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3d72012
Skeleton
EtienneDesticourt Aug 8, 2016
e9913c3
Seek logic rework, removed channel callback
EtienneDesticourt Aug 9, 2016
59fa130
Fixed seek logic and added tests, fixed movement update, added ref to…
EtienneDesticourt Aug 10, 2016
3792cbd
Minor rename for clarity
EtienneDesticourt Aug 10, 2016
1fd1a23
Modified Seek to listen for :entity_change on Position
EtienneDesticourt Aug 10, 2016
239f2cc
:pos -> :coord
EtienneDesticourt Aug 10, 2016
165397c
Modified way AI behaviours are chosen for an npc
EtienneDesticourt Aug 10, 2016
f382506
Removed added whitespace
EtienneDesticourt Aug 10, 2016
e9c9693
Merge remote-tracking branch 'refs/remotes/origin/master' into AI_Pro…
EtienneDesticourt Aug 10, 2016
6fdee5b
:pos -> :coord
EtienneDesticourt Aug 10, 2016
f15a24f
Whitespace removal
EtienneDesticourt Aug 11, 2016
b2a2252
Added auto pos update skeleton
EtienneDesticourt Aug 11, 2016
12af7b6
Cleaned up seeking handler, fixed movement update handler
EtienneDesticourt Aug 15, 2016
260666f
Removed excess linebreak
EtienneDesticourt Aug 15, 2016
f718ddf
Naming changes
EtienneDesticourt Aug 16, 2016
38b65ca
Updated deps
EtienneDesticourt Oct 10, 2016
f819c1d
Put better default aggro/escape dist
EtienneDesticourt Oct 10, 2016
f7ab019
Set seeking as default npc behaviour, started auto updates at behavio…
EtienneDesticourt Oct 10, 2016
0c18581
Fixed tests
EtienneDesticourt Oct 10, 2016
d93eeb8
Changed event from map to atom, fixed seeks option
EtienneDesticourt Oct 11, 2016
e6dc0a6
Added geom deps, replaced Coord with Vector2D, added NavMesh to maps
EtienneDesticourt Oct 14, 2016
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69 changes: 69 additions & 0 deletions lib/entice/logic/ai/seek.ex
Original file line number Diff line number Diff line change
@@ -0,0 +1,69 @@
defmodule Entice.Logic.Seek do
alias Entice.Entity
alias Entice.Logic.{Seek, Player.Position, Npc, Movement}
alias Entice.Utils.Geom.Coord

defstruct target: nil, aggro_distance: 10, escape_distance: 20

def register(entity),
do: Entity.put_behaviour(entity, Seek.Behaviour, [])

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What happens with this behaviour if no params is given? Does it even work then?


def register(entity, aggro_distance, escape_distance)
when is_integer(aggro_distance) and is_integer(escape_distance),
do: Entity.put_behaviour(entity, Seek.Behaviour, %{aggro_distance: aggro_distance, escape_distance: escape_distance})

def unregister(entity),
do: Entity.remove_behaviour(entity, Seek.Behaviour)

#TODO: Add team attr to determine who should be attacked by whom
defmodule Behaviour do
use Entice.Entity.Behaviour

def init(entity, %{aggro_distance: aggro_distance, escape_distance: escape_distance}),

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We might want to check already here if all the attributes we require being present are actually there...

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I'm not sure what you mean by that. We match on aggro_distance and escape_distance, if they're not there we get the default init, no?

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No I meant Attributes, as in if the entity has the attributes we need, i.e. Movement etc.

do: {:ok, entity |> put_attribute(%Seek{aggro_distance: aggro_distance, escape_distance: escape_distance})}

def init(entity, _args),
do: {:ok, entity |> put_attribute(%Seek{})}

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Same as above, no args = what behaviour?

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Right I'll add an init that only take an entity

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Here I meant: Do we need this case? Is this actually any use without parameters?


#No introspection for npcs ;)
def handle_event({:movement_agent_updated, %Position{pos: _}, moving_entity_id}, %Entity{id: my_id} = entity)
when moving_entity_id == my_id,
do: {:ok, entity}

def handle_event({:movement_agent_updated, %Position{pos: mover_pos}, moving_entity_id},
%Entity{attributes: %{Position => %Position{pos: my_pos},
Movement => _,

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Why do we check for Movement here? I mean, if we need it for the behaviour, why not using the deconstructed variable?

