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authorKelly Rauchenberger <fefferburbia@gmail.com>2018-05-03 14:41:01 -0400
committerKelly Rauchenberger <fefferburbia@gmail.com>2018-05-03 14:41:01 -0400
commit83f51a6892629921b4cc482b986656a0a5cc5f6a (patch)
tree50dcd4485a165b29591dafbec907c20dcf9284b1 /src/systems
parentb2311e1ba43a72a205b51a24376a1f363faa569e (diff)
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Added simple AI implementation
The new AutomatingSystem and AutomatableComponent are responsible for simple AI tasks. This currently is limited to moving entities at a certain speed for certain periods of time. These tasks are arranged as a set of behaviors, which are picked randomly when automation starts or when a behavior finishes executing. A behavior is a sequence of actions that run one after another.

Currently, if an automated entity is blocked from moving by a collision, it will be coerced out of its intended path. This is because the automation parameters are stored as a speed and a duration, rather than a starting location and an ending location. This may end up being changed, or made configurable, as this is an early implementation of this feature and will need to be more complex later.

Added an RNG object to the Game class, so that the AutomatingSystem can pick behaviors at random.
Diffstat (limited to 'src/systems')
-rw-r--r--src/systems/automating.cpp71
-rw-r--r--src/systems/automating.h19
-rw-r--r--src/systems/realizing.cpp174
3 files changed, 264 insertions, 0 deletions
diff --git a/src/systems/automating.cpp b/src/systems/automating.cpp new file mode 100644 index 0000000..0d85957 --- /dev/null +++ b/src/systems/automating.cpp
@@ -0,0 +1,71 @@
1#include "automating.h"
2#include "game.h"
3#include "components/automatable.h"
4#include "components/ponderable.h"
5#include "systems/pondering.h"
6
7void AutomatingSystem::tick(double dt)
8{
9 auto entities = game_.getEntityManager().getEntitiesWithComponents<
10 AutomatableComponent,
11 PonderableComponent>();
12
13 for (id_type entity : entities)
14 {
15 auto& automatable = game_.getEntityManager().
16 getComponent<AutomatableComponent>(entity);
17
18 if (!automatable.active)
19 {
20 continue;
21 }
22
23 if (automatable.behaviorRunning &&
24 (automatable.remaining <= 0.0))
25 {
26 automatable.currentAction++;
27 automatable.actionRunning = false;
28
29 if (automatable.currentAction ==
30 automatable.behaviors[automatable.currentBehavior].size())
31 {
32 automatable.behaviorRunning = false;
33 }
34 }
35
36 if (!automatable.behaviorRunning)
37 {
38 automatable.currentBehavior = automatable.behaviorDist(game_.getRng());
39 automatable.currentAction = 0;
40 automatable.behaviorRunning = true;
41 }
42
43 AutomatableComponent::Action& curAction =
44 automatable.behaviors
45 [automatable.currentBehavior]
46 [automatable.currentAction];
47
48 if (!automatable.actionRunning)
49 {
50 automatable.remaining = curAction.dur;
51 automatable.actionRunning = true;
52 }
53
54 auto& ponderable = game_.getEntityManager().
55 getComponent<PonderableComponent>(entity);
56
57 ponderable.velX = curAction.speedX;
58 ponderable.velY = curAction.speedY;
59
60 automatable.remaining -= dt;
61 }
62}
63
64void AutomatingSystem::initPrototype(id_type prototype)
65{
66 auto& automatable = game_.getEntityManager().
