Browse Source

Add 3D wander steering behavior, remove obsolete game state files, restructure behavior tree files

master
C. J. Howard 1 year ago
parent
commit
fc3167e431
16 changed files with 76 additions and 1008 deletions
  1. +0
    -1
      CMakeLists.txt
  2. +2
    -1
      src/ai/ai.hpp
  3. +11
    -14
      src/ai/bt/bt.hpp
  4. +7
    -17
      src/ai/bt/node.hpp
  5. +23
    -20
      src/ai/bt/status.hpp
  6. +4
    -9
      src/ai/steering/behavior/wander.cpp
  7. +3
    -4
      src/ai/steering/behavior/wander.hpp
  8. +5
    -0
      src/ai/steering/steering.hpp
  9. +7
    -1
      src/entity/components/steering.hpp
  10. +1
    -1
      src/entity/ebt.hpp
  11. +4
    -2
      src/entity/systems/steering.cpp
  12. +1
    -1
      src/game/state/boot.cpp
  13. +0
    -399
      src/game/state/brood.cpp
  14. +0
    -530
      src/game/state/forage.cpp
  15. +0
    -1
      src/game/state/main-menu.cpp
  16. +8
    -7
      src/game/state/nuptial-flight.cpp

+ 0
- 1
CMakeLists.txt View File

@ -1,6 +1,5 @@
cmake_minimum_required(VERSION 3.7)
option(VERSION_STRING "Project version string" "0.0.0")
project(antkeeper VERSION ${VERSION_STRING} LANGUAGES CXX)

+ 2
- 1
src/ai/ai.hpp View File

@ -23,6 +23,7 @@
/// Artificial intelligence (AI)
namespace ai {}
#include "behavior-tree.hpp"
#include "bt/bt.hpp"
#include "steering/steering.hpp"
#endif // ANTKEEPER_AI_HPP

src/game/state/brood.hpp → src/ai/bt/bt.hpp View File

@ -17,23 +17,20 @@
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ANTKEEPER_GAME_STATE_BROOD_HPP
#define ANTKEEPER_GAME_STATE_BROOD_HPP
#ifndef ANTKEEPER_AI_BT_HPP
#define ANTKEEPER_AI_BT_HPP
#include "game/context.hpp"
#include <functional>
#include <list>
namespace game {
namespace state {
namespace ai {
/// Brood game state functions.
namespace brood {
/// Behavior tree (BT)
namespace bt {}
void enter(game::context* ctx);
void exit(game::context* ctx);
} // namespace ai
} // namespace brood
#include "ai/bt/node.hpp"
#include "ai/bt/status.hpp"
} // namespace state
} // namespace game
#endif // ANTKEEPER_GAME_STATE_BROOD_HPP
#endif // ANTKEEPER_AI_BT_HPP

src/ai/behavior-tree.hpp → src/ai/bt/node.hpp View File

@ -17,25 +17,14 @@
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ANTKEEPER_AI_BEHAVIOR_TREE_HPP
#define ANTKEEPER_AI_BEHAVIOR_TREE_HPP
#ifndef ANTKEEPER_AI_BT_NODE_HPP
#define ANTKEEPER_AI_BT_NODE_HPP
#include <functional>
#include <list>
#include "ai/bt/status.hpp"
namespace ai {
/// Behavior tree (BT)
namespace bt {
/// Behavior tree node return status enumerations.
enum class status
{
failure, ///< Indicates a node's execution failed.
success, ///< Indicates a node's execution succeed.
running ///< Indicates a node's execution has not finished.
};
/**
* Abstract base class for behavior tree nodes.
*
@ -48,17 +37,18 @@ struct node
typedef T context_type;
/**
* Executes a node's functionality and returns its status.
* Executes a node's function and returns its status.
*
* @param context Context data on which the node will operate.
*/
virtual status execute(context_type& context) const = 0;
};
/// A node with no children.
/// Behavior tree node with no children.
template <class T>
using leaf_node = node<T>;
/// A node with exactly one child.
template <class T>
struct decorator_node: node<T>
@ -193,4 +183,4 @@ status selector::execute(context_type& context) const
} // namespace bt
} // namespace ai
#endif // ANTKEEPER_AI_BEHAVIOR_TREE_HPP
#endif // ANTKEEPER_AI_BT_NODE_HPP

src/game/state/forage.hpp → src/ai/bt/status.hpp View File

@ -17,23 +17,26 @@
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ANTKEEPER_GAME_STATE_FORAGE_HPP
#define ANTKEEPER_GAME_STATE_FORAGE_HPP
#include "game/context.hpp"
namespace game {
namespace state {
/// Forage game state functions.
namespace forage {
void enter(game::context* ctx);
void exit(game::context* ctx);
} // namespace forage
} // namespace state
} // namespace game
#endif // ANTKEEPER_GAME_STATE_FORAGE_HPP
#ifndef ANTKEEPER_AI_BT_STATUS_HPP
#define ANTKEEPER_AI_BT_STATUS_HPP
namespace ai {
namespace bt {
/// Behavior tree node return status enumerations.
enum class status
{
/// Indicates a node's execution has failed.
failure,
/// Indicates a node's execution has succeeded.
success,
/// Indicates a node's execution has not finished.
running
};
} // namespace bt
} // namespace ai
#endif // ANTKEEPER_AI_BT_STATUS_HPP

