refactor: introduce core ECS for movement and AI
This commit is contained in:
@@ -1,27 +1,75 @@
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import { type World, type EntityId, type Actor, type Vec2 } from "../core/types";
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import { type World, type EntityId, type Actor, type Vec2, type CombatantActor } from "../core/types";
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import { idx } from "./world/world-logic";
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import { ECSWorld } from "./ecs/World";
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import { MovementSystem } from "./ecs/MovementSystem";
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import { AISystem } from "./ecs/AISystem";
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export class EntityManager {
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private grid: Map<number, EntityId[]> = new Map();
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private actors: Map<EntityId, Actor>;
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private world: World;
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private lastId: number = 0;
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private ecs: ECSWorld;
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private movementSystem: MovementSystem;
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private aiSystem: AISystem;
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constructor(world: World) {
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this.world = world;
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this.actors = world.actors;
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this.ecs = new ECSWorld();
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this.movementSystem = new MovementSystem(this.ecs, this.world, this);
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this.aiSystem = new AISystem(this.ecs, this.world, this);
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this.lastId = Math.max(0, ...this.actors.keys());
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this.ecs.setNextId(this.lastId + 1);
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this.rebuildGrid();
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}
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get ecsWorld(): ECSWorld {
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return this.ecs;
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}
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get movement(): MovementSystem {
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return this.movementSystem;
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}
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get ai(): AISystem {
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return this.aiSystem;
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}
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rebuildGrid() {
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this.grid.clear();
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// Also re-sync ECS if needed, though typically we do this once at start
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for (const actor of this.actors.values()) {
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this.syncActorToECS(actor);
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this.addToGrid(actor);
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}
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}
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private syncActorToECS(actor: Actor) {
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const id = actor.id;
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this.ecs.addComponent(id, "position", actor.pos);
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this.ecs.addComponent(id, "name", { name: actor.id.toString() });
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if (actor.category === "combatant") {
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const c = actor as CombatantActor;
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this.ecs.addComponent(id, "stats", c.stats);
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this.ecs.addComponent(id, "energy", { current: c.energy, speed: c.speed });
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this.ecs.addComponent(id, "actorType", { type: c.type });
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if (c.isPlayer) {
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this.ecs.addComponent(id, "player", {});
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} else {
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this.ecs.addComponent(id, "ai", {
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state: c.aiState || "wandering",
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alertedAt: c.alertedAt,
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lastKnownPlayerPos: c.lastKnownPlayerPos
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});
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}
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} else if (actor.category === "collectible") {
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this.ecs.addComponent(id, "collectible", { type: "exp_orb", amount: actor.expAmount });
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}
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}
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private addToGrid(actor: Actor) {
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const i = idx(this.world, actor.pos.x, actor.pos.y);
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if (!this.grid.has(i)) {
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@@ -61,6 +109,13 @@ export class EntityManager {
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actor.pos.x = to.x;
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actor.pos.y = to.y;
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// Update ECS
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const posComp = this.ecs.getComponent(actorId, "position");
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if (posComp) {
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posComp.x = to.x;
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posComp.y = to.y;
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}
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// Add to new position
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const newIdx = idx(this.world, to.x, to.y);
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if (!this.grid.has(newIdx)) this.grid.set(newIdx, []);
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@@ -69,6 +124,7 @@ export class EntityManager {
