Add AI components and systems for enhanced enemy behavior and pathfinding

This commit is contained in:
2025-10-30 21:53:20 +01:00
parent f65277e6b4
commit c7739de7d9
11 changed files with 370 additions and 6 deletions

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using GameCore.ECS;
using GameCore.ECS.Interfaces;
using GameCore.Math;
using GameCore.Movement;
using GameCore.Physics;
using GameCore.Player;
namespace GameCore.AI;
public class AIPerceptionSystem : ISystem
{
private readonly Vector3 _aiEyeOffset = new(0f, 1.5f, 0f);
private readonly Vector3 _playerCenterOffset = new(0f, 1.0f, 0f);
public void Update(World world, float deltaTime)
{
var playerEntities = world.GetEntitiesWith<PlayerComponent>().ToList();
if (!playerEntities.Any())
{
world.Logger.Warn("No player entity found for AI perception.");
return;
}
var playerEntity = playerEntities.First();
var playerPos = world.GetComponent<PositionComponent>(playerEntity);
if (playerPos == null)
{
world.Logger.Warn("No player position found for AI perception.");
return;
}
var aiEntities = world.GetEntitiesWith<AIComponent>();
foreach (var entity in aiEntities)
{
if (world.GetComponent<PlayerComponent>(entity) != null)
{
world.Logger.Warn("AI Perception System: Skipping player entity.");
continue;
}
var ai = world.GetComponent<AIComponent>(entity);
var aiPos = world.GetComponent<PositionComponent>(entity);
var aiRot = world.GetComponent<RotationComponent>(entity);
if (ai == null || aiPos == null || aiRot == null)
{
world.Logger.Warn("AI Perception System: Skipping AI perception. Missing components.");
continue;
}
ai.StateTimer += deltaTime;
var aiEyePos = aiPos.Position + _aiEyeOffset;
var playerCenterPos = playerPos.Position + _playerCenterOffset;
var vectorToPlayer = playerCenterPos - aiEyePos;
var distanceToPlayer = vectorToPlayer.Length();
var directionToPlayer = vectorToPlayer.Normalize();
if (distanceToPlayer < ai.SightRange &&
IsInFieldOfView(world, ai, aiRot, directionToPlayer) &&
HasLineOfSight(world, aiEyePos, playerCenterPos, entity))
{
ai.Target = playerEntity;
ai.LastKnownTargetPosition = playerPos.Position;
ai.StateTimer = 0.0f;
var attackRangeBuffer = ai.AttackRange * ai.AttackRangeBufferPercent;
if (distanceToPlayer <= ai.AttackRange)
{
if (ai.CurrentState != AIState.Attack)
{
ai.CurrentState = AIState.Attack;
world.Logger.Debug($"AI Entity {entity.Id} switching to Attack state.");
}
}
else if (distanceToPlayer > ai.AttackRange + attackRangeBuffer)
{
if (ai.CurrentState != AIState.Chase)
{
ai.CurrentState = AIState.Chase;
world.Logger.Debug($"AI Entity {entity.Id} switching to Chase state.");
}
}
}
else
{
if (ai.Target != null)
{
if (ai.StateTimer > ai.ChaseGiveUpTime)
{
ai.Target = null;
ai.CurrentState = world.GetComponent<PatrolComponent>(entity) != null
? AIState.Patrol
: AIState.Idle;
world.Logger.Debug($"AI Entity {entity.Id} lost target, switching to {ai.CurrentState} state.");
}
else
{
ai.CurrentState = AIState.Chase;
world.Logger.Debug($"AI Entity {entity.Id} continuing to chase last known target position.");
}
}
else
{
ai.CurrentState = world.GetComponent<PatrolComponent>(entity) != null
? AIState.Patrol
: AIState.Idle;
world.Logger.Debug($"AI Entity {entity.Id} has no target, switching to {ai.CurrentState} state.");
}
}
}
}
private bool HasLineOfSight(World world, Vector3 from, Vector3 to, Entity owner)
{
var hit = world.WorldQuery.Raycast(from, to, owner);
return hit.DidHit && hit.HitEntity.HasValue && world.GetComponent<PlayerComponent>(hit.HitEntity.Value) != null;
}
private bool IsInFieldOfView(World world, AIComponent ai, RotationComponent aiRot, Vector3 directionToPlayer)
{
var aiForward = world.WorldQuery.RotateVectorByYaw(new Vector3(0f, 0f, 1f), aiRot.Rotation.Y);
var dotProduct = Vector3.Dot(aiForward, directionToPlayer);
var fovRadians = ai.FieldOfView * (float)System.Math.PI / 180f;
var fovThreshold = (float)System.Math.Cos(fovRadians / 2f);
return dotProduct >= fovThreshold;
}
}