+ 4
- 9
src/ai/steering/behavior/wander.cpp View File

@ -46,18 +46,14 @@ float3 wander_2d(const agent& agent, float noise, float distance, float radius,
return seek(agent, center + offset);
}
/*
float3 wander_3d(const agent& agent, float distance, float radius, float delta, float& theta, float& phi)
float3 wander_3d(const agent& agent, float noise, float distance, float radius, float& theta, float& phi)
{
// Shift wander angles
theta += random(-delta, delta);
phi += random(-delta, delta);
theta += math::random(-noise, noise);
phi += math::random(-noise, noise);
// Calculate center of wander sphere
float3 center = agent.position;
const float speed_squared = math::dot(agent.velocity, agent.velocity);
if (speed_squared)
center += (agent.velocity / std::sqrt(speed_squared)) * distance;
const float3 center = agent.position + agent.forward * distance;
// Convert spherical coordinates to Cartesian point on wander sphere
const float r_cos_theta = radius * std::cos(theta);
@ -71,7 +67,6 @@ float3 wander_3d(const agent& agent, float distance, float radius, float delta,
// Seek toward point on wander sphere
return seek(agent, center + offset);
}
*/
} // namespace behavior
} // namespace steering

+ 3
- 4
src/ai/steering/behavior/wander.hpp View File

@ -47,13 +47,12 @@ float3 wander_2d(const agent& agent, float noise, float distance, float radius,
* @param distance Distance to the wander sphere.
* @param radius Radius of the wander sphere.
* @param delta Maximum angle offset.
* @param theta Polar wander angle, in radians.
* @param phi Azimuthal wander angle, in radians.
* @param[in,out] Wander angle, in radians.
* @param[in,out] theta Polar wander angle, in radians.
* @param[in,out] phi Azimuthal wander angle, in radians.
*
* @return Wander force.
*/
//float3 wander_3d(const agent& agent, float distance, float radius, float delta, float& theta, float& phi);
float3 wander_3d(const agent& agent, float noise, float distance, float radius, float& theta, float& phi);
} // namespace behavior
} // namespace steering

+ 5
- 0
src/ai/steering/steering.hpp View File

@ -29,6 +29,11 @@ namespace ai {
*/
namespace steering {}
#include "ai/steering/agent.hpp"
#include "ai/steering/behavior/flee.hpp"
#include "ai/steering/behavior/seek.hpp"
#include "ai/steering/behavior/wander.hpp"
} // namespace ai
#endif // ANTKEEPER_AI_STEERING_HPP

+ 7
- 1
src/entity/components/steering.hpp View File

@ -30,17 +30,23 @@ struct steering
/// Steering agent.
ai::steering::agent agent;
// Wander behavior
float wander_weight;
float wander_noise;
float wander_distance;
float wander_radius;
float wander_angle;
float wander_angle2;
// Seek behavior
float seek_weight;
float3 seek_target;
// Flee behavior
float flee_weight;
float weight_sum;
/// Sum of steering behavior weights
float sum_weights;
};
} // namespace component

+ 1
- 1
src/entity/ebt.hpp View File

@ -20,7 +20,7 @@
#ifndef ANTKEEPER_ENTITY_EBT_HPP
#define ANTKEEPER_ENTITY_EBT_HPP
#include "ai/behavior-tree.hpp"
#include "ai/bt/bt.hpp"
#include "entity/id.hpp"
#include "entity/registry.hpp"

+ 4
- 2
src/entity/systems/steering.cpp View File

@ -47,7 +47,8 @@ void steering::update(double t, double dt)
float3 force = {0, 0, 0};
if (steering.wander_weight)
{
force += ai::steering::behavior::wander_2d(agent, steering.wander_noise * dt, steering.wander_distance, steering.wander_radius, steering.wander_angle) * steering.wander_weight;
//force += ai::steering::behavior::wander_2d(agent, steering.wander_noise * dt, steering.wander_distance, steering.wander_radius, steering.wander_angle) * steering.wander_weight;
force += ai::steering::behavior::wander_3d(agent, steering.wander_noise * dt, steering.wander_distance, steering.wander_radius, steering.wander_angle, steering.wander_angle2) * steering.wander_weight;
}
if (steering.seek_weight)
{
@ -55,7 +56,8 @@ void steering::update(double t, double dt)
}
// Normalize force
force /= steering.weight_sum;
if (steering.sum_weights)
force /= steering.sum_weights;
// Accelerate
agent.acceleration = force / agent.mass;

+ 1
- 1
src/game/state/boot.cpp View File

@ -493,7 +493,7 @@ void boot::setup_rendering()
ctx.sky_pass = new render::sky_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);
ctx.sky_pass->set_enabled(false);
ctx.sky_pass->set_magnification(10.0f);
ctx.sky_pass->set_magnification(3.0f);
ctx.app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx.sky_pass);
ctx.ground_pass = new render::ground_pass(ctx.rasterizer, ctx.hdr_framebuffer, ctx.resource_manager);

