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https://github.com/zhenyan121/Cubed.git
synced 2026-08-08 09:47:01 +08:00
feat(ai): add wander AI system with move boost
Add AIBase and WanderAITag components, a WanderAISystem, and a MoveBoost component to control wandering behavior. Replace the old MoveState with MoveBoost and include a horizontal random direction helper.
This commit is contained in:
17
include/Cubed/gameplay/ecs/ai_struct.hpp
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17
include/Cubed/gameplay/ecs/ai_struct.hpp
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@@ -0,0 +1,17 @@
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#pragma once
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#include "Cubed/gameplay/game_time.hpp"
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namespace Cubed {
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struct AIBase {
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TickType interval = 1;
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TickType count = 0;
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};
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struct WanderAITag {};
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struct MoveBoost {
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TickType duration = 0;
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TickType count = 0;
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};
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} // namespace Cubed
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@@ -1,7 +1,6 @@
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#pragma once
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#include "Cubed/gameplay/ecs/health.hpp"
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#include "Cubed/gameplay/ecs/movement.hpp"
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#include "Cubed/gameplay/ecs/state.hpp"
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#include "Cubed/gameplay/ecs/transform.hpp"
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#include "Cubed/gameplay/hitbox.hpp"
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namespace Cubed {
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@@ -13,8 +12,6 @@ struct BaseServerCreature {
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Movement movement{};
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MoveState move_state{};
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Direction direction{};
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Gravity gravity{};
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14
include/Cubed/gameplay/systems/wander_ai_system.hpp
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include/Cubed/gameplay/systems/wander_ai_system.hpp
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#pragma once
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#include "Cubed/gameplay/ecs/ai_struct.hpp"
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#include "Cubed/gameplay/ecs/server_entity.hpp"
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#include <entt/entt.hpp>
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namespace Cubed {
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class WanderAISystem {
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public:
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static void update(entt::registry& registry);
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private:
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static void do_ai(BaseServerCreature& creature, MoveBoost& move_boost);
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};
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} // namespace Cubed
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@@ -1,4 +1,6 @@
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#pragma once
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#include "glm/ext/vector_float3.hpp"
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#include <random>
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namespace Cubed {
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@@ -14,6 +16,8 @@ public:
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int random_int(int min, int max);
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float random_float(float min, float max);
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glm::vec3 random_direction_horizontal();
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private:
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unsigned int m_seed = 0;
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std::mt19937 m_engine;
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@@ -102,4 +102,5 @@ target_sources(${PROJECT_NAME}
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gameplay/client_player_manager.cpp
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gameplay/server_entity_manager.cpp
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gameplay/client_entity_manager.cpp
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gameplay/systems/wander_ai_system.cpp
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)
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40
src/gameplay/systems/wander_ai_system.cpp
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40
src/gameplay/systems/wander_ai_system.cpp
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@@ -0,0 +1,40 @@
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#include "Cubed/gameplay/systems/wander_ai_system.hpp"
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#include "Cubed/gameplay/ecs/ai_struct.hpp"
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#include "Cubed/gameplay/ecs/server_entity.hpp"
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#include "Cubed/tools/cubed_random.hpp"
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namespace {
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constexpr double DIRECTION_PROBABILITY = 0.1;
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constexpr double MOVE_PROBABILITY = 0.1;
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} // namespace
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namespace Cubed {
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void WanderAISystem::update(entt::registry& registry) {
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auto view =
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registry.view<AIBase, WanderAITag, BaseServerCreature, MoveBoost>();
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for (auto e : view) {
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auto [ai, creature, move_boost] =
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view.get<AIBase, BaseServerCreature, MoveBoost>(e);
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++ai.count;
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if (ai.count >= ai.interval) {
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ai.count = 0;
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do_ai(creature, move_boost);
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}
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}
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}
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void WanderAISystem::do_ai(BaseServerCreature& creature,
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MoveBoost& move_boost) {
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thread_local Random r{std::random_device()()};
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if (r.random_bool(DIRECTION_PROBABILITY)) {
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creature.direction.value = r.random_direction_horizontal();
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}
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if (r.random_bool(MOVE_PROBABILITY)) {
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move_boost.duration = r.random_int(5, 8);
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move_boost.count = 0;
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}
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}
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} // namespace Cubed
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@@ -1,8 +1,11 @@
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#include "Cubed/tools/cubed_random.hpp"
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#include <cmath>
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#include <numbers>
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namespace Cubed {
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Random::Random() {}
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Random::Random(unsigned seed) { init(seed); }
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bool Random::random_bool(double probability) {
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if (probability <= 0.0)
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@@ -44,4 +47,12 @@ float Random::random_float(float min, float max) {
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return result;
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}
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glm::vec3 Random::random_direction_horizontal() {
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float x = std::cos(random_float(0.0f, 2 * std::numbers::pi));
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float z = std::sin(random_float(0.0f, 2 * std::numbers::pi));
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return glm::vec3{x, 0.0f, z};
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}
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} // namespace Cubed
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