Fix and integrate BT
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@@ -1,41 +1,47 @@
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#include "systems.h"
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#include "../game_state.h"
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#include "../ai_actions.h"
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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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void updateAISystem(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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BzBTState *state = ecs_field(it, BzBTState, 1);
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f32 dt = GetFrameTime();
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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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handleAction(entity, &action[i], game);
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if (state[i].root == NULL) {
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// No behaviour
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continue;
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}
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if (ecs_has(ECS, entity, AIBlackboard)) {
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AIBlackboard *blackboard = ecs_get_mut(ECS, entity, AIBlackboard);
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blackboard->entity = entity;
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state[i].userData = blackboard;
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}
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bzBTExecute(&state[i], dt);
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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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void setAIBehaviour(ecs_entity_t entity, const BzBTNode *root,
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const AIBlackboard *blackboard) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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BZ_ASSERT(ecs_has(ECS, entity, BzBTState));
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BZ_ASSERT(!blackboard || ecs_has(ECS, entity, AIBlackboard));
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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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unitAI[i].action = firstAction;
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updateUnitAI(entity, &unitAI[i], game);
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if (blackboard) {
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AIBlackboard *b = ecs_get_mut(ECS, entity, AIBlackboard);
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*b = *blackboard;
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if (b->proximity < 2.0f)
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b->proximity = 2.0f;
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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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BzBTState *state = ecs_get_mut(ECS, entity, BzBTState);
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bzBTDestroyState(state);
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*state = bzBTCreateState(&(BzBTStateDesc) {
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.root = root,
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.pool = game->pools.btNodeState
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});
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}
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