+ 0
- 399
src/game/state/brood.cpp View File

@ -1,399 +0,0 @@
/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "game/state/brood.hpp"
#include "entity/archetype.hpp"
#include "entity/commands.hpp"
#include "entity/components/observer.hpp"
#include "entity/components/camera.hpp"
#include "entity/components/terrain.hpp"
#include "entity/components/transform.hpp"
#include "entity/components/chamber.hpp"
#include "entity/components/constraints/spring-to.hpp"
#include "entity/components/constraints/three-dof.hpp"
#include "entity/components/constraint-stack.hpp"
#include "animation/screen-transition.hpp"
#include "animation/ease.hpp"
#include "resources/resource-manager.hpp"
#include "render/passes/sky-pass.hpp"
#include "application.hpp"
#include <iostream>
namespace game {
namespace state {
namespace brood {
static void setup_nest(game::context* ctx);
static void setup_ants(game::context* ctx);
static void setup_camera(game::context* ctx);
static void setup_controls(game::context* ctx);
void enter(game::context* ctx)
{
setup_nest(ctx);
setup_ants(ctx);
setup_camera(ctx);
setup_controls(ctx);
ctx->underground_ambient_light->set_intensity(1.0f);
// Create larva
{
entity::archetype* larva_archetype = ctx->resource_manager->load<entity::archetype>("ant-larva.ent");
auto larva_eid = larva_archetype->create(*ctx->entity_registry);
entity::command::warp_to(*ctx->entity_registry, larva_eid, {0.0f, 0.0f, 0.0f});
entity::command::assign_render_layers(*ctx->entity_registry, larva_eid, 0b1);
}
// Create cocoon
{
entity::archetype* cocoon_archetype = ctx->resource_manager->load<entity::archetype>("ant-cocoon.ent");
auto cocoon_eid = cocoon_archetype->create(*ctx->entity_registry);
entity::command::warp_to(*ctx->entity_registry, cocoon_eid, {-50, 0.1935f, 0});
entity::command::assign_render_layers(*ctx->entity_registry, cocoon_eid, 0b1);
}
// Reset tweening
ctx->underground_scene->update_tweens();
// Start fade in
ctx->fade_transition->transition(1.0f, true, ease<float>::in_quad);
}
void exit(game::context* ctx)
{}
void setup_nest(game::context* ctx)
{
// Create nest central shaft entity
if (!ctx->entities.count("shaft"))
{
entity::id shaft_eid = ctx->entity_registry->create();
ctx->entities["shaft"] = shaft_eid;
entity::component::transform transform;
transform.local = math::transform<float>::identity;
transform.world = transform.local;
transform.warp = true;
ctx->entity_registry->assign<entity::component::transform>(shaft_eid, transform);
}
// Create nest lobby chamber entity
if (!ctx->entities.count("lobby"))
{
entity::id lobby_eid = ctx->entity_registry->create();
ctx->entities["lobby"] = lobby_eid;
entity::component::chamber chamber;
chamber.shaft_eid = ctx->entities["shaft"];
chamber.distance = 10.0f;
chamber.previous_chamber_eid = entt::null;
chamber.next_chamber_eid = entt::null;
}
}
void setup_ants(game::context* ctx)
{
// Create queen ant entity
if (!ctx->entities.count("queen"))
{
entity::id queen_eid = ctx->entity_registry->create();
ctx->entities["queen"] = queen_eid;
}
}
void setup_camera(game::context* ctx)
{
// Switch to underground camera
ctx->surface_camera->set_active(false);
ctx->underground_camera->set_active(true);
// Create underground camera entity
if (!ctx->entities.count("underground_cam"))
{
// Create camera target entity
entity::id target_eid = ctx->entity_registry->create();
ctx->entities["underground_cam_target"] = target_eid;
{
// Transform
entity::component::transform target_transform;
target_transform.local = math::transform<float>::identity;
target_transform.world = target_transform.local;
target_transform.warp = true;
ctx->entity_registry->assign<entity::component::transform>(target_eid, target_transform);
}
// Create camera entity
entity::id camera_eid = ctx->entity_registry->create();
ctx->entities["underground_cam"] = camera_eid;
// Create camera transform component
entity::component::transform transform;
transform.local = math::transform<float>::identity;
transform.world = transform.local;
transform.warp = true;
ctx->entity_registry->assign<entity::component::transform>(camera_eid, transform);
// Create camera camera component
entity::component::camera camera;
camera.object = ctx->underground_camera;
ctx->entity_registry->assign<entity::component::camera>(camera_eid, camera);
// Create camera 3DOF constraint entity
entity::id three_dof_constraint_eid = ctx->entity_registry->create();
ctx->entities["underground_cam_3dof"] = three_dof_constraint_eid;
{
// Create 3DOF to constraint
entity::component::constraint::three_dof three_dof;
three_dof.yaw = 0.0f;
three_dof.pitch = 0.0f;
three_dof.roll = 0.0f;
ctx->entity_registry->assign<entity::component::constraint::three_dof>(three_dof_constraint_eid, three_dof);
// Create constraint stack node component
entity::component::constraint_stack_node node;
node.active = true;
node.weight = 1.0f;
node.next = entt::null;
ctx->entity_registry->assign<entity::component::constraint_stack_node>(three_dof_constraint_eid, node);
}
// Create camera spring to constraint entity
entity::id spring_constraint_eid = ctx->entity_registry->create();
{
// Create spring to constraint
entity::component::constraint::spring_to spring;
spring.target = target_eid;
spring.translation = {{0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, 1.0f, math::two_pi<float>};
spring.translation.w = hz_to_rads(8.0f);
spring.spring_translation = true;
spring.spring_rotation = false;
ctx->entity_registry->assign<entity::component::constraint::spring_to>(spring_constraint_eid, spring);
// Create constraint stack node component
