Ensure enemies only lock onto player once they have line of sight
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@@ -1,9 +1,10 @@
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import type { World, EntityId, Action, SimEvent, Actor, CombatantActor, CollectibleActor, ActorType } from "../../core/types";
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import { isBlocked } from "../world/world-logic";
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import { isBlocked, inBounds, isWall } from "../world/world-logic";
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import { findPathAStar } from "../world/pathfinding";
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import { GAME_CONFIG } from "../../core/config/GameConfig";
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import { type EntityManager } from "../EntityManager";
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import { FOV } from "rot-js";
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export function applyAction(w: World, actorId: EntityId, action: Action, em?: EntityManager): SimEvent[] {
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@@ -222,40 +223,148 @@ function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }, em
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/**
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* Very basic enemy AI:
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* - if adjacent to player, attack
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* - else step toward player using greedy Manhattan
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* Check if an enemy can see the player using FOV calculation
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*/
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export function decideEnemyAction(w: World, enemy: CombatantActor, player: CombatantActor, em?: EntityManager): Action {
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function canEnemySeePlayer(w: World, enemy: CombatantActor, player: CombatantActor): boolean {
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const viewRadius = 8; // Enemy vision range
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let canSee = false;
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const fov = new FOV.PreciseShadowcasting((x: number, y: number) => {
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if (!inBounds(w, x, y)) return false;
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return !isWall(w, x, y);
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});
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fov.compute(enemy.pos.x, enemy.pos.y, viewRadius, (x: number, y: number) => {
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if (x === player.pos.x && y === player.pos.y) {
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canSee = true;
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}
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});
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return canSee;
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}
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/**
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* Get a random wander move for an enemy
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*/
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function getRandomWanderMove(w: World, enemy: CombatantActor, em?: EntityManager): Action {
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const directions = [
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{ dx: 0, dy: -1 }, // up
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{ dx: 0, dy: 1 }, // down
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{ dx: -1, dy: 0 }, // left
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{ dx: 1, dy: 0 }, // right
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];
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// Shuffle directions
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for (let i = directions.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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[directions[i], directions[j]] = [directions[j], directions[i]];
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}
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// Try each direction, return first valid one
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for (const dir of directions) {
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const nx = enemy.pos.x + dir.dx;
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const ny = enemy.pos.y + dir.dy;
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if (!isBlocked(w, nx, ny, em)) {
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return { type: "move", ...dir };
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}
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}
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// If no valid move, wait
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return { type: "wait" };
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}
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/**
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* Enemy AI with state machine:
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* - Wandering: Random movement when can't see player
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* - Alerted: Brief period after spotting player (shows "!")
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* - Pursuing: Chase player while in FOV or toward last known position
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*/
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export function decideEnemyAction(w: World, enemy: CombatantActor, player: CombatantActor, em?: EntityManager): { action: Action; justAlerted: boolean } {
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// Initialize AI state if not set
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if (!enemy.aiState) {
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enemy.aiState = "wandering";
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}
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const canSee = canEnemySeePlayer(w, enemy, player);
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const dx = player.pos.x - enemy.pos.x;
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const dy = player.pos.y - enemy.pos.y;
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const dist = Math.abs(dx) + Math.abs(dy);
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if (dist === 1) {
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return { type: "attack", targetId: player.id };
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// State transitions
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let justAlerted = false;
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if (canSee && enemy.aiState === "wandering") {
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// Spotted player! Transition to alerted state
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enemy.aiState = "alerted";
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enemy.alertedAt = Date.now();
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enemy.lastKnownPlayerPos = { ...player.pos };
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justAlerted = true;
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} else if (enemy.aiState === "alerted") {
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// Check if alert period is over (1 second = 1000ms)
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const alertDuration = 1000;
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if (Date.now() - (enemy.alertedAt || 0) > alertDuration) {
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enemy.aiState = "pursuing";
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}
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} else if (enemy.aiState === "pursuing") {
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if (canSee) {
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// Update last known position
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enemy.lastKnownPlayerPos = { ...player.pos };