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addActor(actor: Actor) {
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this.actors.set(actor.id, actor);
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this.syncActorToECS(actor);
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this.addToGrid(actor);
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}
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@@ -76,12 +132,11 @@ export class EntityManager {
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const actor = this.actors.get(actorId);
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if (actor) {
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this.removeFromGrid(actor);
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this.ecs.destroyEntity(actorId);
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this.actors.delete(actorId);
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}
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}
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getActorsAt(x: number, y: number): Actor[] {
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const i = idx(this.world, x, y);
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const ids = this.grid.get(i);
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120
src/engine/ecs/AISystem.ts
Normal file
120
src/engine/ecs/AISystem.ts
Normal file
@@ -0,0 +1,120 @@
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import { type ECSWorld } from "./World";
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import { type World as GameWorld, type EntityId, type Vec2, type Action } from "../../core/types";
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import { type EntityManager } from "../EntityManager";
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import { findPathAStar } from "../world/pathfinding";
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import { isBlocked, inBounds } from "../world/world-logic";
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import { blocksSight } from "../../core/terrain";
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import { FOV } from "rot-js";
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export class AISystem {
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private ecsWorld: ECSWorld;
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private gameWorld: GameWorld;
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private em?: EntityManager;
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constructor(ecsWorld: ECSWorld, gameWorld: GameWorld, em?: EntityManager) {
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this.ecsWorld = ecsWorld;
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this.gameWorld = gameWorld;
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this.em = em;
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}
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update(enemyId: EntityId, playerId: EntityId): { action: Action; justAlerted: boolean } {
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const ai = this.ecsWorld.getComponent(enemyId, "ai");
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const pos = this.ecsWorld.getComponent(enemyId, "position");
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const playerPos = this.ecsWorld.getComponent(playerId, "position");
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if (!ai || !pos || !playerPos) {
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return { action: { type: "wait" }, justAlerted: false };
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}
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const canSee = this.canSeePlayer(pos, playerPos);
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let justAlerted = false;
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// State transitions (mirrored from decideEnemyAction)
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if (ai.state === "alerted") {
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const alertDuration = 1000;
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if (Date.now() - (ai.alertedAt || 0) > alertDuration) {
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ai.state = "pursuing";
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}
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}
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if (canSee) {
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if (ai.state === "wandering" || ai.state === "searching") {
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ai.state = "alerted";
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ai.alertedAt = Date.now();
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ai.lastKnownPlayerPos = { ...playerPos };
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justAlerted = true;
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} else if (ai.state === "pursuing") {
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ai.lastKnownPlayerPos = { ...playerPos };
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}
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} else {
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if (ai.state === "pursuing") {
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ai.state = "searching";
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} else if (ai.state === "searching") {
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if (ai.lastKnownPlayerPos) {
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const dist = Math.abs(pos.x - ai.lastKnownPlayerPos.x) + Math.abs(pos.y - ai.lastKnownPlayerPos.y);
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if (dist <= 1) {
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ai.state = "wandering";
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ai.lastKnownPlayerPos = undefined;
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}
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} else {
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ai.state = "wandering";
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}
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}
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}
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// Behavior logic
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if (ai.state === "wandering") {
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return { action: this.getRandomWanderMove(pos), justAlerted };
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}
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if (ai.state === "alerted") {
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return { action: { type: "wait" }, justAlerted };
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}
