Files
mist/game/enemy/ai.rb
T

141 lines
4.8 KiB
Ruby

class EnemyAI
AGGRO_RADIUS = 2000
SPEED = 120.0
CORNER_OFFSET = 35 # how far from tile center to place corner waypoint
def initialize(enemy, type)
@enemy = enemy
@type = type
@tile_path = [] # raw tile coords from solver
@waypoints = [] # actual world positions to move through
@last_player_tile = nil
@avoiding_obstacle = false
end
def update(player_x, player_y, dt)
distance = Gosu.distance(@enemy.x, @enemy.y, player_x, player_y)
return unless distance < AGGRO_RADIUS
player_tile = [(player_x - 90) / 120, (player_y - 90) / 120].map(&:round)
enemy_tile = [(@enemy.x - 90) / 120, (@enemy.y - 90) / 120].map(&:round)
return if $bus.get_all(:collides?, @enemy.rect)&.include?(:character)
prop_in_tile = $bus.get(:prop_at, enemy_tile[0], enemy_tile[1])
if player_tile == enemy_tile
los_blocked = !prop_in_tile.nil? && !(
line_of_sight?(@enemy.x - @enemy.w / 2, @enemy.y - @enemy.h / 2, player_x, player_y, prop_in_tile.collision_rect) &&
line_of_sight?(@enemy.x + @enemy.w / 2, @enemy.y + @enemy.h / 2, player_x, player_y, prop_in_tile.collision_rect) &&
line_of_sight?(@enemy.x - @enemy.w / 2, @enemy.y + @enemy.h / 2, player_x, player_y, prop_in_tile.collision_rect) &&
line_of_sight?(@enemy.x + @enemy.w / 2, @enemy.y - @enemy.h / 2, player_x, player_y, prop_in_tile.collision_rect)
)
if los_blocked
if !@avoiding_obstacle
center_x = enemy_tile[0] * 120 + 90
center_y = enemy_tile[1] * 120 + 90
corners = [
[center_x - CORNER_OFFSET, center_y - CORNER_OFFSET],
[center_x + CORNER_OFFSET, center_y - CORNER_OFFSET],
[center_x + CORNER_OFFSET, center_y + CORNER_OFFSET],
[center_x - CORNER_OFFSET, center_y + CORNER_OFFSET]
]
closest_idx = corners.each_with_index.min_by { |c, _| Gosu.distance(c[0], c[1], @enemy.x, @enemy.y) }[1]
@waypoints = corners.rotate(closest_idx)
@avoiding_obstacle = true
end
else
move_towards(player_x, player_y, dt)
return
end
end
if @waypoints.empty? || @last_player_tile != player_tile
@last_player_tile = player_tile
@tile_path = $bus.get(:maze_solve, enemy_tile[0], enemy_tile[1], player_tile[0], player_tile[1]) || []
if $bus.get(:prop_at, enemy_tile[0], enemy_tile[1]).nil?
@tile_path.shift
end
@waypoints = build_waypoints(@tile_path)
end
return if @waypoints.empty?
target_x, target_y = @waypoints.first
if intersects?(@enemy.rect, [target_x - 5, target_y - 5, 10, 10])
@waypoints.shift
@avoiding_obstacle = false if @waypoints.empty?
return
end
move_towards(target_x, target_y, dt)
end
def draw
return unless $bus.get(:settings, :debug)
cam_x, cam_y = $bus.get(:camera_pos) || [0, 0]
@waypoints.each do |wx, wy|
Gosu.draw_rect(wx - cam_x - 5, wy - cam_y - 5, 10, 10, Gosu::Color.new(0x88ffff00), Float::INFINITY)
end
end
private
def build_waypoints(tile_path)
waypoints = []
tile_path.each_with_index do |(tx, ty), i|
center_x = tx * 120 + 90
center_y = ty * 120 + 90
unless $bus.get(:prop_at, tx, ty).nil?
next_tile = tile_path[i + 1]
prev_tile = i > 0 ? tile_path[i - 1] : nil
next_cx = next_tile ? next_tile[0] * 120 + 90 : center_x
next_cy = next_tile ? next_tile[1] * 120 + 90 : center_y
prev_cx = prev_tile ? prev_tile[0] * 120 + 90 : @enemy.x
prev_cy = prev_tile ? prev_tile[1] * 120 + 90 : @enemy.y
corners = [
[center_x - CORNER_OFFSET, center_y - CORNER_OFFSET],
[center_x + CORNER_OFFSET, center_y - CORNER_OFFSET],
[center_x - CORNER_OFFSET, center_y + CORNER_OFFSET],
[center_x + CORNER_OFFSET, center_y + CORNER_OFFSET]
]
# first waypoint: corner closest to where we're coming from
first = corners.min_by { |cx, cy| Gosu.distance(cx, cy, prev_cx, prev_cy) }
# second waypoint: closest to next tile but not opposite to first
opposite = [center_x - (first[0] - center_x), center_y - (first[1] - center_y)]
candidates = corners.reject { |c| c == first || c == opposite }
second = candidates.min_by { |cx, cy| Gosu.distance(cx, cy, next_cx, next_cy) }
waypoints << first
waypoints << second
else
waypoints << [center_x, center_y]
end
end
waypoints
end
def move_towards(target_x, target_y, dt)
angle = Gosu.angle(@enemy.x, @enemy.y, target_x, target_y)
dx = Gosu.offset_x(angle, SPEED * dt)
dy = Gosu.offset_y(angle, SPEED * dt)
@enemy.x += dx
@enemy.y += dy
if $bus.get_all(:collides?, @enemy.rect)&.include?(:character)
# Attack player
end
end
end