entity::component::constraint_stack_node node;
node.active = true;
node.weight = 1.0f;
node.next = three_dof_constraint_eid;
ctx->entity_registry->assign<entity::component::constraint_stack_node>(spring_constraint_eid, node);
}
// Create camera constraint stack component
entity::component::constraint_stack constraint_stack;
constraint_stack.head = spring_constraint_eid;
ctx->entity_registry->assign<entity::component::constraint_stack>(camera_eid, constraint_stack);
}
ctx->underground_camera->set_exposure(0.0f);
}
void setup_controls(game::context* ctx)
{
// Get underground camera entity
entity::id camera_eid = ctx->entities["underground_cam"];
entity::id target_eid = ctx->entities["underground_cam_target"];
entity::id three_dof_eid = ctx->entities["underground_cam_3dof"];
const float dolly_speed = 20.0f;
const float truck_speed = dolly_speed;
const float pedestal_speed = 30.0f;
const float pan_speed = math::radians(8.0f);
const float tilt_speed = pan_speed;
const input::control* move_slow = ctx->controls["move_slow"];
const input::control* move_fast = ctx->controls["move_fast"];
const input::control* mouse_rotate = ctx->controls["mouse_rotate"];
ctx->controls["dolly_forward"]->set_active_callback
(
[ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast](float value)
{
if (move_slow->is_active())
value *= 0.5f;
if (move_fast->is_active())
value *= 2.0f;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
const math::quaternion<float> yaw = math::angle_axis(three_dof.yaw, {0.0f, 1.0f, 0.0f});
const float3 movement = {0.0f, 0.0f, -truck_speed * value * (1.0f / 60.0f)};
entity::command::translate(*ctx->entity_registry, target_eid, yaw * movement);
}
);
// Dolly backward
ctx->controls["dolly_backward"]->set_active_callback
(
[ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast](float value)
{
if (move_slow->is_active())
value *= 0.5f;
if (move_fast->is_active())
value *= 2.0f;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
const math::quaternion<float> yaw = math::angle_axis(three_dof.yaw, {0.0f, 1.0f, 0.0f});
const float3 movement = {0.0f, 0.0f, truck_speed * value * (1.0f / 60.0f)};
entity::command::translate(*ctx->entity_registry, target_eid, yaw * movement);
}
);
// Truck right
ctx->controls["truck_right"]->set_active_callback
(
[ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast](float value)
{
if (move_slow->is_active())
value *= 0.5f;
if (move_fast->is_active())
value *= 2.0f;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
const math::quaternion<float> yaw = math::angle_axis(three_dof.yaw, {0.0f, 1.0f, 0.0f});
const float3 movement = {truck_speed * value * (1.0f / 60.0f), 0.0f, 0.0f};
entity::command::translate(*ctx->entity_registry, target_eid, yaw * movement);
}
);
// Truck left
ctx->controls["truck_left"]->set_active_callback
(
[ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast](float value)
{
if (move_slow->is_active())
value *= 0.5f;
if (move_fast->is_active())
value *= 2.0f;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
const math::quaternion<float> yaw = math::angle_axis(three_dof.yaw, {0.0f, 1.0f, 0.0f});
const float3 movement = {-truck_speed * value * (1.0f / 60.0f), 0.0f, 0.0f};
entity::command::translate(*ctx->entity_registry, target_eid, yaw * movement);
}
);
// Pedestal up
ctx->controls["pedestal_up"]->set_active_callback
(
[ctx, target_eid, pedestal_speed, move_slow, move_fast](float value)
{
if (move_slow->is_active())
value *= 0.5f;
if (move_fast->is_active())
value *= 2.0f;
const float3 movement = {0.0f, pedestal_speed * value * (1.0f / 60.0f), 0.0f};
entity::command::translate(*ctx->entity_registry, target_eid, movement);
}
);
// Pedestal down
ctx->controls["pedestal_down"]->set_active_callback
(
[ctx, target_eid, pedestal_speed, move_slow, move_fast](float value)
{
if (move_slow->is_active())
value *= 0.5f;
if (move_fast->is_active())
value *= 2.0f;
const float3 movement = {0.0f, -pedestal_speed * value * (1.0f / 60.0f), 0.0f};
entity::command::translate(*ctx->entity_registry, target_eid, movement);
}
);
// Mouse rotate
ctx->controls["mouse_rotate"]->set_activated_callback
(
[&ctx]()
{
ctx->app->set_relative_mouse_mode(true);
}
);
ctx->controls["mouse_rotate"]->set_deactivated_callback
(
[&ctx]()
{
ctx->app->set_relative_mouse_mode(false);
}
);
// Pan left
ctx->controls["pan_left_mouse"]->set_active_callback
(
[ctx, three_dof_eid, pan_speed, mouse_rotate](float value)
{
if (!mouse_rotate->is_active())
return;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.yaw += pan_speed * value * (1.0f / 60.0f);
}
);
// Pan right
ctx->controls["pan_right_mouse"]->set_active_callback
(
[ctx, three_dof_eid, pan_speed, mouse_rotate](float value)
{
if (!mouse_rotate->is_active())
return;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.yaw -= pan_speed * value * (1.0f / 60.0f);
}
);
// Tilt up
ctx->controls["tilt_up_mouse"]->set_active_callback
(
[ctx, three_dof_eid, tilt_speed, mouse_rotate](float value)
{
if (!mouse_rotate->is_active())
return;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.pitch -= tilt_speed * value * (1.0f / 60.0f);
three_dof.pitch = std::max<float>(math::radians(-90.0f), three_dof.pitch);
}
);
// Tilt down
ctx->controls["tilt_down_mouse"]->set_active_callback
(
[ctx, three_dof_eid, tilt_speed, mouse_rotate](float value)
{
if (!mouse_rotate->is_active())
return;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.pitch += tilt_speed * value * (1.0f / 60.0f);
three_dof.pitch = std::min<float>(math::radians(90.0f), three_dof.pitch);
}
);
}
} // namespace brood
} // namespace state
} // namespace game