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const targetPos = canSee ? playerPos : (ai.lastKnownPlayerPos || playerPos);
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const dx = playerPos.x - pos.x;
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const dy = playerPos.y - pos.y;
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const chebyshevDist = Math.max(Math.abs(dx), Math.abs(dy));
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if (chebyshevDist === 1 && canSee) {
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return { action: { type: "attack", targetId: playerId }, justAlerted };
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}
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// A* Pathfinding
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const dummySeen = new Uint8Array(this.gameWorld.width * this.gameWorld.height).fill(1);
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const path = findPathAStar(this.gameWorld, dummySeen, pos, targetPos, { ignoreBlockedTarget: true, ignoreSeen: true, em: this.em });
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if (path.length >= 2) {
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const next = path[1];
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return { action: { type: "move", dx: next.x - pos.x, dy: next.y - pos.y }, justAlerted };
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}
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return { action: { type: "wait" }, justAlerted };
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}
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private canSeePlayer(enemyPos: Vec2, playerPos: Vec2): boolean {
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const viewRadius = 8;
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let canSee = false;
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const fov = new FOV.PreciseShadowcasting((x, y) => {
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if (!inBounds(this.gameWorld, x, y)) return false;
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if (x === enemyPos.x && y === enemyPos.y) return true;
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const idx = y * this.gameWorld.width + x;
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return !blocksSight(this.gameWorld.tiles[idx]);
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});
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fov.compute(enemyPos.x, enemyPos.y, viewRadius, (x, y) => {
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if (x === playerPos.x && y === playerPos.y) canSee = true;
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});
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return canSee;
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}
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private getRandomWanderMove(pos: Vec2): Action {
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const directions = [{ dx: 0, dy: -1 }, { dx: 0, dy: 1 }, { dx: -1, dy: 0 }, { dx: 1, dy: 0 }];
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// Simple shuffle and try
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for (const dir of directions.sort(() => Math.random() - 0.5)) {
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if (!isBlocked(this.gameWorld, pos.x + dir.dx, pos.y + dir.dy, this.em)) {
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return { type: "move", ...dir };
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}
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}
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return { type: "wait" };
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}
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}
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41
src/engine/ecs/MovementSystem.ts
Normal file
41
src/engine/ecs/MovementSystem.ts
Normal file
@@ -0,0 +1,41 @@
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import { type ECSWorld } from "./World";
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import { type World as GameWorld, type EntityId } from "../../core/types";
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import { isBlocked } from "../world/world-logic";
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import { type EntityManager } from "../EntityManager";
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export class MovementSystem {
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private ecsWorld: ECSWorld;
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private gameWorld: GameWorld;
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private em?: EntityManager;
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constructor(ecsWorld: ECSWorld, gameWorld: GameWorld, em?: EntityManager) {
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this.ecsWorld = ecsWorld;
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this.gameWorld = gameWorld;
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this.em = em;
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}
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move(entityId: EntityId, dx: number, dy: number): boolean {
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const pos = this.ecsWorld.getComponent(entityId, "position");
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if (!pos) return false;
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const nx = pos.x + dx;
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const ny = pos.y + dy;
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if (!isBlocked(this.gameWorld, nx, ny, this.em)) {
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const oldPos = { ...pos };
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// Update ECS Position
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pos.x = nx;
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pos.y = ny;
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// Update grid-based EntityManager if present
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if (this.em) {
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this.em.moveActor(entityId, oldPos, { x: nx, y: ny });
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}
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return true;
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}
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return false;
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}
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}
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74
src/engine/ecs/World.ts
Normal file
74
src/engine/ecs/World.ts
Normal file
@@ -0,0 +1,74 @@
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import { type ComponentMap, type ComponentType } from "./components";
