/*
* Copyright 2013 MovingBlocks
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package org.terasology.logic.ai;
import org.terasology.engine.Time;
import org.terasology.entitySystem.entity.EntityManager;
import org.terasology.entitySystem.entity.EntityRef;
import org.terasology.entitySystem.event.ReceiveEvent;
import org.terasology.entitySystem.systems.BaseComponentSystem;
import org.terasology.entitySystem.systems.RegisterMode;
import org.terasology.entitySystem.systems.RegisterSystem;
import org.terasology.entitySystem.systems.UpdateSubscriberSystem;
import org.terasology.logic.characters.CharacterMoveInputEvent;
import org.terasology.logic.characters.CharacterMovementComponent;
import org.terasology.logic.characters.events.HorizontalCollisionEvent;
import org.terasology.logic.health.DoDamageEvent;
import org.terasology.logic.health.EngineDamageTypes;
import org.terasology.logic.location.LocationComponent;
import org.terasology.logic.players.LocalPlayer;
import org.terasology.registry.CoreRegistry;
import org.terasology.registry.In;
import org.terasology.utilities.random.FastRandom;
import org.terasology.utilities.random.Random;
import org.terasology.world.WorldProvider;
import javax.vecmath.Vector3f;
/**
* Hierarchical AI, idea from robotics
*
* @author Esa-Petri Tirkkonen <esereja@yahoo.co.uk>
*/
@RegisterSystem(RegisterMode.AUTHORITY)
public class HierarchicalAISystem extends BaseComponentSystem implements
UpdateSubscriberSystem {
@In
private WorldProvider worldProvider;
@In
private EntityManager entityManager;
private Random random = new FastRandom();
@In
private Time time;
private boolean idling;
// TODO add way to recognize if attacked
@Override
public void update(float delta) {
for (EntityRef entity : entityManager.getEntitiesWith(
HierarchicalAIComponent.class, CharacterMovementComponent.class,
LocationComponent.class)) {
LocationComponent location = entity
.getComponent(LocationComponent.class);
Vector3f worldPos = location.getWorldPosition();
// Skip this AI if not in a loaded chunk
if (!worldProvider.isBlockRelevant(worldPos)) {
continue;
}
// goto Hierarchical system
loop(entity, location, worldPos);
}
}
/**
* main loop of hierarchical system
*
* @param entity
* @param location
* @param worldPos
*/
private void loop(EntityRef entity, LocationComponent location,
Vector3f worldPos) {
HierarchicalAIComponent ai = entity
.getComponent(HierarchicalAIComponent.class);
long tempTime = CoreRegistry.get(Time.class).getGameTimeInMs();
//TODO remove next
long lastAttack = 0;
// skip update if set to skip them
if (tempTime - ai.lastProgressedUpdateAt < ai.updateFrequency) {
ai.lastProgressedUpdateAt = CoreRegistry.get(Time.class)
.getGameTimeInMs();
return;
}
long directionChangeTime = ai.moveUpdateTime;
long moveChangeTime = ai.moveUpdateTime;
long idleChangeTime = ai.idlingUpdateTime;
long dangerChangeTime = ai.dangerUpdateTime;
// get movement
Vector3f drive = new Vector3f();
// find player position
// TODO: shouldn't use local player, need some way to find nearest
// player
LocalPlayer localPlayer = CoreRegistry.get(LocalPlayer.class);
if (localPlayer != null) {
Vector3f dist = new Vector3f(worldPos);
dist.sub(localPlayer.getPosition());
double distanceToPlayer = dist.lengthSquared();
ai.inDanger = false;
if (ai.dieIfPlayerFar && distanceToPlayer > ai.dieDistance) {
entity.destroy();
}
//----------------danger behavior----------
// if our AI is aggressive or hunter go and hunt player else run away
// if wild
if (ai.aggressive) {
// TODO fix this to proper attacking
if (distanceToPlayer <= ai.attackDistance) {
if (tempTime - lastAttack > ai.damageFrequency) {
localPlayer.getCharacterEntity().send(
new DoDamageEvent(ai.damage, EngineDamageTypes.PHYSICAL.get(), entity));
lastAttack = CoreRegistry.get(Time.class).getGameTimeInMs();
}
}
}
//update
if (tempTime - ai.lastChangeOfDangerAt > dangerChangeTime) {
dangerChangeTime = (long) (ai.dangerUpdateTime * random.nextDouble() * ai.hectic);
if (ai.hunter) {