Npc => %Npc{init_pos: init_pos},
Seek => %Seek{aggro_distance: aggro_distance, escape_distance: escape_distance, target: target}}} = entity) do
case target do
nil ->
if calc_distance(my_pos, mover_pos) < aggro_distance do
{:ok, entity |> update_attribute(Seek, fn(s) -> %Seek{s | target: moving_entity_id} end)
|> update_attribute(Movement, fn(m) -> %Movement{m | goal: mover_pos} end)}
else
{:ok, entity}
end

^moving_entity_id ->
if calc_distance(init_pos, mover_pos) >= escape_distance do
{:ok, entity
|> update_attribute(Seek, fn(s) -> %Seek{s | target: nil} end)
|> update_attribute(Movement, fn(m) -> %Movement{m | goal: init_pos} end)}
else
{:ok, entity
|> update_attribute(Movement, fn(m) -> %Movement{m | goal: mover_pos} end)}
end

_ -> {:ok, entity}
end
end

def terminate(_reason, entity),
do: {:ok, entity |> remove_attribute(Seek)}

#TODO: Should probably move to Coord in Utils
defp calc_distance(%Coord{x: x1, y: y1}, %Coord{x: x2, y: y2}) do
:math.sqrt(:math.pow((x2-x1), 2) + :math.pow((y2-y1), 2))
end
end
end
4 changes: 3 additions & 1 deletion lib/entice/logic/map_instance.ex
Original file line number Diff line number Diff line change
Expand Up @@ -44,14 +44,16 @@ defmodule Entice.Logic.MapInstance do
def handle_event(
{:map_instance_player_add, player_entity},
%Entity{attributes: %{MapInstance => %MapInstance{map: map, players: players}}} = entity) do
player_entity |> Entity.attribute_transaction(fn attrs -> attrs |> Map.put(MapInstance, %MapInstance{map: map}) end)
Coordination.register(player_entity, map) # TODO change map to something else if we have multiple instances
{:ok, entity |> update_attribute(MapInstance, fn(m) -> %MapInstance{m | players: players+1} end)}
end

def handle_event(
{:map_instance_npc_add, %{name: name, model: model, position: position}},
%Entity{attributes: %{MapInstance => %MapInstance{map: map}}} = entity) do
{:ok, eid, _pid} = Npc.spawn(name, model, position)
{:ok, eid, _pid} = Npc.spawn(name, model, position)
eid |> Entity.attribute_transaction(fn attrs -> attrs |> Map.put(MapInstance, %MapInstance{map: map}) end)
Coordination.register(eid, map) # TODO change map to something else if we have multiple instances
{:ok, entity}
end
Expand Down
6 changes: 5 additions & 1 deletion lib/entice/logic/movement.ex
Original file line number Diff line number Diff line change
@@ -1,7 +1,8 @@
defmodule Entice.Logic.Movement do
alias Entice.Entity
alias Entice.Entity.Coordination
alias Entice.Utils.Geom.Coord
alias Entice.Logic.{Movement, Player.Position}
alias Entice.Logic.{Movement, MapInstance, Player.Position}


@doc """
Expand All @@ -28,6 +29,9 @@ defmodule Entice.Logic.Movement do
|> Map.put(Position, new_pos)
|> Map.put(Movement, new_movement)
end)
{:ok, %MapInstance{map: map, players: _}} = Entity.fetch_attribute(entity, MapInstance)

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Does the player have a map-instance attribute? I thought it was for maps only...

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I added it to be able to notify the player's map's agents but I'll remove it now that we're gonna use :entity_change instead.

