Files
brick-framework/GameCore/AI/AIPathfindingSystem.cs

97 lines
4.1 KiB
C#

using GameCore.ECS;
using GameCore.ECS.Interfaces;
using GameCore.Input;
using GameCore.Math;
using GameCore.Physics;
using GameCore.Player;
namespace GameCore.AI;
public class AIPathfindingSystem : ISystem
{
private const float WaypointReachThreshold = 0.5f;
public void Update(World world, float deltaTime)
{
var entities = world.GetEntitiesWith<AIComponent>();
foreach (var entity in entities)
{
if (world.GetComponent<PlayerComponent>(entity) != null) continue;
var ai = world.GetComponent<AIComponent>(entity);
var input = world.GetComponent<InputStateComponent>(entity);
var pos = world.GetComponent<PositionComponent>(entity);
if (ai == null || input == null || pos == null) continue;
input.MoveDirection = Vector3.Zero;
Vector3? targetPosition = null;
switch (ai.CurrentState)
{
case AIState.Chase:
targetPosition = ai.LastKnownTargetPosition;
world.Logger.Debug($"AI Entity {entity.Id} chasing target at {targetPosition}");
break;
case AIState.Patrol:
var patrol = world.GetComponent<PatrolComponent>(entity);
if (patrol == null || patrol.PatrolPoints.Count == 0)
{
ai.CurrentState = AIState.Idle;
world.Logger.Debug($"AI Entity {entity.Id} has no patrol points, switching to Idle state.");
continue;
}
targetPosition = patrol.PatrolPoints[patrol.CurrentPatrolIndex];
var horizontalDiff = new Vector3(targetPosition.Value.X - pos.Position.X, 0f,
targetPosition.Value.Z - pos.Position.Z);
var distanceToPatrolPoint = horizontalDiff.Length();
if (distanceToPatrolPoint < WaypointReachThreshold)
{
patrol.CurrentPatrolIndex++;
if (patrol.CurrentPatrolIndex >= patrol.PatrolPoints.Count)
patrol.CurrentPatrolIndex = patrol.IsLooping ? 0 : patrol.PatrolPoints.Count - 1;
targetPosition = patrol.PatrolPoints[patrol.CurrentPatrolIndex];
world.Logger.Debug(
$"AI Entity {entity.Id} reached patrol point, moving to next point at {targetPosition}");
}
break;
case AIState.Idle:
case AIState.Attack:
world.Logger.Debug($"AI Entity {entity.Id} is in state {ai.CurrentState}, not moving.");
continue;
}
if (targetPosition == null)
{
world.Logger.Debug($"AI Entity {entity.Id} has no target position.");
continue;
}
var path = world.WorldQuery.GetPath(pos.Position, targetPosition.Value);
world.Logger.Debug($"Path for AI Entity {entity.Id}: {string.Join(" -> ", path)}");
if (path.Count > 0)
{
var nextWaypoint = path[0];
var horizontalDiffToWaypoint =
new Vector3(nextWaypoint.X - pos.Position.X, 0f, nextWaypoint.Z - pos.Position.Z);
if (horizontalDiffToWaypoint.Length() < 0.1f && path.Count > 1)
{
nextWaypoint = path[1];
world.Logger.Debug($"AI Entity {entity.Id} skipping first waypoint, moving to {nextWaypoint}");
}
var directionVector = nextWaypoint - pos.Position;
input.MoveDirection = new Vector3(directionVector.X, 0f, directionVector.Z).Normalize();
world.Logger.Debug(
$"AI Entity {entity.Id} moving towards waypoint at {nextWaypoint} with direction {input.MoveDirection}");
}
else
{
world.Logger.Debug($"AI Entity {entity.Id} has no path.");
}
}
}
}