+ 0
- 530
src/game/state/forage.cpp View File

@ -1,530 +0,0 @@
/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "game/state/forage.hpp"
#include "entity/archetype.hpp"
#include "entity/commands.hpp"
#include "entity/components/observer.hpp"
#include "entity/components/terrain.hpp"
#include "entity/components/transform.hpp"
#include "entity/components/celestial-body.hpp"
#include "entity/components/tool.hpp"
#include "entity/systems/astronomy.hpp"
#include "animation/screen-transition.hpp"
#include "animation/ease.hpp"
#include "resources/resource-manager.hpp"
#include "entity/components/camera.hpp"
#include "entity/components/constraints/spring-to.hpp"
#include "entity/components/constraints/three-dof.hpp"
#include "entity/components/constraint-stack.hpp"
#include "application.hpp"
#include "game/tools.hpp"
namespace game {
namespace state {
namespace forage {
static void setup_camera(game::context* ctx);
static void setup_tools(game::context* ctx);
static void setup_controls(game::context* ctx);
void enter(game::context* ctx)
{
setup_camera(ctx);
setup_tools(ctx);
setup_controls(ctx);
// Find planet EID by name
entity::id planet_eid = ctx->entities["planet"];
// Create biome terrain component
entity::component::terrain biome_terrain;
biome_terrain.max_lod = 18;
biome_terrain.patch_material = ctx->resource_manager->load<render::material>("desert-terrain.mtl");
biome_terrain.elevation = [](double, double) -> double
{
return 0.0;
};
// Replace planet terrain component with biome terrain component
ctx->entity_registry->replace<entity::component::terrain>(planet_eid, biome_terrain);
// Create observer
entity::id observer_eid = ctx->entity_registry->create();
{
entity::component::observer observer;
observer.reference_body_eid = planet_eid;
observer.elevation = 0.0;
observer.latitude = 0.0;
observer.longitude = 0.0;
observer.camera = ctx->surface_camera;
ctx->entity_registry->assign<entity::component::observer>(observer_eid, observer);
// Set reference location of astronomy system
//ctx->astronomy_system->set_reference_body(planet_eid);
ctx->astronomy_system->set_observer_location(double3{observer.elevation, observer.latitude, observer.longitude});
}
// Create larva
{
entity::archetype* larva_archetype = ctx->resource_manager->load<entity::archetype>("ant-larva.ent");
auto larva_eid = larva_archetype->create(*ctx->entity_registry);
entity::command::warp_to(*ctx->entity_registry, larva_eid, {50, 0.1935f, 0});
entity::command::assign_render_layers(*ctx->entity_registry, larva_eid, 0b10);
}
// Create cocoon
{
entity::archetype* cocoon_archetype = ctx->resource_manager->load<entity::archetype>("ant-cocoon.ent");
auto cocoon_eid = cocoon_archetype->create(*ctx->entity_registry);
entity::command::warp_to(*ctx->entity_registry, cocoon_eid, {-50, 0.1935f, 0});
entity::command::assign_render_layers(*ctx->entity_registry, cocoon_eid, 0b10);
}
// Create moon
{
entity::archetype* moon_archetype = ctx->resource_manager->load<entity::archetype>("moon.ent");
auto moon_eid = moon_archetype->create(*ctx->entity_registry);
entity::command::warp_to(*ctx->entity_registry, moon_eid, {50.0f, 50.0f, 50.0f});
entity::command::assign_render_layers(*ctx->entity_registry, moon_eid, 0b10);
entity::command::set_scale(*ctx->entity_registry, moon_eid, float3{1.0f, 1.0f, 1.0f} * 10.0f);
}
ctx->surface_scene->update_tweens();
// Start fade in
ctx->fade_transition->transition(1.0f, true, ease<float>::in_quad);
}
void exit(game::context* ctx)
{}
void setup_camera(game::context* ctx)
{
// Switch to surface camera
ctx->underground_camera->set_active(false);
ctx->surface_camera->set_active(true);
// Create surface camera entity
if (!ctx->entities.count("surface_cam"))
{
// Create camera target entity
entity::id target_eid = ctx->entity_registry->create();
ctx->entities["surface_cam_target"] = target_eid;
{
// Transform
entity::component::transform target_transform;
target_transform.local = math::transform<float>::identity;
target_transform.world = target_transform.local;
target_transform.warp = true;
ctx->entity_registry->assign<entity::component::transform>(target_eid, target_transform);
}
// Create camera entity
entity::id camera_eid = ctx->entity_registry->create();
ctx->entities["surface_cam"] = camera_eid;
// Create camera transform component
entity::component::transform transform;
transform.local = math::transform<float>::identity;
transform.world = transform.local;
transform.warp = true;
ctx->entity_registry->assign<entity::component::transform>(camera_eid, transform);
// Create camera camera component
entity::component::camera camera;
camera.object = ctx->surface_camera;
ctx->entity_registry->assign<entity::component::camera>(camera_eid, camera);
// Create camera 3DOF constraint entity
entity::id three_dof_constraint_eid = ctx->entity_registry->create();
ctx->entities["surface_cam_3dof"] = three_dof_constraint_eid;
{
// Create 3DOF to constraint
entity::component::constraint::three_dof three_dof;
three_dof.yaw = 0.0f;
three_dof.pitch = 0.0f;
three_dof.roll = 0.0f;
ctx->entity_registry->assign<entity::component::constraint::three_dof>(three_dof_constraint_eid, three_dof);
// Create constraint stack node component
entity::component::constraint_stack_node node;
node.active = true;
node.weight = 1.0f;
node.next = entt::null;
ctx->entity_registry->assign<entity::component::constraint_stack_node>(three_dof_constraint_eid, node);