#Can't figure out how to get eid from pid
Coordination.notify_all(map, {:movement_agent_updated, new_pos, entity}) #TODO: Change to use eid instead of pid for self seeking guard in seek l30

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Do we need this? Or can you maybe match on state changes later on like in https://github.com/entice/web/blob/develop/web/channels/entity_channel.ex#L74-L78

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Aha! This is what I was looking for after our talk the other day but all I had found was handle_change which wasn't appropriate for this case. This will simplify stuff.

end


Expand Down
11 changes: 6 additions & 5 deletions lib/entice/logic/npc.ex
Original file line number Diff line number Diff line change
@@ -1,18 +1,19 @@
defmodule Entice.Logic.Npc do
use Entice.Logic.Map
alias Entice.Entity
alias Entice.Logic.{Npc, Vitals}
alias Entice.Logic.{Npc, Vitals, Movement, Seek}
alias Entice.Logic.Player.{Name, Position, Level}

defstruct npc_model_id: :dhuum, init_pos: %Position{}

defstruct(npc_model_id: :dhuum)


def spawn(name, model, %Position{} = position)
def spawn(name, model, %Position{} = position, %{seeks: seeks} \\ %{seeks: true})

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I'm guessing you'd want to have an arbitrary listing of named option, which is what you can use a keyword list for like this:

# In the function
def some_func(arg1, arg2, opts \\ []) do
  some_opt = opts[:some_opt] || 1337 # Either takes the value from opts or a default
# ...
# Later on at caller site:
some_func(1, 2, some_opt: :cool, another_thing: 42) # Can take arbitrarily long options

when is_binary(name) and is_atom(model) do
{:ok, id, pid} = Entity.start()
Npc.register(id, name, model, position)
Vitals.register(id)
Movement.register(id)
if seeks, do: Seek.register(id)
{:ok, id, pid}
end

Expand All @@ -23,7 +24,7 @@ defmodule Entice.Logic.Npc do
attrs
|> Map.put(Name, %Name{name: name})
|> Map.put(Position, position)
|> Map.put(Npc, %Npc{npc_model_id: model})
|> Map.put(Npc, %Npc{npc_model_id: model, init_pos: position.pos})
|> Map.put(Level, %Level{level: 20})
end)
end
Expand Down
1 change: 1 addition & 0 deletions lib/entice/logic/player.ex
Original file line number Diff line number Diff line change
Expand Up @@ -9,6 +9,7 @@ defmodule Entice.Logic.Player do
defmodule Name, do: defstruct(
name: "Unknown Entity")

#TODO: rename :pos to :coord ? Confusing sometimes

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Sounds like a good idea!

defmodule Position, do: defstruct(
pos: %Coord{},
plane: 1)
Expand Down
74 changes: 74 additions & 0 deletions test/entice/logic/ai/seek_test.exs
Original file line number Diff line number Diff line change
@@ -0,0 +1,74 @@
defmodule Entice.Logic.SeekTest do
use ExUnit.Case, async: true
use Entice.Logic.Maps
use Entice.Logic.Attributes
alias Entice.Entity
alias Entice.Logic.{Player, Seek}
alias Entice.Logic.Player.Position
alias Entice.Entity.Coordination


setup do
{:ok, npc_eid, npc_pid} = Npc.spawn("Dhuum", :dhuum, %Position{pos: %Coord{x: 10, y: 10}})
{:ok, player_eid, player_pid} = Entity.start
Player.register(player_pid, HeroesAscent)
{:ok, [npc_entity: npc_pid, npc_eid: npc_eid, player_eid: player_eid, player_entity: player_pid]}
end

test "correct default register", %{npc_entity: pid} do
assert {:ok, %Seek{target: nil, aggro_distance: 10, escape_distance: 20}} = Entity.fetch_attribute(pid, Seek)
end

test "update same entity", %{npc_entity: pid, npc_eid: eid} do
Coordination.notify(pid, {:movement_agent_updated, %Position{pos: %Coord{x: 1, y: 2}}, eid})
assert {:ok, %Seek{target: nil}} = Entity.fetch_attribute(pid, Seek)
end

test "update no target, entity close enough to aggro", %{npc_entity: npc_pid, player_eid: player_eid} do
#Move player within 2 units of distance of npc with aggro distance of 10 (default)
mover_pos = %Coord{x: 14, y: 10}
Coordination.notify(npc_pid, {:movement_agent_updated, %Position{pos: mover_pos}, player_eid})

assert {:ok, %Seek{target: ^player_eid}} = Entity.fetch_attribute(npc_pid, Seek)
assert {:ok, %Movement{goal: ^mover_pos}} = Entity.fetch_attribute(npc_pid, Movement)
end

