Updated lots of things

This commit is contained in:
2025-10-22 16:39:19 +03:00
parent 9c4bea5983
commit 3f0484e87c
56 changed files with 4497 additions and 160 deletions

View File

@@ -7,6 +7,7 @@
#include "Components.h"
#include "CharacterAnimationModule.h"
#include "CharacterModule.h"
#include "goap.h"
namespace ECS
{
CharacterModule::CharacterModule(flecs::world &ecs)
@@ -21,6 +22,13 @@ CharacterModule::CharacterModule(flecs::world &ecs)
ecs.component<CharacterDisablePhysics>();
ecs.component<CharacterUpdatePhysicsState>();
ecs.component<CharacterInActuator>();
ecs.component<Blackboard>();
ecs.component<ActionTarget>();
ecs.component<Plan>();
ecs.component<Male>();
ecs.component<Female>();
ecs.component<Planner>().add(flecs::Singleton);
ecs.system<EngineData, CharacterBase>("UpdateTimer")
.kind(flecs::OnUpdate)
.each([this](EngineData &eng, CharacterBase &ch) {
@@ -540,4 +548,182 @@ void CharacterModule::updateCameraGoal(Camera &camera, Ogre::Real deltaYaw,
camera.mCameraGoal->translate(0, 0, distChange,
Ogre::Node::TS_LOCAL);
}
CharacterAIModule::CharacterAIModule(flecs::world &ecs)
{
ecs.module<CharacterAIModule>();
ecs.system<Blackboard>("UpdateCharacters")
.kind(flecs::OnUpdate)
.each([&](flecs::entity e, Blackboard &bb) {
bb.flags &=
~(Blackboard::LOW_HEALTH |
Blackboard::FULL_HEALTH |
Blackboard::LOW_STAMINA |
Blackboard::FULL_STAMINA |
Blackboard::LOW_LUST | Blackboard::HIGH_LUST |
Blackboard::FULL_LUST);
if (bb.health < 5)
bb.flags |= Blackboard::LOW_HEALTH;
else if (bb.health >= 100)
bb.flags |= Blackboard::FULL_HEALTH;
if (bb.stamina < 5)
bb.flags |= Blackboard::LOW_STAMINA;
if (bb.stamina >= 100)
bb.flags |= Blackboard::FULL_STAMINA;
if (bb.lust >= 100)
bb.flags |= Blackboard::FULL_LUST;
if (bb.lust > 10)
bb.flags |= Blackboard::HIGH_LUST;
if (bb.lust < 5)
bb.flags |= Blackboard::LOW_LUST;
if (bb.stamina < 0)
bb.stamina = 0;
else if (bb.stamina > 100)
bb.stamina = 100;
if (bb.lust < 0)
bb.lust = 0;
else if (bb.lust > 100)
bb.lust = 100;
});
ecs.system<Blackboard, Plan>("UpdateCharactersPlan2")
.kind(flecs::OnUpdate)
.each([&](flecs::entity e, Blackboard &bb, Plan &p) {
int i;
bool ok_plan = true;
for (i = p.position; i < p.length; i++) {
if (!p.actions[i]->can_run(bb, true)) {
ok_plan = false;
break;
}
int ret = p.actions[i]->execute(bb);
p.position = i;
if (ret == BaseAction::BUSY)
break;
else if (ret == BaseAction::ABORT) {
ok_plan = false;
break;
}
if (ret == BaseAction::OK && i == p.length - 1)
ok_plan = false;
// stop_this = true;
}
if (!ok_plan) {
std::cout << e.name() << ": invalidated plan"
<< " step: " << i << std::endl;
for (i = 0; i < p.length; i++)
p.actions[i]->stop(bb);
e.remove<Plan>();
}
});
ecs.system<Blackboard, Planner>("UpdateCharacters2")
.kind(flecs::OnUpdate)
.without<Plan>()
.each([&](flecs::entity e, Blackboard &bb, Planner &planner) {
int i;
std::vector<BaseAction *> actions;
actions.insert(actions.end(), planner.actions.begin(),
planner.actions.end());
e.world()
.query_builder<const ActionTarget>()
.build()
.each([&](flecs::entity me,
const ActionTarget &t) {
actions.insert(actions.end(),
t.actions.begin(),
t.actions.end());
#if 0
auto it = t.actions.begin();
while (it != t.actions.end()) {
if (me != bb.me)
actions.push_back(*it);
// std::cout << (*it)->get_name()
// << std::endl;
it++;
}
#endif
});
#if 0
for (i = 0; i < actions.size(); i++)
std::cout << "action: " << i << " "
<< actions[i]->get_name()
<< std::endl;
#endif
if (actions.size() == 0)
return;
int len = -1;
OgreAssert(
bb.stamina < 100 ||
bb.stamina >= 100 &&
!bb.get_flag(
Blackboard::LOW_STAMINA),
"bad thing");
for (i = 0; i < planner.goals.size(); i++) {
if (planner.goals[i]->distance_to(bb) > 1000000)
continue;
len = planner.planner.plan(
bb, *planner.goals[i], actions.data(),
actions.size(), planner.path.data(),
100);
std::cout << bb.me.name() << ": goal: " << len
<< " " << planner.goals[i]->get_name()
<< std::endl;
if (len > 0)
break;
}
// std::cout << "plan length: " << len << std::endl;
#if 0
if (len > 0)
stop_this = true;
if (len < 0)
stop_this = true;
#endif
if (len > 0) {
Plan &p = e.ensure<Plan>();
p.actions = planner.path;
p.position = 0;
p.length = len;
for (i = 0; i < len; i++)
std::cout
<< i << " "
<< planner.path[i]->get_name()
<< " "
<< planner.path[i]->get_cost(bb)
<< std::endl;
bool ok_plan = true;
for (i = 0; i < len; i++) {
if (!planner.path[i]->can_run(bb,
true)) {
ok_plan = false;
break;
}
int ret = planner.path[i]->execute(bb);
p.position = i;
std::cout << "exec: " << i << " "
<< planner.path[i]->get_name()
<< std::endl;
if (ret == BaseAction::BUSY)
break;
else if (ret == BaseAction::ABORT) {
ok_plan = false;
} else if (ret == BaseAction::OK)
std::cout
<< "exec: complete "
<< i << " "
<< planner.path[i]
->get_name()
<< std::endl;
}
e.modified<Plan>();
if (!ok_plan) {
std::cout << e.name()
<< ": invalidate plan"
<< " step: " << i
<< std::endl;
for (i = 0; i < len; i++)
planner.path[i]->stop(bb);
e.remove<Plan>();
}
}
});
}
}