}
// Create camera spring to constraint entity
entity::id spring_constraint_eid = ctx->entity_registry->create();
{
// Create spring to constraint
entity::component::constraint::spring_to spring;
spring.target = target_eid;
spring.translation = {{0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, 1.0f, math::two_pi<float>};
spring.translation.w = hz_to_rads(8.0f);
spring.spring_translation = true;
spring.spring_rotation = false;
ctx->entity_registry->assign<entity::component::constraint::spring_to>(spring_constraint_eid, spring);
// Create constraint stack node component
entity::component::constraint_stack_node node;
node.active = true;
node.weight = 1.0f;
node.next = three_dof_constraint_eid;
ctx->entity_registry->assign<entity::component::constraint_stack_node>(spring_constraint_eid, node);
}
// Create camera constraint stack component
entity::component::constraint_stack constraint_stack;
constraint_stack.head = spring_constraint_eid;
ctx->entity_registry->assign<entity::component::constraint_stack>(camera_eid, constraint_stack);
}
ctx->surface_camera->set_exposure(-14.5f);
}
void setup_tools(game::context* ctx)
{
ctx->entities["camera_tool"] = build_camera_tool(*ctx);
ctx->entities["time_tool"] = build_time_tool(*ctx);
// Set active tool
ctx->entities["active_tool"] = ctx->entities["time_tool"];
}
void setup_controls(game::context* ctx)
{
// Get underground camera entity
entity::id camera_eid = ctx->entities["surface_cam"];
entity::id target_eid = ctx->entities["surface_cam_target"];
entity::id three_dof_eid = ctx->entities["surface_cam_3dof"];
const float dolly_speed = 20.0f;
const float truck_speed = dolly_speed;
const float pedestal_speed = 30.0f;
float mouse_tilt_sensitivity = 1.0f;
float mouse_pan_sensitivity = 1.0f;
bool mouse_invert_tilt = false;
bool mouse_invert_pan = false;
float gamepad_tilt_sensitivity = 1.0f;
float gamepad_pan_sensitivity = 1.0f;
bool gamepad_invert_tilt = false;
bool gamepad_invert_pan = false;
bool mouse_look_toggle = false;
ctx->mouse_look = false;
if (ctx->config->contains("mouse_tilt_sensitivity"))
mouse_tilt_sensitivity = math::radians((*ctx->config)["mouse_tilt_sensitivity"].get<float>());
if (ctx->config->contains("mouse_pan_sensitivity"))
mouse_pan_sensitivity = math::radians((*ctx->config)["mouse_pan_sensitivity"].get<float>());
if (ctx->config->contains("mouse_invert_tilt"))
mouse_invert_tilt = math::radians((*ctx->config)["mouse_invert_tilt"].get<bool>());
if (ctx->config->contains("mouse_invert_pan"))
mouse_invert_pan = math::radians((*ctx->config)["mouse_invert_pan"].get<bool>());
if (ctx->config->contains("mouse_look_toggle"))
mouse_look_toggle = math::radians((*ctx->config)["mouse_look_toggle"].get<bool>());
if (ctx->config->contains("gamepad_tilt_sensitivity"))
gamepad_tilt_sensitivity = math::radians((*ctx->config)["gamepad_tilt_sensitivity"].get<float>());
if (ctx->config->contains("gamepad_pan_sensitivity"))
gamepad_pan_sensitivity = math::radians((*ctx->config)["gamepad_pan_sensitivity"].get<float>());
if (ctx->config->contains("gamepad_invert_tilt"))
gamepad_invert_tilt = math::radians((*ctx->config)["gamepad_invert_tilt"].get<bool>());
if (ctx->config->contains("gamepad_invert_pan"))
gamepad_invert_pan = math::radians((*ctx->config)["gamepad_invert_pan"].get<bool>());
const input::control* move_slow = ctx->controls["move_slow"];
const input::control* move_fast = ctx->controls["move_fast"];
const input::control* mouse_look = ctx->controls["mouse_look"];
float mouse_tilt_factor = mouse_tilt_sensitivity * (mouse_invert_tilt ? -1.0f : 1.0f);
float mouse_pan_factor = mouse_pan_sensitivity * (mouse_invert_pan ? -1.0f : 1.0f);
float gamepad_tilt_factor = gamepad_tilt_sensitivity * (gamepad_invert_tilt ? -1.0f : 1.0f);
float gamepad_pan_factor = gamepad_pan_sensitivity * (gamepad_invert_pan ? -1.0f : 1.0f);
ctx->controls["dolly_forward"]->set_active_callback
(
[ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast](float value)
{
if (move_slow->is_active())
value *= 0.25f;
if (move_fast->is_active())
value *= 4.0f;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
const math::quaternion<float> yaw = math::angle_axis(three_dof.yaw, {0.0f, 1.0f, 0.0f});
const float3 movement = {0.0f, 0.0f, -truck_speed * value * (1.0f / 60.0f)};
entity::command::translate(*ctx->entity_registry, target_eid, yaw * movement);
}
);
// Dolly backward
ctx->controls["dolly_backward"]->set_active_callback
(
[ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast](float value)
{
if (move_slow->is_active())
value *= 0.25f;
if (move_fast->is_active())
value *= 4.0f;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
const math::quaternion<float> yaw = math::angle_axis(three_dof.yaw, {0.0f, 1.0f, 0.0f});
const float3 movement = {0.0f, 0.0f, truck_speed * value * (1.0f / 60.0f)};
entity::command::translate(*ctx->entity_registry, target_eid, yaw * movement);
}
);
// Truck right
ctx->controls["truck_right"]->set_active_callback
(
[ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast](float value)
{
if (move_slow->is_active())
value *= 0.25f;
if (move_fast->is_active())
value *= 4.0f;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
const math::quaternion<float> yaw = math::angle_axis(three_dof.yaw, {0.0f, 1.0f, 0.0f});
const float3 movement = {truck_speed * value * (1.0f / 60.0f), 0.0f, 0.0f};