test "update no target, entity too far to aggro", %{npc_entity: npc_pid, player_eid: player_eid} do
Coordination.notify(npc_pid, {:movement_agent_updated, %Position{pos: %Coord{x: 19, y: 15}}, player_eid})
assert {:ok, %Seek{target: nil}} = Entity.fetch_attribute(npc_pid, Seek)
end

test "update has target, entity is not current target", %{npc_entity: npc_pid, player_eid: player_eid} do
#Set player as target
Entity.put_attribute(npc_pid, %Seek{target: player_eid, aggro_distance: 10, escape_distance: 20})

#Create unrelated entity
{:ok, unknown_eid, _} = Entity.start

Coordination.notify(npc_pid, {:movement_agent_updated, %Position{pos: %Coord{x: 11, y: 11}}, unknown_eid})
assert {:ok, %Seek{target: ^player_eid}} = Entity.fetch_attribute(npc_pid, Seek)
end

test "update has target, entity is current target, entity escapes", %{npc_entity: npc_pid, player_eid: player_eid} do
init_pos = %Coord{x: 10, y: 10}

#Set player as target
Entity.put_attribute(npc_pid, %Seek{target: player_eid, aggro_distance: 10, escape_distance: 20})

#Notify of new position outside escape range (dist = 20.6 > 20)
Coordination.notify(npc_pid, {:movement_agent_updated, %Position{pos: %Coord{x: 30, y: 15}}, player_eid})
assert {:ok, %Seek{target: nil}} = Entity.fetch_attribute(npc_pid, Seek)
assert {:ok, %Movement{goal: ^init_pos}} = Entity.fetch_attribute(npc_pid, Movement)
end

test "update has target, entity is current target, entity does not escape", %{npc_entity: npc_pid, player_eid: player_eid} do
#Set player as target
Entity.put_attribute(npc_pid, %Seek{target: player_eid, aggro_distance: 10, escape_distance: 20})

#Notify of new position outside escape range (dist = 20.6 > 20)
new_player_pos = %Coord{x: 14, y: 15}
Coordination.notify(npc_pid, {:movement_agent_updated, %Position{pos: new_player_pos}, player_eid})
assert {:ok, %Seek{target: ^player_eid}} = Entity.fetch_attribute(npc_pid, Seek)
assert {:ok, %Movement{goal: ^new_player_pos}} = Entity.fetch_attribute(npc_pid, Movement)
end
end
14 changes: 11 additions & 3 deletions test/entice/logic/movement_test.exs
Original file line number Diff line number Diff line change
@@ -1,10 +1,13 @@
defmodule Entice.Logic.MovementTest do
use ExUnit.Case, async: true
alias Entice.Entity
alias Entice.Entity.Coordination
alias Entice.Utils.Geom.Coord
alias Entice.Logic.Movement
alias Entice.Logic.{Movement, MapInstance}
alias Entice.Logic.Player.Position
use Entice.Logic.Map

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use's should be grouped together at the beginning, I'm encouraging to globally keep to this style btw: https://github.com/levionessa/elixir_style_guide


defmap TestMap1

setup do
{:ok, _id, pid} = Entity.start
Expand Down Expand Up @@ -38,11 +41,16 @@ defmodule Entice.Logic.MovementTest do


test "update", %{entity: pid} do
Entity.put_attribute(pid, %MapInstance{map: TestMap1})
Coordination.register_observer(self, TestMap1)

new_pos = %Position{pos: %Coord{x: 42, y: 1337}, plane: 7}
Movement.update(pid,
%Position{pos: %Coord{x: 42, y: 1337}, plane: 7},
new_pos,
%Movement{goal: %Coord{x: 1337, y: 42}, plane: 13, move_type: 5, velocity: 0.5})
assert {:ok, %Position{plane: 7}} = Entity.fetch_attribute(pid, Position)
assert {:ok, %Movement{move_type: 5}} = Entity.fetch_attribute(pid, Movement)
assert {:ok, %Movement{move_type: 5}} = Entity.fetch_attribute(pid, Movement)
assert_receive {:movement_agent_updated, ^new_pos, ^pid} #TODO: update to use eid
end


Expand Down