67 getComponent<AutomatableComponent>(prototype);
68
69 automatable.behaviorRunning = false;
70 automatable.actionRunning = false;
71}
diff --git a/src/systems/automating.h b/src/systems/automating.h new file mode 100644 index 0000000..c78b7cf --- /dev/null +++ b/src/systems/automating.h
@@ -0,0 +1,19 @@
1#ifndef AUTOMATING_H_E6E5D76E
2#define AUTOMATING_H_E6E5D76E
3
4#include "system.h"
5
6class AutomatingSystem : public System {
7public:
8
9 AutomatingSystem(Game& game) : System(game)
10 {
11 }
12
13 void tick(double dt);
14
15 void initPrototype(id_type prototype);
16
17};
18
19#endif /* end of include guard: AUTOMATING_H_E6E5D76E */
diff --git a/src/systems/realizing.cpp b/src/systems/realizing.cpp index 3656acb..8e670ac 100644 --- a/src/systems/realizing.cpp +++ b/src/systems/realizing.cpp
@@ -12,9 +12,11 @@
12#include "components/playable.h" 12#include "components/playable.h"
13#include "components/ponderable.h" 13#include "components/ponderable.h"
14#include "components/transformable.h" 14#include "components/transformable.h"
15#include "components/automatable.h"
15#include "systems/mapping.h" 16#include "systems/mapping.h"
16#include "systems/animating.h" 17#include "systems/animating.h"
17#include "systems/pondering.h" 18#include "systems/pondering.h"
19#include "systems/automating.h"
18 20
19inline xmlChar* getProp(xmlNodePtr node, const char* attr) 21inline xmlChar* getProp(xmlNodePtr node, const char* attr)
20{ 22{
@@ -27,6 +29,92 @@ inline xmlChar* getProp(xmlNodePtr node, const char* attr)
27 return key; 29 return key;
28} 30}
29 31
32void parseAI(
33 xmlNodePtr node,
34 std::vector<AutomatableComponent::Action>& behavior,
35 const std::map<std::string, int>& items)
36{
37 xmlChar* key = nullptr;
38
39 if (!xmlStrcmp(
40 node->name,
41 reinterpret_cast<const xmlChar*>("switch")))
42 {
43 key = getProp(node, "item");
44 std::string switchItem = reinterpret_cast<char*>(key);
45 xmlFree(key);
46
47 for (xmlNodePtr switchNode = node->xmlChildrenNode;
48 switchNode != nullptr;
49 switchNode = switchNode->next)
50 {
51 if (!xmlStrcmp(
52 switchNode->name,
53 reinterpret_cast<const xmlChar*>("case")))
54 {
55 key = getProp(switchNode, "value");
56 int caseValue = atoi(reinterpret_cast<char*>(key));
57 xmlFree(key);
58
59 if (items.at(switchItem) == caseValue)
60 {
61 for (xmlNodePtr caseNode = switchNode->xmlChildrenNode;
62 caseNode != nullptr;
63 caseNode = caseNode->next)
64 {
65 parseAI(
66 caseNode,
67 behavior,
68 items);
69 }
70 }
71 }
72 }
73 } else if (!xmlStrcmp(
74 node->name,
75 reinterpret_cast<const xmlChar*>("move")))
76 {
77 key = getProp(node, "direction");
78 std::string direction = reinterpret_cast<char*>(key);
79 xmlFree(key);
80
81 key = getProp(node, "length-var");
82 std::string lengthVar = reinterpret_cast<char*>(key);
83 xmlFree(key);
84
85 key = getProp(node, "speed-var");
86 std::string speedVar = reinterpret_cast<char*>(key);
87 xmlFree(key);
88
89 double length = items.at(lengthVar);
90 double speed = items.at(speedVar);
91
92 AutomatableComponent::Action action;
93
94 if (direction == "left")
95 {
96 action.speedX = -speed;
97 action.speedY = 0;
98 } else if (direction == "right")
99 {
100 action.speedX = speed;
101 action.speedY = 0;
102 } else if (direction == "up")
103 {
104 action.speedX = 0;
105 action.speedY = -speed;
106 } else if (direction == "down")
107 {
108 action.speedX = 0;
109 action.speedY = speed;
110 }
111
112 action.dur = length / speed;
113
114 behavior.push_back(std::move(action));
115 }
116}
117
30// TODO: neither the XML doc nor any of the emplaced entities are properly 118// TODO: neither the XML doc nor any of the emplaced entities are properly
31// destroyed if this method throws an exception. 119// destroyed if this method throws an exception.
32EntityManager::id_type RealizingSystem::initSingleton( 120EntityManager::id_type RealizingSystem::initSingleton(
@@ -211,6 +299,70 @@ EntityManager::id_type RealizingSystem::initSingleton(
211 game_.getSystemManager().getSystem<PonderingSystem>(). 299 game_.getSystemManager().getSystem<PonderingSystem>().
212 initializeBody(mapObject, PonderableComponent::Type::vacuumed); 300 initializeBody(mapObject, PonderableComponent::Type::vacuumed);
213 301
302 // Look for any object configuration.
