Enemies will now fight back if they're cornered. Was actually way easier than I thought.

master
Zed A. Shaw 4 days ago
parent 7ffa6025ce
commit 586343a614
  1. 6
      assets/ai.json
  2. 2
      gui/fsm.cpp
  3. 54
      systems.cpp

@ -9,7 +9,8 @@
"have_item": 6,
"have_healing": 7,
"detect_enemy": 8,
"tough_personality": 9
"tough_personality": 9,
"cant_move": 10
},
"actions": [
{
@ -32,7 +33,8 @@
"tough_personality": false,
"in_combat": true,
"have_healing": false,
"health_good": false
"health_good": false,
"cant_move": false
},
"effects": {
"in_combat": false

@ -418,8 +418,8 @@ namespace gui {
System::generate_paths();
System::enemy_ai_initialize();
System::enemy_pathing();
System::collision();
System::motion();
System::collision();
System::lighting();
System::death();
}

@ -107,6 +107,9 @@ void System::enemy_pathing() {
map.random_walk(out, motion.random, PATHING_TOWARD);
} else if(enemy_ai.wants_to("run_away")) {
map.random_walk(out, motion.random, PATHING_AWAY);
} else {
motion = {0,0};
return; // enemy doesn't want to move
}
motion = { int(out.x - position.location.x), int(out.y - position.location.y)};
@ -117,31 +120,38 @@ void System::enemy_pathing() {
}
inline void move_entity(SpatialMap &collider, Map &game_map, Position &position, Motion &motion, Entity ent) {
Point move_to = {
position.location.x + motion.dx,
position.location.y + motion.dy
};
motion = {0,0}; // clear it after getting it
// it's a wall, skip
if(!game_map.can_move(move_to)) return;
// there's collision skip
if(collider.occupied(move_to)) return;
// all good, do the move
collider.move(position.location, move_to, ent);
position.location = move_to;
}
void System::motion() {
auto& level = GameDB::current_level();
level.world->query<Position, Motion>(
auto world = level.world;
auto map = level.map;
auto collider = level.collision;
world->query<Position, Motion>(
[&](auto ent, auto &position, auto &motion) {
// don't process entities that don't move
if(motion.dx != 0 || motion.dy != 0) {
move_entity(*level.collision, *level.map, position, motion, ent);
}
// skip enemies that aren't moving
if(motion.dx == 0 && motion.dy == 0) return;
Point move_to = {
position.location.x + motion.dx,
position.location.y + motion.dy
};
motion = {0,0}; // clear it after getting it
dbc::check(map->can_move(move_to), "Enemy pathing failed, move_to is wall.");
bool cant_move = collider->occupied(move_to);
if(auto enemy_ai = world->get_if<ai::EntityAI>(ent)) {
enemy_ai->set_state("cant_move", cant_move);
}
// it's a wall, skip
if(cant_move) return;
// all good, do the move
collider->move(position.location, move_to, ent);
position.location = move_to;
});
}

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