if (distanceToPlayer > ai.playerdistance
&& distanceToPlayer < ai.playerSense) {
// Head to player
Vector3f tempTarget = localPlayer.getPosition();
if (ai.forgiving != 0) {
ai.movementTarget.set(new Vector3f(
tempTarget.x + random.nextFloat(-ai.forgiving, ai.forgiving),
tempTarget.y + random.nextFloat(-ai.forgiving, ai.forgiving),
tempTarget.z + random.nextFloat(-ai.forgiving, ai.forgiving)
));
} else {
ai.movementTarget.set(tempTarget);
}
ai.inDanger = true;
entity.saveComponent(ai);
// System.out.print("\nhunting palyer\n");
}
}
// run opposite direction
if (ai.wild) {
if (distanceToPlayer > ai.panicDistance
&& distanceToPlayer < ai.runDistance) {
Vector3f tempTarget = localPlayer.getPosition();
if (ai.forgiving != 0) {
ai.movementTarget.set(new Vector3f(
-tempTarget.x + random.nextFloat(-ai.forgiving, ai.forgiving),
-tempTarget.y + random.nextFloat(-ai.forgiving, ai.forgiving),
-tempTarget.z + random.nextFloat(-ai.forgiving, ai.forgiving)
));
} else {
ai.movementTarget
.set(new Vector3f(tempTarget.x * -1,
tempTarget.y * -1, tempTarget.z
* -1));
}
entity.saveComponent(ai);
ai.inDanger = true;
}
}
ai.lastChangeOfDangerAt = CoreRegistry.get(Time.class)
.getGameTimeInMs();
}
}
if (!ai.inDanger) {
//----------------eat----------
// if anything edible is in front
if (foodInFront()) {
return;
}
//----------------idle----------
// Idling part
// what AI does when nothing better to do
if (idling) {
// time to stop idling
if (tempTime - ai.lastChangeOfidlingtAt > idleChangeTime) {
idleChangeTime = (long) (ai.idlingUpdateTime * random.nextDouble() * ai.hectic);
idling = false;
// mark idling state changed
ai.lastChangeOfidlingtAt = CoreRegistry.get(Time.class)
.getGameTimeInMs();
}
entity.saveComponent(location);
ai.lastProgressedUpdateAt = CoreRegistry.get(Time.class)
.getGameTimeInMs();
return;
}
// check if it is time to idle again
if (tempTime - ai.lastChangeOfMovementAt > moveChangeTime) {
// update time
moveChangeTime = (long) (ai.moveUpdateTime * random.nextDouble() * ai.hectic);
idling = true;
entity.saveComponent(location);
// mark start idling
ai.lastChangeOfMovementAt = CoreRegistry.get(Time.class)
.getGameTimeInMs();
ai.lastProgressedUpdateAt = CoreRegistry.get(Time.class)
.getGameTimeInMs();
return;
}
// Random walk
// check if time to change direction
if (tempTime - ai.lastChangeOfDirectionAt > directionChangeTime) {
directionChangeTime = (long) (ai.moveUpdateTime * random.nextDouble() * ai.straightLined);
// if ai flies
if (ai.flying) {
float targetY = 0;
do {
targetY = worldPos.y + random.nextFloat(-100.0f, 100.0f);
} while (targetY > ai.maxAltitude);
ai.movementTarget.set(
worldPos.x + random.nextFloat(-500.0f, 500.0f),
targetY,
worldPos.z + random.nextFloat(-500.0f, 500.0f));
} else {
ai.movementTarget.set(
worldPos.x + random.nextFloat(-500.0f, 500.0f),
worldPos.y,
worldPos.z + random.nextFloat(-500.0f, 500.0f));
}
ai.lastChangeOfDirectionAt = time.getGameTimeInMs();
entity.saveComponent(ai);
// System.out.print("direction changed\n");
}
}
Vector3f targetDirection = new Vector3f();
targetDirection.sub(ai.movementTarget, worldPos);
targetDirection.normalize();
drive.set(targetDirection);
float yaw = (float) Math.atan2(targetDirection.x, targetDirection.z);
entity.send(new CharacterMoveInputEvent(0, 0, yaw, drive, false, false));
entity.saveComponent(location);
// System.out.print("\Destination set: " + targetDirection.x + ":" +targetDirection.z + "\n");
// System.out.print("\nI am: " + worldPos.x + ":" + worldPos.z + "\n");
ai.lastProgressedUpdateAt = CoreRegistry.get(Time.class).getGameTimeInMs();
}
private boolean foodInFront() {
return false;
// return true;
}
//TODO change eating thingy to use this
@ReceiveEvent(components = {HierarchicalAIComponent.class})
public void onBump(HorizontalCollisionEvent event, EntityRef entity) {
CharacterMovementComponent moveComp = entity
.getComponent(CharacterMovementComponent.class);
if (moveComp != null && moveComp.grounded) {
moveComp.jump = true;
entity.saveComponent(moveComp);
}
}
}