = tileSize.sizeY * tileHeight };
ecs_set_ptr(ECS, e, Size, &size);
ecs_set(ECS, e, Position, {
.x = x * tileWidth + size.x * 0.5f,
.y = y * tileHeight + size.y * 0.5f
});
ownerTile = bzTilesetGetTileID(buildingTileset, ownerTile);
ownerTile = getTileBuilding(ownerTile);
ecs_set(ECS, e, Owner, {.playerID=ownerTile});
@@ -83,6 +90,9 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
//if (buildingTile == BUILDINGS_WAREHOUSE) {
// ecs_set(ECS, e, Storage, {});
//}
if (buildingTile == BUILDING_KEEP) {
ecs_set(ECS, e, Storage, {.capacity[RES_WOOD] = 1000});
}
//bzTileMapUpdateCollider(&GAME.map, x, y);
}

View File

@@ -7,6 +7,10 @@
typedef struct Game Game;
/**********************************
* Utils
**********************************/
bool entitySetPath(const ecs_entity_t entity, const Vector2 target, Game *game);
/**********************************
@@ -17,7 +21,20 @@ bool entitySetPath(const ecs_entity_t entity, const Vector2 target, Game *game);
* 0: Game (singleton)
* 1: UnitAction
*/
void updateUnitActions(ecs_iter_t *it);
void handleUnitActionsSystem(ecs_iter_t *it);
/*
* 0: Game (singleton)
* 1: UnitAI
* 2: UnitAction
*/
void updateUnitAISystem(ecs_iter_t *it);
/*
* 0: Game (singleton)
* 1: UnitAction
*/
void updateUnitActionsSystem(ecs_iter_t *it);
/**********************************

View File

@@ -2,7 +2,10 @@
#include "game_state.h"
void updateUnitActions(ecs_iter_t *it) {
#include "unit_ai.h"
#include "unit_actions.h"
void handleUnitActionsSystem(ecs_iter_t *it) {
Game *game = ecs_singleton_get_mut(ECS, Game);
UnitAction *action = ecs_field(it, UnitAction, 1);
@@ -11,3 +14,31 @@ void updateUnitActions(ecs_iter_t *it) {
handleAction(entity, &action[i], game);
}
}
void updateUnitAISystem(ecs_iter_t *it) {
Game *game = ecs_singleton_get_mut(ECS, Game);
UnitAI *unitAI = ecs_field(it, UnitAI, 1);
UnitAction *action = ecs_field(it, UnitAction, 2);
for (i32 i = 0; i < it->count; i++) {
ecs_entity_t entity = it->entities[i];
Action *firstAction = action[i].first;
if (firstAction)
unitAI[i].action = firstAction;
else
unitAI[i].action = NULL;
updateUnitAI(entity, &unitAI[i], game);
}
}
void updateUnitActionsSystem(ecs_iter_t *it) {
Game *game = ecs_singleton_get_mut(ECS, Game);
UnitAction *action = ecs_field(it, UnitAction, 1);
for (i32 i = 0; i < it->count; i++) {
ecs_entity_t entity = it->entities[i];
updateAction(&action[i], game);
}
}

View File

@@ -194,25 +194,7 @@ void entityFollowPath(ecs_iter_t *it) {
}
}
static ecs_entity_t findNearestStorage(ResourceType type) {
ecs_filter_t *storageFilter = ecs_filter(ECS, {
.terms = {{ecs_id(Storage)} }
});
ecs_iter_t it = ecs_filter_iter(ECS, storageFilter);
ecs_entity_t closest = 0;
while (ecs_filter_next(&it)) {
Storage *storage = ecs_field(&it, Storage, 1);
for (i32 i = 0; i < it.count; i++) {
if (true || storage[i].capacity[type]) {
closest = it.entities[i];
}
}
}
ecs_filter_fini(storageFilter);
return closest;
}
/*
void entityHarvestTaskSystem(ecs_iter_t *it) {

View File

@@ -3,6 +3,9 @@
#include "input.h"
#include "buildings.h"
#include "pathfinding.h"
#include "unit_ai.h"
#include "unit_actions.h"
#include <rlImGui.h>
#include <raymath.h>
#include <rlgl.h>
@@ -84,11 +87,17 @@ void inputUnitAction(Game *game, InputState *input) {
for (i32 i = 0; i < it.count; i++) {
const ecs_entity_t entity = it.entities[i];
const Position target = *ecs_get(ECS, taskEntity, Position);
addAction(entity, game, &(const Action) {
.type = ACTION_MOVE_TO,
.as.moveTo.target = target,
.as.moveTo.proximityThreshold = 10.0f,
setUnitAI(entity, game, &(const UnitAI) {
.type = AI_WORKER_HARVEST,
.as.workerHarvest.resource = RES_WOOD,
.as.workerHarvest.target = taskEntity,
.as.workerHarvest.targetPosition = target
});
//addAction(entity, game, &(const Action) {
// .type = ACTION_MOVE_TO,
// .as.moveTo.target = target,
// .as.moveTo.proximityThreshold = 10.0f,
//});
//ecs_set(ECS, entity, HarvestTask, {taskEntity});
goto while_break;
}