303 std::map<std::string, int> items;
304
305 for (xmlNodePtr objectNode = mapNode->xmlChildrenNode;
306 objectNode != nullptr;
307 objectNode = objectNode->next)
308 {
309 if (!xmlStrcmp(
310 objectNode->name,
311 reinterpret_cast<const xmlChar*>("item")))
312 {
313 key = getProp(objectNode, "id");
314 std::string itemName = reinterpret_cast<char*>(key);
315 xmlFree(key);
316
317 key = xmlNodeGetContent(objectNode);
318 int itemVal = atoi(reinterpret_cast<char*>(key));
319 xmlFree(key);
320
321 items[itemName] = itemVal;
322 }
323 }
324
325 // Add any AI behaviors.
326 std::vector<double> behaviorWeights;
327
328 for (xmlNodePtr protoSubNode = prototypeNode->xmlChildrenNode;
329 protoSubNode != nullptr;
330 protoSubNode = protoSubNode->next)
331 {
332 if (!xmlStrcmp(
333 protoSubNode->name,
334 reinterpret_cast<const xmlChar*>("ai")))
335 {
336 if (!game_.getEntityManager().
337 hasComponent<AutomatableComponent>(mapObject))
338 {
339 game_.getEntityManager().
340 emplaceComponent<AutomatableComponent>(mapObject);
341 }
342
343 auto& automatable = game_.getEntityManager().
344 getComponent<AutomatableComponent>(mapObject);
345
346 key = getProp(protoSubNode, "chance");
347 behaviorWeights.push_back(atof(reinterpret_cast<char*>(key)));
348 xmlFree(key);
349
350 std::vector<AutomatableComponent::Action> behavior;
351
352 for (xmlNodePtr aiNode = protoSubNode->xmlChildrenNode;
353 aiNode != nullptr;
354 aiNode = aiNode->next)
355 {
356 parseAI(
357 aiNode,
358 behavior,
359 items);
360 }
361
362 automatable.behaviors.push_back(std::move(behavior));
363 }
364 }
365
214 mappable.objects.push_back(mapObject); 366 mappable.objects.push_back(mapObject);
215 } else if (!xmlStrcmp( 367 } else if (!xmlStrcmp(
216 mapNode->name, 368 mapNode->name,
@@ -304,6 +456,7 @@ void RealizingSystem::loadMap(id_type mapEntity)
304 456
305 auto& animating = game_.getSystemManager().getSystem<AnimatingSystem>(); 457 auto& animating = game_.getSystemManager().getSystem<AnimatingSystem>();
306 auto& pondering = game_.getSystemManager().getSystem<PonderingSystem>(); 458 auto& pondering = game_.getSystemManager().getSystem<PonderingSystem>();
459 auto& automating = game_.getSystemManager().getSystem<AutomatingSystem>();
307 460
308 std::set<id_type> players = 461 std::set<id_type> players =
309 game_.getEntityManager().getEntitiesWithComponents< 462 game_.getEntityManager().getEntitiesWithComponents<
@@ -366,6 +519,11 @@ void RealizingSystem::loadMap(id_type mapEntity)
366 pondering.initPrototype(prototype); 519 pondering.initPrototype(prototype);
367 } 520 }
368 521
522 if (game_.getEntityManager().hasComponent<AutomatableComponent>(prototype))
523 {
524 automating.initPrototype(prototype);
525 }
526
369 enterActiveMap(prototype); 527 enterActiveMap(prototype);
370 } 528 }
371 529
@@ -399,6 +557,14 @@ void RealizingSystem::enterActiveMap(id_type entity)
399 557
400 ponderable.active = true; 558 ponderable.active = true;
401 } 559 }
560
561 if (game_.getEntityManager().hasComponent<AutomatableComponent>(entity))
562 {
563 auto& automatable = game_.getEntityManager().
564 getComponent<AutomatableComponent>(entity);
565
566 automatable.active = true;
567 }
402} 568}
403 569
404void RealizingSystem::leaveActiveMap(id_type entity) 570void RealizingSystem::leaveActiveMap(id_type entity)
@@ -418,4 +584,12 @@ void RealizingSystem::leaveActiveMap(id_type entity)
418 584
419 ponderable.active = false; 585 ponderable.active = false;
420 } 586 }
587
588 if (game_.getEntityManager().hasComponent<AutomatableComponent>(entity))
589 {
590 auto& automatable = game_.getEntityManager().
591 getComponent<AutomatableComponent>(entity);
592
593 automatable.active = false;
594 }
421} 595}