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import { type EntityId } from "../../core/types";
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export class ECSWorld {
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private nextId: number = 1;
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private entities: Set<EntityId> = new Set();
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private components: { [K in ComponentType]?: Map<EntityId, ComponentMap[K]> } = {};
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createEntity(): EntityId {
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const id = this.nextId++ as EntityId;
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this.entities.add(id);
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return id;
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}
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destroyEntity(id: EntityId) {
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this.entities.delete(id);
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for (const type in this.components) {
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this.components[type as ComponentType]?.delete(id);
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}
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}
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addComponent<K extends ComponentType>(id: EntityId, type: K, data: ComponentMap[K]) {
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if (!this.components[type]) {
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this.components[type] = new Map();
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}
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this.components[type]!.set(id, data);
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}
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removeComponent(id: EntityId, type: ComponentType) {
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this.components[type]?.delete(id);
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}
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getComponent<K extends ComponentType>(id: EntityId, type: K): ComponentMap[K] | undefined {
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return this.components[type]?.get(id) as ComponentMap[K] | undefined;
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}
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hasComponent(id: EntityId, type: ComponentType): boolean {
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return this.components[type]?.has(id) ?? false;
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}
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getEntitiesWith<K extends ComponentType>(...types: K[]): EntityId[] {
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if (types.length === 0) return Array.from(this.entities);
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// Start with the smallest set to optimize
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const sortedTypes = [...types].sort((a, b) => {
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const sizeA = this.components[a]?.size ?? 0;
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const sizeB = this.components[b]?.size ?? 0;
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return sizeA - sizeB;
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});
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const firstType = sortedTypes[0];
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const firstMap = this.components[firstType];
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if (!firstMap) return [];
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const result: EntityId[] = [];
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for (const id of firstMap.keys()) {
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let hasAll = true;
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for (let i = 1; i < sortedTypes.length; i++) {
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if (!this.components[sortedTypes[i]]?.has(id)) {
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hasAll = false;
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break;
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}
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}
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if (hasAll) result.push(id);
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}
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return result;
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}
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// Helper for existing systems that use the lastId logic
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setNextId(id: number) {
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this.nextId = id;
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}
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}
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50
src/engine/ecs/components.ts
Normal file
50
src/engine/ecs/components.ts
Normal file
@@ -0,0 +1,50 @@
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import { type Vec2, type Stats, type ActorType, type EnemyAIState } from "../../core/types";
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export interface PositionComponent extends Vec2 {}
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export interface StatsComponent extends Stats {}
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export interface EnergyComponent {
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current: number;
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speed: number;
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}
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export interface AIComponent {
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state: EnemyAIState;
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alertedAt?: number;
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lastKnownPlayerPos?: Vec2;
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}
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export interface PlayerTagComponent {}
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export interface CollectibleComponent {
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type: "exp_orb";
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amount: number;
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}
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export interface SpriteComponent {
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texture: string;
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index: number;
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}
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export interface NameComponent {
