From 61d16477b01bcfbe8c3a481a232658ac60309f57 Mon Sep 17 00:00:00 2001 From: Aki Date: Thu, 27 Apr 2023 00:36:46 +0200 Subject: 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. --- sim/src/ai.cpp | 69 +++++++++++++++++++++++++++++++++++++++++++++++++++------- 1 file changed, 61 insertions(+), 8 deletions(-) (limited to 'sim/src/ai.cpp') 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 +#include + +#include + #include #include #include @@ -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(self).position; + const auto there = ctx.registry.get(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(); - for (auto&& [entity, self, ai] : view.each()) { - if (!ctx.registry.valid(ai.target)) - continue; - const auto target = ctx.registry.get(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(); + 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(); + for (const auto& [_, turret] : turrets.each()) { + if (turret.owner == ship) + range = std::min(range, turret.type.optimal_range); + } + return range; +} + + } // namespace sim } // namespace kurator -- cgit v1.1