entity::command::translate(*ctx->entity_registry, target_eid, yaw * movement);
}
);
// Truck left
ctx->controls["truck_left"]->set_active_callback
(
[ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast](float value)
{
if (move_slow->is_active())
value *= 0.25f;
if (move_fast->is_active())
value *= 4.0f;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
const math::quaternion<float> yaw = math::angle_axis(three_dof.yaw, {0.0f, 1.0f, 0.0f});
const float3 movement = {-truck_speed * value * (1.0f / 60.0f), 0.0f, 0.0f};
entity::command::translate(*ctx->entity_registry, target_eid, yaw * movement);
}
);
// Pedestal up
ctx->controls["pedestal_up"]->set_active_callback
(
[ctx, target_eid, pedestal_speed, move_slow, move_fast](float value)
{
if (move_slow->is_active())
value *= 0.25f;
if (move_fast->is_active())
value *= 4.0f;
const float3 movement = {0.0f, pedestal_speed * value * (1.0f / 60.0f), 0.0f};
entity::command::translate(*ctx->entity_registry, target_eid, movement);
}
);
// Pedestal down
ctx->controls["pedestal_down"]->set_active_callback
(
[ctx, target_eid, pedestal_speed, move_slow, move_fast](float value)
{
if (move_slow->is_active())
value *= 0.25f;
if (move_fast->is_active())
value *= 4.0f;
const float3 movement = {0.0f, -pedestal_speed * value * (1.0f / 60.0f), 0.0f};
entity::command::translate(*ctx->entity_registry, target_eid, movement);
}
);
// Mouse rotate
ctx->controls["mouse_look"]->set_activated_callback
(
[ctx, mouse_look_toggle]()
{
if (mouse_look_toggle)
ctx->mouse_look = !ctx->mouse_look;
else
ctx->mouse_look = true;
ctx->app->set_relative_mouse_mode(ctx->mouse_look);
}
);
ctx->controls["mouse_look"]->set_deactivated_callback
(
[ctx, mouse_look_toggle]()
{
if (!mouse_look_toggle)
{
ctx->mouse_look = false;
ctx->app->set_relative_mouse_mode(false);
}
}
);
// Pan left
ctx->controls["pan_left_gamepad"]->set_active_callback
(
[ctx, three_dof_eid, gamepad_pan_factor](float value)
{
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.yaw += gamepad_pan_factor * value * (1.0f / 60.0f);
}
);
ctx->controls["pan_left_mouse"]->set_active_callback
(
[ctx, three_dof_eid, mouse_pan_factor](float value)
{
if (!ctx->mouse_look)
return;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.yaw += mouse_pan_factor * value * (1.0f / 60.0f);
}
);
// Pan right
ctx->controls["pan_right_gamepad"]->set_active_callback
(
[ctx, three_dof_eid, gamepad_pan_factor](float value)
{
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.yaw -= gamepad_pan_factor * value * (1.0f / 60.0f);
}
);
ctx->controls["pan_right_mouse"]->set_active_callback
(
[ctx, three_dof_eid, mouse_pan_factor](float value)
{
if (!ctx->mouse_look)
return;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.yaw -= mouse_pan_factor * value * (1.0f / 60.0f);
}
);
// Tilt up
ctx->controls["tilt_up_gamepad"]->set_active_callback
(
[ctx, three_dof_eid, gamepad_tilt_factor](float value)
{
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.pitch -= gamepad_tilt_factor * value * (1.0f / 60.0f);
three_dof.pitch = std::max<float>(math::radians(-90.0f), three_dof.pitch);
}
);
ctx->controls["tilt_up_mouse"]->set_active_callback
(
[ctx, three_dof_eid, mouse_tilt_factor](float value)
{
if (!ctx->mouse_look)
return;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.pitch -= mouse_tilt_factor * value * (1.0f / 60.0f);
three_dof.pitch = std::max<float>(math::radians(-90.0f), three_dof.pitch);
}
);
// Tilt down
ctx->controls["tilt_down_gamepad"]->set_active_callback
(
[ctx, three_dof_eid, gamepad_tilt_factor](float value)
{
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.pitch += gamepad_tilt_factor * value * (1.0f / 60.0f);
three_dof.pitch = std::min<float>(math::radians(90.0f), three_dof.pitch);
}
);
ctx->controls["tilt_down_mouse"]->set_active_callback
(
[ctx, three_dof_eid, mouse_tilt_factor](float value)
{
if (!ctx->mouse_look)
return;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.pitch += mouse_tilt_factor * value * (1.0f / 60.0f);
three_dof.pitch = std::min<float>(math::radians(90.0f), three_dof.pitch);
}
);
// Use tool
ctx->controls["use_tool"]->set_activated_callback
(
[&ctx]()
{
if (ctx->entities.count("active_tool"))
{
entity::id tool_eid = ctx->entities["active_tool"];
const auto& tool = ctx->entity_registry->get<entity::component::tool>(tool_eid);
if (tool.activated)
tool.activated();
}
}
);
ctx->controls["use_tool"]->set_deactivated_callback
(
[&ctx]()
{
if (ctx->entities.count("active_tool"))
{
entity::id tool_eid = ctx->entities["active_tool"];
const auto& tool = ctx->entity_registry->get<entity::component::tool>(tool_eid);
if (tool.deactivated)
tool.deactivated();
}
}
);
ctx->controls["use_tool"]->set_active_callback
(
[&ctx](float value)
{
if (ctx->entities.count("active_tool"))
{
entity::id tool_eid = ctx->entities["active_tool"];
const auto& tool = ctx->entity_registry->get<entity::component::tool>(tool_eid);
if (tool.active)
tool.active();
}
}
);
/*
auto [mouse_x, mouse_y] = ctx->app->get_mouse()->get_current_position();
ctx->logger->log("tool used (" + std::to_string(mouse_x) + ", " + std::to_string(mouse_y) + ")");
entity::id planet_eid = ctx->entities["planet"];
entity::component::celestial_body& body = ctx->entity_registry->get<entity::component::celestial_body>(planet_eid);
body.axial_tilt += math::radians(30.0f) * 1.0f / 60.0f;
*/
}
} // namespace forage
} // namespace state
} // namespace game