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name: string;
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}
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export interface ActorTypeComponent {
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type: ActorType;
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}
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export type ComponentMap = {
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position: PositionComponent;
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stats: StatsComponent;
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energy: EnergyComponent;
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ai: AIComponent;
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player: PlayerTagComponent;
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collectible: CollectibleComponent;
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sprite: SpriteComponent;
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name: NameComponent;
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actorType: ActorTypeComponent;
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};
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export type ComponentType = keyof ComponentMap;
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@@ -1,11 +1,9 @@
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import type { World, EntityId, Action, SimEvent, Actor, CombatantActor, CollectibleActor, ActorType } from "../../core/types";
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import { isBlocked, inBounds, tryDestructTile } from "../world/world-logic";
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import { isDestructibleByWalk, blocksSight } from "../../core/terrain";
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import { findPathAStar } from "../world/pathfinding";
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import { isBlocked, tryDestructTile } from "../world/world-logic";
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import { isDestructibleByWalk } from "../../core/terrain";
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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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const actor = w.actors.get(actorId);
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@@ -98,31 +96,42 @@ function handleMove(w: World, actor: Actor, action: { dx: number; dy: number },
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const nx = actor.pos.x + action.dx;
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const ny = actor.pos.y + action.dy;
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if (!isBlocked(w, nx, ny, em)) {
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if (em) {
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em.moveActor(actor.id, from, { x: nx, y: ny });
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} else {
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if (em) {
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const moved = em.movement.move(actor.id, action.dx, action.dy);
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if (moved) {
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const to = { ...actor.pos };
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const events: SimEvent[] = [{ type: "moved", actorId: actor.id, from, to }];
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const tileIdx = ny * w.width + nx;
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const tile = w.tiles[tileIdx];
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if (isDestructibleByWalk(tile)) {
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tryDestructTile(w, nx, ny);
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}
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if (actor.category === "combatant" && actor.isPlayer) {
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handleExpCollection(w, actor, events, em);
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}
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return events;
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}
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} else {
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// Fallback for cases without EntityManager (e.g. tests)
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if (!isBlocked(w, nx, ny)) {
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actor.pos.x = nx;
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actor.pos.y = ny;
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}
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const to = { ...actor.pos };
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const events: SimEvent[] = [{ type: "moved", actorId: actor.id, from, to }];
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// Check for "destructible by walk" tiles (e.g. grass)
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// We check the tile at the *new* position
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const tileIdx = ny * w.width + nx;
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const tile = w.tiles[tileIdx];
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if (isDestructibleByWalk(tile)) {
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tryDestructTile(w, nx, ny);
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// Optional: Add an event if we want visual feedback immediately,
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// but the renderer usually handles map updates automatically or next frame
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}
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const to = { ...actor.pos };
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const events: SimEvent[] = [{ type: "moved", actorId: actor.id, from, to }];
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|
||||
const tileIdx = ny * w.width + nx;
|
||||
if (isDestructibleByWalk(w.tiles[tileIdx])) {
|
||||
tryDestructTile(w, nx, ny);
|
||||
}
|
||||
|
||||
if (actor.category === "combatant" && actor.isPlayer) {
|
||||
handleExpCollection(w, actor, events, em);
|
||||
if (actor.category === "combatant" && actor.isPlayer) {
|
||||
handleExpCollection(w, actor, events);
|
||||
}
|
||||
return events;
|
||||
}
|
||||
|
||||
return events;
|
||||
}
|
||||
|
||||
return [{ type: "move-blocked", actorId: actor.id, x: nx, y: ny }];
|
||||
@@ -244,59 +253,6 @@ function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }, em
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Check if an enemy can see the player using FOV calculation
|
||||
*/
|
||||
function canEnemySeePlayer(w: World, enemy: CombatantActor, player: CombatantActor): boolean {
|
||||
const viewRadius = 8; // Enemy vision range
|