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} else {
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// Lost sight - check if we've reached last known position
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if (enemy.lastKnownPlayerPos) {
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const distToLastKnown = Math.abs(enemy.pos.x - enemy.lastKnownPlayerPos.x) +
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Math.abs(enemy.pos.y - enemy.lastKnownPlayerPos.y);
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if (distToLastKnown <= 1) {
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// Reached last known position, return to wandering
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enemy.aiState = "wandering";
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enemy.lastKnownPlayerPos = undefined;
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}
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} else {
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// No last known position, return to wandering
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enemy.aiState = "wandering";
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}
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}
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}
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// Behavior based on current state
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if (enemy.aiState === "wandering") {
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return { action: getRandomWanderMove(w, enemy, em), justAlerted };
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}
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if (enemy.aiState === "alerted") {
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// During alert, stay still (or could do small movement)
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return { action: { type: "wait" }, justAlerted };
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}
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// Pursuing state - chase player or last known position
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const targetPos = canSee ? player.pos : (enemy.lastKnownPlayerPos || player.pos);
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const targetDx = targetPos.x - enemy.pos.x;
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const targetDy = targetPos.y - enemy.pos.y;
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// If adjacent to player, attack
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if (dist === 1 && canSee) {
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return { action: { type: "attack", targetId: player.id }, justAlerted };
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}
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// Use A* for smarter pathfinding
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const dummySeen = new Uint8Array(w.width * w.height).fill(1); // Enemies "know" the map
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const path = findPathAStar(w, dummySeen, enemy.pos, player.pos, { ignoreBlockedTarget: true, ignoreSeen: true, em });
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// Use A* for smarter pathfinding to target
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const dummySeen = new Uint8Array(w.width * w.height).fill(1);
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const path = findPathAStar(w, dummySeen, enemy.pos, targetPos, { ignoreBlockedTarget: true, ignoreSeen: true, em });
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if (path.length >= 2) {
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const next = path[1];
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const adx = next.x - enemy.pos.x;
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const ady = next.y - enemy.pos.y;
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return { type: "move", dx: adx, dy: ady };
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return { action: { type: "move", dx: adx, dy: ady }, justAlerted };
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}
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// Fallback to greedy if no path found
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const options: { dx: number; dy: number }[] = [];
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if (Math.abs(dx) >= Math.abs(dy)) {
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options.push({ dx: Math.sign(dx), dy: 0 });
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options.push({ dx: 0, dy: Math.sign(dy) });
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if (Math.abs(targetDx) >= Math.abs(targetDy)) {
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options.push({ dx: Math.sign(targetDx), dy: 0 });
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options.push({ dx: 0, dy: Math.sign(targetDy) });
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} else {
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options.push({ dx: 0, dy: Math.sign(dy) });
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options.push({ dx: Math.sign(dx), dy: 0 });
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options.push({ dx: 0, dy: Math.sign(targetDy) });
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options.push({ dx: Math.sign(targetDx), dy: 0 });
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}
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options.push({ dx: -options[0].dx, dy: -options[0].dy });
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@@ -264,9 +373,10 @@ export function decideEnemyAction(w: World, enemy: CombatantActor, player: Comba
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if (o.dx === 0 && o.dy === 0) continue;
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const nx = enemy.pos.x + o.dx;
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const ny = enemy.pos.y + o.dy;
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if (!isBlocked(w, nx, ny)) return { type: "move", dx: o.dx, dy: o.dy };
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if (!isBlocked(w, nx, ny, em)) return { action: { type: "move", dx: o.dx, dy: o.dy }, justAlerted };
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}
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return { type: "wait" };
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return { action: { type: "wait" }, justAlerted };
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}
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/**
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@@ -299,8 +409,19 @@ export function stepUntilPlayerTurn(w: World, playerId: EntityId, em?: EntityMan
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return { awaitingPlayerId: actor.id, events };
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}
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const action = decideEnemyAction(w, actor, player, em);
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events.push(...applyAction(w, actor.id, action, em));
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const decision = decideEnemyAction(w, actor, player, em);
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// Emit alert event if enemy just spotted player
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if (decision.justAlerted) {
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events.push({
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type: "enemy-alerted",
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enemyId: actor.id,
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x: actor.pos.x,
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y: actor.pos.y
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});
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}
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events.push(...applyAction(w, actor.id, decision.action, em));
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// Check if player was killed by this action
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if (!w.actors.has(playerId)) {
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