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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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68 changes: 68 additions & 0 deletions lib/entice/logic/ai/seek.ex
Original file line number Diff line number Diff line change
@@ -0,0 +1,68 @@
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({:entity_change, %{entity_id: eid}}, %Entity{id: eid} = entity),

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I'm not sure we can actually receive our own updates, can you verify?

do: {:ok, entity}

def handle_event({:entity_change, %{changed: %{Position => %Position{coord: mover_coord}}, entity_id: moving_entity_id}},
%Entity{attributes: %{Position => %Position{coord: my_coord},
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_coord: init_coord},
Seek => %Seek{aggro_distance: aggro_distance, escape_distance: escape_distance, target: target}}} = entity) do
case target do
nil ->
if calc_distance(my_coord, mover_coord) < 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_coord} end)}
else
{:ok, entity}
end

^moving_entity_id ->
if calc_distance(init_coord, mover_coord) >= escape_distance do
{:ok, entity
|> update_attribute(Seek, fn(s) -> %Seek{s | target: nil} end)
|> update_attribute(Movement, fn(m) -> %Movement{m | goal: init_coord} end)}
else
{:ok, entity
|> update_attribute(Movement, fn(m) -> %Movement{m | goal: mover_coord} 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
20 changes: 17 additions & 3 deletions lib/entice/logic/movement.ex
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ defmodule Entice.Logic.Movement do
Note that velocity is actually a coefficient for the real velocity thats used inside
the client, but for simplicities sake we used velocity as a name.
"""
defstruct goal: %Coord{}, plane: 1, move_type: 9, velocity: 1.0
defstruct goal: %Coord{}, plane: 1, move_type: 9, velocity: 1.0, update_self: false, update_delay: 1

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I was thinking maybe we can shorten this a bit - for starters, I guess the update interval is static and can be compile with @update_interval 1 (also note the naming... delay sounds like waiting for something, which we don't do)
Second, I think 1ms for the interval is too short, considering that all NPCs are doing it and there will spam the whole map with position updates. I think for clients we have something like a position update every 50ms or so.
Next, maybe we can find a better name for update_self? Something that tells us that this behaviour is automatically recalculating its state?

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How about auto_move_update ?



def register(entity),
Expand Down Expand Up @@ -37,14 +37,28 @@ defmodule Entice.Logic.Movement do
def init(%Entity{attributes: %{Movement => _}} = entity, _args),
do: {:ok, entity}

def init(%Entity{attributes: %{Position => %Position{pos: pos, plane: plane}}} = entity, _args),
do: {:ok, entity |> put_attribute(%Movement{goal: pos, plane: plane})}
def init(%Entity{attributes: %{Position => %Position{coord: coord, plane: plane}}} = entity, _args),
do: {:ok, entity |> put_attribute(%Movement{goal: coord, plane: plane})}

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

def handle_event({:movement_calculate_next},
%Entity{attributes: %{Movement => %Movement{update_self: update_self, update_delay: update_delay}}} = _entity) do
#TODO: implement once the whole collision business is handled
if update_self, do: start_update_trigger_timer(:movement_calculate_next, update_delay)

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We need to return {:ok, entity} here as usually with the handlers.

end

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

defp start_update_trigger_timer(message, time) do

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Is there a need for this check? Otherwise just simply always use Process.send_after for simplicity

@EtienneDesticourt EtienneDesticourt Aug 15, 2016

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I don't know. I copied it from here 20aa29d#diff-366987ce92dde211ad3e5f552c55e0d4R148 and assumed there was some kind of problem with send_after(message, 0). Although looking at it again it seems it might have just been to return nil so the calling function could interpret it as a timer ref so I'll replace it as you said.

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In the other case we needed either the nil or the timer to cancel the timer appropriately - here we don't do anything with it, so we can just use the send_after I think :)

if time == 0 do
self |> send(message)
nil
else
self |> Process.send_after(message, time)
end
end
end
end
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_coord: %Position{}

defstruct(npc_model_id: :dhuum)


def spawn(name, model, %Position{} = position)
def spawn(name, model, %Position{} = position, opts \\ [])
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 opts[:seeks] || true, 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_coord: position.coord})
|> Map.put(Level, %Level{level: 20})
end)
end
Expand Down
4 changes: 2 additions & 2 deletions lib/entice/logic/player.ex
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ defmodule Entice.Logic.Player do
name: "Unknown Entity")

defmodule Position, do: defstruct(
pos: %Coord{},
coord: %Coord{},
plane: 1)

defmodule Appearance, do: defstruct(
Expand All @@ -31,7 +31,7 @@ defmodule Entice.Logic.Player do
entity |> Entity.attribute_transaction(fn (attrs) ->
attrs
|> Map.put(Name, %Name{name: name})
|> Map.put(Position, %Position{pos: map.spawn})
|> Map.put(Position, %Position{coord: map.spawn})
|> Map.put(Appearance, appearance)
|> Map.put(Level, %Level{level: 20})
end)
Expand Down
95 changes: 95 additions & 0 deletions test/entice/logic/ai/seek_test.exs
Original file line number Diff line number Diff line change
@@ -0,0 +1,95 @@
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
use Entice.Logic.Map

defmap TestMap

setup do
npc_init_coord = %Coord{x: 10, y: 10}
{:ok, npc_eid, npc_pid} = Npc.spawn("Dhuum", :dhuum, %Position{coord: npc_init_coord})
{:ok, player_eid, player_pid} = Entity.start
#Sets an initial pos for the player so the Position attr appears as changed and not added in the following tests
simulate_movement_update(player_pid, %Position{coord: %Coord{x: 1, y: 2}}, %Movement{goal: %Coord{x: 3, y: 4}})

