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authorAki <please@ignore.pl>2023-04-27 00:36:46 +0200
committerAki <please@ignore.pl>2024-04-05 19:41:19 +0200
commit61d16477b01bcfbe8c3a481a232658ac60309f57 (patch)
tree06882f5a1b7bc987826610736a5b606883df69b9 /sim/src
parent94d6d863e1b78766cdb5f286e3d9f374c02c5d33 (diff)
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Extracted KeepAtRange action
It seems an abstraction level is of some kind is needed here. One thing to handle "AI", another to handle primitive commands and their execution.
Diffstat (limited to 'sim/src')
-rw-r--r--sim/src/BaseSimulation.cpp2
-rw-r--r--sim/src/Builder.cpp2
-rw-r--r--sim/src/ai.cpp69
-rw-r--r--sim/src/ai.h2
-rw-r--r--sim/src/sim.cpp6
5 files changed, 65 insertions, 16 deletions
diff --git a/sim/src/BaseSimulation.cpp b/sim/src/BaseSimulation.cpp
index b1add54..2731c67 100644
--- a/sim/src/BaseSimulation.cpp
+++ b/sim/src/BaseSimulation.cpp
@@ -24,7 +24,7 @@ void
BaseSimulation::operator()(State& ctx)
{
pick_random_targets(ctx, manager);
- keep_at_range(ctx);
+ take_actions(ctx);
FloatingMovement::update(ctx);
update_turrets(ctx);
shoot_at_targets(ctx);
diff --git a/sim/src/Builder.cpp b/sim/src/Builder.cpp
index 4cf0bc6..2b2bd24 100644
--- a/sim/src/Builder.cpp
+++ b/sim/src/Builder.cpp
@@ -42,7 +42,7 @@ Builder::operator()(const universe::ShipType& ship_type, const int team) const
ship_type.max_speed,
ship_type.max_speed * 2.0,
ship_type.max_speed * 3.0);
- registry.emplace<AIShip>(entity, 15000.0, Point{0.0, 0.0});
+ registry.emplace<AIShip>(entity);
registry.emplace<HitPoints>(entity, ship_type);
return entity;
}
diff --git a/sim/src/ai.cpp b/sim/src/ai.cpp
index 1f2a4ec..7a0f637 100644
--- a/sim/src/ai.cpp
+++ b/sim/src/ai.cpp
@@ -1,5 +1,10 @@
#include "ai.h"
+#include <algorithm>
+#include <utility>
+
+#include <entt/entt.hpp>
+
#include <kurator/sim/components.h>
#include <kurator/sim/State.h>
#include <kurator/sim/weapons.h>
@@ -13,6 +18,42 @@ namespace sim
{
+static double find_worst_range(State& ctx, entt::entity ship);
+
+
+class KeepAtRange
+{
+public:
+ KeepAtRange(State& ctx_, AIShip& ai_, entt::entity self_, entt::entity target_, double distance_) :
+ ctx {ctx_},
+ ai {ai_},
+ self {std::move(self_)},
+ target {std::move(target_)},
+ distance {distance_}
+ {
+ }
+
+ void operator()()
+ {
+ if (!ctx.registry.valid(target)) {
+ if (ctx.registry.valid(ai.target))
+ ai.action = KeepAtRange(ctx, ai, self, ai.target, distance);
+ return;
+ }
+ const auto here = ctx.registry.get<Transform>(self).position;
+ const auto there = ctx.registry.get<Transform>(target).position;
+ const auto offset = there - here;
+ ai.destination = there - offset.normalized().scale(distance);
+ }
+private:
+ State& ctx;
+ AIShip& ai;
+ entt::entity self;
+ entt::entity target;
+ double distance;
+};
+
+
void
pick_random_targets(State& ctx, TeamManager& manager)
{
@@ -20,20 +61,19 @@ pick_random_targets(State& ctx, TeamManager& manager)
for (auto&& [entity, team, ai] : view.each()) {
if (!ctx.registry.valid(ai.target))
ai.target = manager.random(team.id);
+ if (!ai.action)
+ ai.action = KeepAtRange(ctx, ai, entity, ai.target, find_worst_range(ctx, entity));
}
}
void
-keep_at_range(State& ctx)
+take_actions(State& ctx)
{
- auto view = ctx.registry.view<Transform, AIShip>();
- for (auto&& [entity, self, ai] : view.each()) {
- if (!ctx.registry.valid(ai.target))
- continue;
- const auto target = ctx.registry.get<Transform>(ai.target);
- const auto offset = target.position - self.position;
- ai.destination = target.position - offset.normalized().scale(ai.keep_at_range);
+ auto view = ctx.registry.view<AIShip>();
+ for (auto&& [_, ai] : view.each()) {
+ if (ai.action)
+ ai.action();
}
}
@@ -56,5 +96,18 @@ shoot_at_targets(State& ctx)
}
+double
+find_worst_range(State& ctx, entt::entity ship)
+{
+ double range = 20000.0;
+ auto turrets = ctx.registry.view<Turret>();
+ for (const auto& [_, turret] : turrets.each()) {
+ if (turret.owner == ship)
+ range = std::min(range, turret.type.optimal_range);
+ }
+ return range;
+}
+
+
} // namespace sim
} // namespace kurator
diff --git a/sim/src/ai.h b/sim/src/ai.h
index 9173891..d1e9c29 100644
--- a/sim/src/ai.h
+++ b/sim/src/ai.h
@@ -13,7 +13,7 @@ namespace sim
void pick_random_targets(State& ctx, TeamManager& manager);
-void keep_at_range(State& ctx);
+void take_actions(State& ctx);
void shoot_at_targets(State& ctx);
diff --git a/sim/src/sim.cpp b/sim/src/sim.cpp
index 740e6af..879f7fb 100644
--- a/sim/src/sim.cpp
+++ b/sim/src/sim.cpp
@@ -1,7 +1,6 @@
#include <kurator/sim.h>
#include <kurator/campaign/Scenario.h>
-#include <kurator/sim/ai.h>
#include <kurator/sim/State.h>
#include <kurator/sim/System.h>
#include <kurator/universe/UniqueIdentifier.h>
@@ -26,11 +25,8 @@ load_scenario(const campaign::Scenario& scenario)
for (const auto& ship : scenario.ships) {
const auto entity = build(ship.loadout.type, ship.team);
ctx.registry.emplace<universe::UniqueIdentifier>(entity, ship.identifier);
- auto& state = ctx.registry.get<AIShip>(entity);
- for (const auto& turret_type : ship.loadout.turrets) {
+ for (const auto& turret_type : ship.loadout.turrets)
build(turret_type, entity);
- state.keep_at_range = std::min(state.keep_at_range, turret_type.optimal_range);
- }
}
return ctx;
}