Enemy AI is now prototyped and can find the player and attack them.

master
Zed A. Shaw 2 weeks ago
parent ad71631809
commit f3e157a0f7
  1. 2
      Makefile
  2. 2
      components.hpp
  3. 5
      dinkyecs.hpp
  4. 1
      gui_fsm.cpp
  5. 103
      systems.cpp
  6. 1
      systems.hpp

@ -34,7 +34,7 @@ debug: build
debug_run: build
gdb --nx -x .gdbinit --batch --ex run --ex bt --ex q --args builddir/zedcaster.exe
debug_walk: build
debug_walk: build test
gdb --nx -x .gdbinit --batch --ex run --ex bt --ex q --args builddir/zedcaster.exe t
clean:

@ -49,8 +49,6 @@ namespace components {
std::string ai_script;
std::string ai_start_name;
std::string ai_goal_name;
ai::State ai_start;
ai::State ai_goal;
};
struct Debug {

@ -198,7 +198,10 @@ namespace DinkyECS
return !queue.empty();
}
/* std::optional can't do references. Don't try it! */
/* std::optional can't do references. Don't try it!
* Actually, this sucks, either delete it or have it
* return pointers (assuming optional can handle pointers)
*/
template <typename Comp>
std::optional<Comp> get_if(DinkyECS::Entity entity) {
if(has<Comp>(entity)) {

@ -340,6 +340,7 @@ namespace gui {
}
void FSM::run_systems() {
System::generate_paths($level);
System::enemy_ai($level);
System::enemy_pathing($level);
System::collision($level);

@ -18,6 +18,32 @@ using namespace components;
using lighting::LightSource;
using ftxui::Color;
struct EntityAI {
std::string script;
ai::State start;
ai::State goal;
ai::ActionPlan plan;
EntityAI(std::string script, ai::State start, ai::State goal) :
script(script), start(start), goal(goal)
{
}
EntityAI() {};
bool wants_to(std::string name) {
return plan.script[0].name == name;
}
void set_state(std::string name, bool setting) {
ai::set(start, name, setting);
}
void update() {
plan = ai::plan(script, start, goal);
}
};
void System::lighting(GameLevel &level) {
auto &light = *level.lights;
auto &world = *level.world;
@ -36,26 +62,34 @@ void System::lighting(GameLevel &level) {
});
}
void System::generate_paths(GameLevel &level) {
auto player = level.world->get_the<Player>();
const auto &player_position = level.world->get<Position>(player.entity);
level.map->set_target(player_position.location);
level.map->make_paths();
}
void System::enemy_ai(GameLevel &level) {
auto &world = *level.world;
auto &map = *level.map;
auto player = world.get_the<Player>();
const auto &player_position = world.get<Position>(player.entity);
map.set_target(player_position.location);
map.make_paths();
world.query<Position, EnemyConfig>([&](const auto ent, auto& pos, auto& config) {
config.ai_start = ai::load_state(config.ai_start_name);
config.ai_goal = ai::load_state(config.ai_goal_name);
ai::set(config.ai_start, "detect_enemy",
map.distance(pos.location) < config.hearing_distance);
if(world.has<EntityAI>(ent)) {
auto&enemy = world.get<EntityAI>(ent);
enemy.set_state("detect_enemy", map.distance(pos.location) < config.hearing_distance);
enemy.update();
} else {
auto ai_start = ai::load_state(config.ai_start_name);
auto ai_goal = ai::load_state(config.ai_goal_name);
auto a_plan = ai::plan(config.ai_script, config.ai_start, config.ai_goal);
EntityAI enemy(config.ai_script, ai_start, ai_goal);
enemy.set_state("detect_enemy", map.distance(pos.location) < config.hearing_distance);
enemy.update();
ai::dump_script("\n\n\n-----ENEMY SCRIPT", config.ai_start, a_plan.script);
auto action = a_plan.script.front();
world.set<ai::Action>(ent, action);
ai::dump_script("\n\n\n-----ENEMY SCRIPT", enemy.start, enemy.plan.script);
world.set<EntityAI>(ent, enemy);
}
});
}
@ -65,13 +99,12 @@ void System::enemy_pathing(GameLevel &level) {
auto player = world.get_the<Player>();
const auto &player_position = world.get<Position>(player.entity);
map.set_target(player_position.location);
map.make_paths();
world.query<Position, Motion>([&](auto ent, auto &position, auto &motion) {
if(ent != player.entity) {
auto action = world.get_if<ai::Action>(ent);
if(action && (*action).name == "find_enemy") {
auto& action = world.get<EntityAI>(ent);
if(action.wants_to("find_enemy")) {
Point out = position.location; // copy
map.neighbors(out, motion.random);
motion = { int(out.x - position.location.x), int(out.y - position.location.y)};
@ -154,6 +187,7 @@ void System::death(GameLevel &level, components::ComponentMap& components) {
world.remove<Motion>(ent);
world.remove<Combat>(ent);
world.remove<EnemyConfig>(ent);
world.remove<EntityAI>(ent);
world.remove<Animation>(ent);
if(auto snd = world.get_if<Sound>(ent)) {
@ -181,29 +215,32 @@ void System::combat(GameLevel &level) {
// this is guaranteed to not return the given position
auto [found, nearby] = collider.neighbors(player_position.location);
if(found) {
for(auto entity : nearby) {
// AI: process AI combat actions here
if(world.has<EntityAI>(entity)) {
auto& enemy_ai = world.get<EntityAI>(entity);
enemy_ai.set_state("enemy_found", true);
enemy_ai.update();
if(world.has<Combat>(entity)) {
auto& enemy_combat = world.get<Combat>(entity);
if(enemy_ai.wants_to("kill_enemy")) {
auto& enemy_combat = world.get<Combat>(entity);
Events::Combat result {
player_combat.attack(enemy_combat),
enemy_combat.attack(player_combat)
};
Events::Combat result {
player_combat.attack(enemy_combat),
enemy_combat.attack(player_combat)
};
if(world.has<Animation>(entity)) {
auto& animation = world.get<Animation>(entity);
animation.play();
}
if(world.has<Animation>(entity)) {
auto& animation = world.get<Animation>(entity);
animation.play();
}
if(auto snd = world.get_if<Sound>(entity)) {
sound::play(snd->attack);
}
if(auto snd = world.get_if<Sound>(entity)) {
sound::play(snd->attack);
}
world.send<Events::GUI>(Events::GUI::COMBAT, entity, result);
world.send<Events::GUI>(Events::GUI::COMBAT, entity, result);
}
}
}
}

@ -11,6 +11,7 @@ namespace System {
void motion(GameLevel &level);
void collision(GameLevel &level);
void death(GameLevel &level, components::ComponentMap& components);
void generate_paths(GameLevel &level);
void enemy_pathing(GameLevel &level);
void enemy_ai(GameLevel &level);

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