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@@ -6,6 +6,7 @@
#include <raymath.h>
void actionMoveTo(ecs_entity_t entity, Action *action, Game *game) {
if (action->finished) return;
const Vector2 target = action->as.moveTo.target;
if (!ecs_has(ECS, entity, Path)) {
entitySetPath(entity, target, game);
@@ -16,18 +17,27 @@ void actionMoveTo(ecs_entity_t entity, Action *action, Game *game) {
f32 dst = Vector2Distance(pos, target);
if (dst < action->as.moveTo.proximityThreshold) {
action->finished = true;
ecs_remove(ECS, entity, Path);
}
}
void actionCollectResource(ecs_entity_t entity, Action *action, Game *game) {
if (action->finished) return;
if (action->elapsed > 2.0f) {
action->finished = true;
ecs_entity_t target = action->as.collectResource.entity;
ecs_delete(ECS, target);
}
}
void actionDepositResource(ecs_entity_t entity, Action *action, Game *game) {
if (action->elapsed > 0.2f)
action->finished = true;
}
void handleAction(ecs_entity_t entity, UnitAction *unitAction, Game *game) {
Action *action = unitAction->first;
if (action == NULL) return;
if (action->finished || action->failed) return;
switch (action->type) {
case ACTION_NONE:
break;
@@ -44,6 +54,12 @@ void handleAction(ecs_entity_t entity, UnitAction *unitAction, Game *game) {
BZ_ASSERT(0);
break;
}
}
void updateAction(UnitAction *unitAction, Game *game) {
Action *action = unitAction->first;
if (action == NULL) return;
if (action->failed) return;
action->elapsed += GetFrameTime();
if (action->finished) {
unitAction->first = action->next;
@@ -91,3 +107,16 @@ void addAction(ecs_entity_t entity, Game *game, const Action *action) {
unitAction->last = newAction;
}
}
const char *actionTypeToPrettyStr(ActionType type) {
switch (type) {
case ACTION_MOVE_TO:
return "MOVE TO";
case ACTION_COLLECT_RESOURCE:
return "COLLECT RESOURCE";
case ACTION_DEPOSIT_RESOURCE:
return "DEPOSIT RESOURCE";
default:
return "NONE";
}
}

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@@ -19,10 +19,10 @@ typedef struct ActionMoveTo {
f32 proximityThreshold;
} ActionMoveTo;
typedef struct ActionCollectResource {
ecs_entity_t entity;
} ActionCollectResource;
typedef struct ActionDepositResource {
ecs_entity_t entity;
} ActionDepositResource;
typedef struct Action {
@@ -35,6 +35,7 @@ typedef struct Action {
f32 elapsed;
bool finished;
bool failed;
struct Action *next;
} Action;
@@ -45,7 +46,10 @@ typedef struct UnitAction {
} UnitAction;
void handleAction(ecs_entity_t entity, UnitAction *unitAction, Game *game);
void updateAction(UnitAction *unitAction, Game *game);
void clearActions(ecs_entity_t entity, Game *game);
void addAction(ecs_entity_t entity, Game *game, const Action *action);
const char *actionTypeToPrettyStr(ActionType type);
#endif //PIXELDEFENSE_UNIT_ACTIONS_H

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@@ -1 +1,133 @@
#include "unit_ai.h"
#include "unit_actions.h"
#include "game_state.h"
#include "buildings.h"
#include <raymath.h>
static ecs_entity_t findNearestStorage(Position pos, ResourceType type, Position *outPos) {
ecs_filter_t *storageFilter = ecs_filter(ECS, {
.terms = {{ecs_id(Storage)}, {ecs_id(Position)} }
});
ecs_iter_t it = ecs_filter_iter(ECS, storageFilter);
ecs_entity_t closest = 0;
f32 closestDst = INFINITY;
Position closestPos = Vector2Zero();
while (ecs_filter_next(&it)) {
Storage *storage = ecs_field(&it, Storage, 1);
Position *storagePos = ecs_field(&it, Position, 2);
for (i32 i = 0; i < it.count; i++) {
f32 dst = Vector2Distance(pos, storagePos[i]);
if (storage[i].capacity[type] && dst < closestDst) {
closest = it.entities[i];
closestDst = dst;
closestPos = storagePos[i];
}
}
}
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);
}

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@@ -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