Player.register(player_pid, TestMap)
Coordination.register(player_eid, TestMap)
Coordination.register(npc_eid, TestMap)
{:ok, [npc_entity: npc_pid, npc_eid: npc_eid, player_eid: player_eid, player_entity: player_pid, npc_init_coord: npc_init_coord]}
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} do
simulate_movement_update(pid, %Position{coord: %Coord{x: 1, y: 2}}, %Movement{goal: %Coord{x: 3, y: 4}})
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, player_entity: player_pid} do
#Move player within 2 units of distance of npc with aggro distance of 10 (default)
mover_coord = %Coord{x: 14, y: 10}
simulate_movement_update(player_pid, %Position{coord: mover_coord}, %Movement{goal: mover_coord})


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

test "update no target, entity too far to aggro", %{npc_entity: npc_pid, player_entity: player_pid} do
simulate_movement_update(player_pid, %Position{coord: %Coord{x: 19, y: 15}}, %Movement{goal: %Coord{x: 0, y: 0}})
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 at a random pos and add it to map channel
{:ok, other_player_eid, other_player_pid} = Entity.start
simulate_movement_update(other_player_pid, %Position{coord: %Coord{x: 1, y: 2}}, %Movement{goal: %Coord{x: 3, y: 4}})
Coordination.register(other_player_eid, TestMap)

#Move other player inside of aggro range and check that npc keeps initial target
simulate_movement_update(other_player_pid, %Position{coord: %Coord{x: 11, y: 11}}, %Movement{goal: %Coord{x: 0, y: 0}})
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, player_entity: player_pid, npc_init_coord: npc_init_coord} do
#Set player as target
Entity.put_attribute(npc_pid, %Seek{target: player_eid, aggro_distance: 10, escape_distance: 20})

#Move target player far enough to escape
simulate_movement_update(player_pid, %Position{coord: %Coord{x: 30, y: 15}}, %Movement{goal: %Coord{x: 0, y: 0}})
assert {:ok, %Seek{target: nil}} = Entity.fetch_attribute(npc_pid, Seek)
assert {:ok, %Movement{goal: ^npc_init_coord}} = 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, player_entity: player_pid} do
#Set player as target
Entity.put_attribute(npc_pid, %Seek{target: player_eid, aggro_distance: 10, escape_distance: 20})

#Move target player but not far enough to escape
new_player_coord = %Coord{x: 14, y: 15}
simulate_movement_update(player_pid, %Position{coord: new_player_coord}, %Movement{goal: %Coord{x: 0, y: 0}})
assert {:ok, %Seek{target: ^player_eid}} = Entity.fetch_attribute(npc_pid, Seek)
assert {:ok, %Movement{goal: ^new_player_coord}} = Entity.fetch_attribute(npc_pid, Movement)
end


defp simulate_movement_update(entity_pid, new_coord, new_movement) do
entity_pid |> Entity.attribute_transaction(
fn attrs ->
attrs
|> Map.put(Position, new_coord)
|> Map.put(Movement, new_movement)
end)
end
end
4 changes: 2 additions & 2 deletions test/entice/logic/movement_test.exs
Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,7 @@ defmodule Entice.Logic.MovementTest do

test "register with position", %{entity: pid} do
Movement.unregister(pid) # remove again, so we can add a new one
Entity.put_attribute(pid, %Position{pos: %Coord{x: 42, y: 1337}, plane: 7})
Entity.put_attribute(pid, %Position{coord: %Coord{x: 42, y: 1337}, plane: 7})
Movement.register(pid)
m = %Movement{goal: %Coord{x: 42, y: 1337}, plane: 7}
assert {:ok, ^m} = Entity.fetch_attribute(pid, Movement)
Expand All @@ -39,7 +39,7 @@ defmodule Entice.Logic.MovementTest do

test "update", %{entity: pid} do
Movement.update(pid,
%Position{pos: %Coord{x: 42, y: 1337}, plane: 7},
%Position{coord: %Coord{x: 42, y: 1337}, plane: 7},
%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)
Expand Down
4 changes: 2 additions & 2 deletions test/entice/logic/npc_test.exs
Original file line number Diff line number Diff line change
Expand Up @@ -8,15 +8,15 @@ defmodule Entice.Logic.NpcTest do


setup do
{:ok, _id, pid} = Npc.spawn("Dhuum", :dhuum, %Position{pos: %Coord{x: 1, y: 2}, plane: 3})
{:ok, _id, pid} = Npc.spawn("Dhuum", :dhuum, %Position{coord: %Coord{x: 1, y: 2}, plane: 3})
{:ok, [entity: pid]}
end

test "correct spawn", %{entity: pid} do
assert {:ok, %Name{name: "Dhuum"}} = Entity.fetch_attribute(pid, Name)
assert {:ok, %Npc{npc_model_id: :dhuum}} = Entity.fetch_attribute(pid, Npc)
assert {:ok, %Level{level: 20}} = Entity.fetch_attribute(pid, Level)
assert {:ok, %Position{pos: %Coord{x: 1, y: 2}, plane: 3}} = Entity.fetch_attribute(pid, Position)
assert {:ok, %Position{coord: %Coord{x: 1, y: 2}, plane: 3}} = Entity.fetch_attribute(pid, Position)
end

test "correct unregister", %{entity: pid} do
Expand Down