+ 0
- 1
src/game/state/main-menu.cpp View File

@ -20,7 +20,6 @@
#include "game/state/main-menu.hpp"
#include "game/state/options-menu.hpp"
#include "game/state/extras-menu.hpp"
#include "game/state/forage.hpp"
#include "game/state/nuptial-flight.hpp"
#include "game/menu.hpp"
#include "render/passes/clear-pass.hpp"

+ 8
- 7
src/game/state/nuptial-flight.cpp View File

@ -113,7 +113,7 @@ nuptial_flight::nuptial_flight(game::context& ctx):
game::world::set_time_scale(ctx, 60.0);
// Create boids
for (int i = 0; i < 20; ++i)
for (int i = 0; i < 50; ++i)
{
entity::id boid_eid = ctx.entity_registry->create();
@ -134,10 +134,10 @@ nuptial_flight::nuptial_flight(game::context& ctx):
// Create steering component
entity::component::steering steering;
steering.agent.mass = 1.0f;
steering.agent.position = {0, 0, 0};
steering.agent.position = {0, 100, 0};
steering.agent.velocity = {0, 0, 0};
steering.agent.acceleration = {0, 0, 0};
steering.agent.max_force = 2.5f;
steering.agent.max_force = 4.0f;
steering.agent.max_speed = 5.0f;
steering.agent.max_speed_squared = steering.agent.max_speed * steering.agent.max_speed;
steering.agent.orientation = math::quaternion<float>::identity;
@ -146,18 +146,19 @@ nuptial_flight::nuptial_flight(game::context& ctx):
steering.wander_weight = 1.0f;
steering.wander_noise = math::radians(2000.0f);
steering.wander_distance = 10.0f;
steering.wander_radius = 5.0f;
steering.wander_radius = 8.0f;
steering.wander_angle = 0.0f;
steering.wander_angle2 = 0.0f;
steering.seek_weight = 0.2f;
steering.seek_target = {0, 0, 0};
steering.seek_target = {0, 100, 0};
steering.flee_weight = 0.0f;
steering.weight_sum = steering.wander_weight + steering.seek_weight + steering.flee_weight;
steering.sum_weights = steering.wander_weight + steering.seek_weight + steering.flee_weight;
ctx.entity_registry->assign<entity::component::steering>(boid_eid, steering);
}
}
// Load biome
game::load::biome(ctx, "lab.bio");
game::load::biome(ctx, "desert-scrub.bio");
// Setup and enable sky and ground passes
ctx.sky_pass->set_enabled(true);

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