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-rw-r--r--src/behaviour_system.cpp33
1 files changed, 19 insertions, 14 deletions
diff --git a/src/behaviour_system.cpp b/src/behaviour_system.cpp index b68cd6d..f4f7546 100644 --- a/src/behaviour_system.cpp +++ b/src/behaviour_system.cpp
@@ -19,22 +19,27 @@ void BehaviourSystem::tick(double dt) {
19 while (timer_.step()) { 19 while (timer_.step()) {
20 for (int spriteId : game_.getSprites()) { 20 for (int spriteId : game_.getSprites()) {
21 Sprite& sprite = game_.getSprite(spriteId); 21 Sprite& sprite = game_.getSprite(spriteId);
22 if (!sprite.paused && sprite.behaviourType == BehaviourType::Wander) { 22 if (!sprite.paused) {
23 // 75% chance of changing what's happening 23 if (sprite.behaviourType == BehaviourType::Wander) {
24 if (std::bernoulli_distribution(0.75)(game_.getRng())) { 24 // 75% chance of changing what's happening
25 // 50% chance of choosing a direction or stopping 25 if (std::bernoulli_distribution(0.75)(game_.getRng())) {
26 if (std::bernoulli_distribution(0.5)(game_.getRng())) { 26 // 50% chance of choosing a direction or stopping
27 Direction dir; 27 if (std::bernoulli_distribution(0.5)(game_.getRng())) {
28 switch (std::uniform_int_distribution(0,3)(game_.getRng())) { 28 Direction dir;
29 case 0: dir = Direction::left; break; 29 switch (std::uniform_int_distribution(0,3)(game_.getRng())) {
30 case 1: dir = Direction::up; break; 30 case 0: dir = Direction::left; break;
31 case 2: dir = Direction::right; break; 31 case 1: dir = Direction::up; break;
32 default: dir = Direction::down; break; 32 case 2: dir = Direction::right; break;
33 default: dir = Direction::down; break;
34 }
35 game_.getSystem<CharacterSystem>().moveInDirection(spriteId, dir);
36 } else {
37 game_.getSystem<CharacterSystem>().stopDirecting(spriteId);
33 } 38 }
34 game_.getSystem<CharacterSystem>().moveInDirection(spriteId, dir);
35 } else {
36 game_.getSystem<CharacterSystem>().stopDirecting(spriteId);
37 } 39 }
40 } else if (sprite.behaviourType == BehaviourType::Follow) {
41 Sprite& target = game_.getSprite(sprite.followSpriteId);
42 game_.getSystem<CharacterSystem>().moveInDirection(spriteId, directionFacingPoint(target.loc - sprite.loc));
38 } 43 }
39 } 44 }
40 } 45 }