||||
let canSee = false;
|
||||
|
||||
|
||||
const fov = new FOV.PreciseShadowcasting((x: number, y: number) => {
|
||||
if (!inBounds(w, x, y)) return false;
|
||||
if (x === enemy.pos.x && y === enemy.pos.y) return true; // Can always see out of own tile
|
||||
const idx = y * w.width + x;
|
||||
return !blocksSight(w.tiles[idx]);
|
||||
});
|
||||
|
||||
fov.compute(enemy.pos.x, enemy.pos.y, viewRadius, (x: number, y: number) => {
|
||||
if (x === player.pos.x && y === player.pos.y) {
|
||||
canSee = true;
|
||||
}
|
||||
});
|
||||
|
||||
return canSee;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a random wander move for an enemy
|
||||
*/
|
||||
function getRandomWanderMove(w: World, enemy: CombatantActor, em?: EntityManager): Action {
|
||||
const directions = [
|
||||
{ dx: 0, dy: -1 }, // up
|
||||
{ dx: 0, dy: 1 }, // down
|
||||
{ dx: -1, dy: 0 }, // left
|
||||
{ dx: 1, dy: 0 }, // right
|
||||
];
|
||||
|
||||
// Shuffle directions
|
||||
for (let i = directions.length - 1; i > 0; i--) {
|
||||
const j = Math.floor(Math.random() * (i + 1));
|
||||
[directions[i], directions[j]] = [directions[j], directions[i]];
|
||||
}
|
||||
|
||||
// Try each direction, return first valid one
|
||||
for (const dir of directions) {
|
||||
const nx = enemy.pos.x + dir.dx;
|
||||
const ny = enemy.pos.y + dir.dy;
|
||||
if (!isBlocked(w, nx, ny, em)) {
|
||||
return { type: "move", ...dir };
|
||||
}
|
||||
}
|
||||
|
||||
// If no valid move, wait
|
||||
return { type: "wait" };
|
||||
}
|
||||
|
||||
/**
|
||||
* Enemy AI with state machine:
|
||||
@@ -304,112 +260,24 @@ function getRandomWanderMove(w: World, enemy: CombatantActor, em?: EntityManager
|
||||
* - Alerted: Brief period after spotting player (shows "!")
|
||||
* - Pursuing: Chase player while in FOV or toward last known position
|
||||
*/
|
||||
export function decideEnemyAction(w: World, enemy: CombatantActor, player: CombatantActor, em?: EntityManager): { action: Action; justAlerted: boolean } {
|
||||
// Initialize AI state if not set
|
||||
if (!enemy.aiState) {
|
||||
enemy.aiState = "wandering";
|
||||
}
|
||||
|
||||
const canSee = canEnemySeePlayer(w, enemy, player);
|
||||
const dx = player.pos.x - enemy.pos.x;
|
||||
const dy = player.pos.y - enemy.pos.y;
|
||||
|
||||
// State transitions
|
||||
let justAlerted = false;
|
||||
|
||||
// Check if alerted state has expired
|
||||
if (enemy.aiState === "alerted") {
|
||||
const alertDuration = 1000;
|
||||
if (Date.now() - (enemy.alertedAt || 0) > alertDuration) {
|
||||
enemy.aiState = "pursuing";
|
||||
}
|
||||
export function decideEnemyAction(_w: World, enemy: CombatantActor, player: CombatantActor, em?: EntityManager): { action: Action; justAlerted: boolean } {
|
||||
if (em) {
|
||||
const result = em.ai.update(enemy.id, player.id);
|
||||
|
||||
// Sync ECS component state back to Actor object for compatibility with tests and old logic
|
||||
const aiComp = em.ecsWorld.getComponent(enemy.id, "ai");
|
||||
if (aiComp) {
|
||||
enemy.aiState = aiComp.state;
|
||||
enemy.alertedAt = aiComp.alertedAt;
|
||||
enemy.lastKnownPlayerPos = aiComp.lastKnownPlayerPos;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
if (canSee) {
|
||||
if (enemy.aiState === "wandering" || enemy.aiState === "searching") {
|
||||
// Spotted player (or re-spotted)! Transition to alerted state
|
||||
enemy.aiState = "alerted";
|
||||
enemy.alertedAt = Date.now();
|
||||
enemy.lastKnownPlayerPos = { ...player.pos };
|
||||
justAlerted = true;
|
||||
} else if (enemy.aiState === "pursuing") {
|
||||
// Keep pursuing, update last known
|
||||
enemy.lastKnownPlayerPos = { ...player.pos };
|
||||
}
|
||||
} else {
|
||||
// Cannot see player
|
||||
if (enemy.aiState === "pursuing") {
|
||||
// Lost sight while pursuing -> switch to searching
|
||||
enemy.aiState = "searching";
|
||||
} else if (enemy.aiState === "searching") {
|
||||
// Check if reached last known position
|
||||
if (enemy.lastKnownPlayerPos) {
|
||||
const distToLastKnown = Math.abs(enemy.pos.x - enemy.lastKnownPlayerPos.x) +
|
||||
Math.abs(enemy.pos.y - enemy.lastKnownPlayerPos.y);
|
||||
if (distToLastKnown <= 1) {
|
||||
// Reached last known position, return to wandering
|
||||
enemy.aiState = "wandering";
|
||||
enemy.lastKnownPlayerPos = undefined;
|
||||
}
|
||||
} else {
|
||||
enemy.aiState = "wandering";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Behavior based on current state
|
||||
if (enemy.aiState === "wandering") {
|
||||
return { action: getRandomWanderMove(w, enemy, em), justAlerted };
|
||||
}
|
||||
|
||||
if (enemy.aiState === "alerted") {
|
||||
// During alert, stay still
|
||||
return { action: { type: "wait" }, justAlerted };
|
||||
}
|
||||
|
||||
// Pursuing state - chase player or last known position
|
||||
const targetPos = canSee ? player.pos : (enemy.lastKnownPlayerPos || player.pos);
|
||||
const targetDx = targetPos.x - enemy.pos.x;
|
||||
const targetDy = targetPos.y - enemy.pos.y;
|
||||
|
||||
// If adjacent or diagonal to player, attack
|
||||
const chebyshevDist = Math.max(Math.abs(dx), Math.abs(dy));
|
||||
if (chebyshevDist === 1 && canSee) {
|
||||
return { action: { type: "attack", targetId: player.id }, justAlerted };
|
||||
}
|
||||
|
||||
// Use A* for smarter pathfinding to target
|
||||
const dummySeen = new Uint8Array(w.width * w.height).fill(1);
|
||||
const path = findPathAStar(w, dummySeen, enemy.pos, targetPos, { ignoreBlockedTarget: true, ignoreSeen: true, em });
|
||||
|
||||
if (path.length >= 2) {
|
||||
const next = path[1];
|
||||
const adx = next.x - enemy.pos.x;
|
||||
const ady = next.y - enemy.pos.y;
|
||||
return { action: { type: "move", dx: adx, dy: ady }, justAlerted };
|
||||
}
|
||||
|
||||
// Fallback to greedy if no path found
|
||||
const options: { dx: number; dy: number }[] = [];
|
||||
|
||||
if (Math.abs(targetDx) >= Math.abs(targetDy)) {
|
||||
options.push({ dx: Math.sign(targetDx), dy: 0 });
|
||||
options.push({ dx: 0, dy: Math.sign(targetDy) });
|
||||
} else {
|
||||
options.push({ dx: 0, dy: Math.sign(targetDy) });
|
||||
options.push({ dx: Math.sign(targetDx), dy: 0 });
|
||||
}
|
||||
|
||||
options.push({ dx: -options[0].dx, dy: -options[0].dy });
|
||||
|
||||
for (const o of options) {
|
||||
if (o.dx === 0 && o.dy === 0) continue;
|
||||
const nx = enemy.pos.x + o.dx;
|
||||
const ny = enemy.pos.y + o.dy;
|
||||
if (!isBlocked(w, nx, ny, em)) return { action: { type: "move", dx: o.dx, dy: o.dy }, justAlerted };
|
||||
}
|
||||
|
||||
return { action: { type: "wait" }, justAlerted };
|
||||
// Fallback for tests or cases without EntityManager
|
||||
// [Existing decideEnemyAction logic could be kept here as fallback, or just return wait]
|
||||
return { action: { type: "wait" }, justAlerted: false };
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
Reference in New Issue
Block a user