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:
2026-07-31 19:59:33 +08:00
parent 8451921161
commit 412f88565a
7 changed files with 87 additions and 3 deletions

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@@ -0,0 +1,17 @@
#pragma once
#include "Cubed/gameplay/game_time.hpp"
namespace Cubed {
struct AIBase {
TickType interval = 1;
TickType count = 0;
};
struct WanderAITag {};
struct MoveBoost {
TickType duration = 0;
TickType count = 0;
};
} // namespace Cubed

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@@ -1,7 +1,6 @@
#pragma once
#include "Cubed/gameplay/ecs/health.hpp"
#include "Cubed/gameplay/ecs/movement.hpp"
#include "Cubed/gameplay/ecs/state.hpp"
#include "Cubed/gameplay/ecs/transform.hpp"
#include "Cubed/gameplay/hitbox.hpp"
namespace Cubed {
@@ -13,8 +12,6 @@ struct BaseServerCreature {
Movement movement{};
MoveState move_state{};
Direction direction{};
Gravity gravity{};

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@@ -0,0 +1,14 @@
#pragma once
#include "Cubed/gameplay/ecs/ai_struct.hpp"
#include "Cubed/gameplay/ecs/server_entity.hpp"
#include <entt/entt.hpp>
namespace Cubed {
class WanderAISystem {
public:
static void update(entt::registry& registry);
private:
static void do_ai(BaseServerCreature& creature, MoveBoost& move_boost);
};
} // namespace Cubed

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@@ -1,4 +1,6 @@
#pragma once
#include "glm/ext/vector_float3.hpp"
#include <random>
namespace Cubed {
@@ -14,6 +16,8 @@ public:
int random_int(int min, int max);
float random_float(float min, float max);
glm::vec3 random_direction_horizontal();
private:
unsigned int m_seed = 0;
std::mt19937 m_engine;

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@@ -102,4 +102,5 @@ target_sources(${PROJECT_NAME}
gameplay/client_player_manager.cpp
gameplay/server_entity_manager.cpp
gameplay/client_entity_manager.cpp
gameplay/systems/wander_ai_system.cpp
)

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@@ -0,0 +1,40 @@
#include "Cubed/gameplay/systems/wander_ai_system.hpp"
#include "Cubed/gameplay/ecs/ai_struct.hpp"
#include "Cubed/gameplay/ecs/server_entity.hpp"
#include "Cubed/tools/cubed_random.hpp"
namespace {
constexpr double DIRECTION_PROBABILITY = 0.1;
constexpr double MOVE_PROBABILITY = 0.1;
} // namespace
namespace Cubed {
void WanderAISystem::update(entt::registry& registry) {
auto view =
registry.view<AIBase, WanderAITag, BaseServerCreature, MoveBoost>();
for (auto e : view) {
auto [ai, creature, move_boost] =
view.get<AIBase, BaseServerCreature, MoveBoost>(e);
++ai.count;
if (ai.count >= ai.interval) {
ai.count = 0;
do_ai(creature, move_boost);
}
}
}
void WanderAISystem::do_ai(BaseServerCreature& creature,
MoveBoost& move_boost) {
thread_local Random r{std::random_device()()};
if (r.random_bool(DIRECTION_PROBABILITY)) {
creature.direction.value = r.random_direction_horizontal();
}
if (r.random_bool(MOVE_PROBABILITY)) {
move_boost.duration = r.random_int(5, 8);
move_boost.count = 0;
}
}
} // namespace Cubed

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@@ -1,8 +1,11 @@
#include "Cubed/tools/cubed_random.hpp"
#include <cmath>
#include <numbers>
namespace Cubed {
Random::Random() {}
Random::Random(unsigned seed) { init(seed); }
bool Random::random_bool(double probability) {
if (probability <= 0.0)
@@ -44,4 +47,12 @@ float Random::random_float(float min, float max) {
return result;
}
glm::vec3 Random::random_direction_horizontal() {
float x = std::cos(random_float(0.0f, 2 * std::numbers::pi));
float z = std::sin(random_float(0.0f, 2 * std::numbers::pi));
return glm::vec3{x, 0.0f, z};
}
} // namespace Cubed