// enemy_ai_system.cpp - Implementació del dispatcher de moviment d'enemics // © 2026 JailDesigner #include "game/systems/enemy_ai_system.hpp" #include #include #include "core/types.hpp" #include "game/constants.hpp" #include "game/entities/enemy.hpp" #include "game/entities/enemy_ai.hpp" #include "game/entities/enemy_config.hpp" namespace Systems::EnemyAi { namespace { auto randFloat01() -> float { return static_cast(std::rand()) / static_cast(RAND_MAX); } auto velocityToAngle(const Vec2& velocity) -> float { if (velocity.lengthSquared() < 0.0001F) { return 0.0F; } return std::atan2(velocity.y, velocity.x) + (Constants::PI / 2.0F); } // ZIGZAG: canvi de direcció probabilístic. Còpia literal del legacy // Enemy::behaviorPentagon. void moveZigzag(Enemy& enemy, float delta_time) { const auto& mv = enemy.getConfig().ai.movement; EnemyAiState& state = enemy.getAiState(); state.direction_change_timer += delta_time; if (randFloat01() < mv.zigzag_prob_per_second * delta_time) { const Vec2 VEL = enemy.getBody().velocity; const float CURRENT_ANGLE = velocityToAngle(VEL); const float DELTA = randFloat01() * mv.angle_change_max; const float NEW_ANGLE = CURRENT_ANGLE + ((std::rand() % 2 == 0) ? DELTA : -DELTA); const float SPEED = VEL.length(); enemy.setVelocityFromAngle(NEW_ANGLE, SPEED); state.direction_change_timer = 0.0F; } } // TRACKING: cada N segons, interpola la velocitat actual cap a la // direcció del ship mantenint la mateixa magnitud. Còpia literal del // legacy Enemy::behaviorSquare. void moveTracking(Enemy& enemy, float delta_time) { const auto& mv = enemy.getConfig().ai.movement; EnemyAiState& state = enemy.getAiState(); state.tracking_timer += delta_time; const Vec2* ship_pos = enemy.getShipPosition(); if (state.tracking_timer < mv.tracking_interval || ship_pos == nullptr) { return; } state.tracking_timer = 0.0F; const Vec2 TO_SHIP = *ship_pos - enemy.getCenter(); const float DIST = TO_SHIP.length(); if (DIST <= 0.0F) { return; } const Vec2 DESIRED_DIR = TO_SHIP / DIST; const float SPEED = enemy.getBody().velocity.length(); const Vec2 DESIRED_VEL = DESIRED_DIR * SPEED; const float STRENGTH = state.tracking_strength; Vec2 new_vel = (enemy.getBody().velocity * (1.0F - STRENGTH)) + (DESIRED_VEL * STRENGTH); const float NEW_SPEED = new_vel.length(); if (NEW_SPEED > 0.0F) { new_vel = new_vel * (SPEED / NEW_SPEED); } enemy.getBody().velocity = new_vel; } // RECTILINEAR_PROXIMITY: rectilini (cap modificació a velocity); boost // de rotació visual quan distància al ship < proximity_distance. Còpia // literal del legacy Enemy::behaviorPinwheel. void moveRectilinearProximity(Enemy& enemy, float /*delta_time*/) { const auto& mv = enemy.getConfig().ai.movement; const Vec2* ship_pos = enemy.getShipPosition(); if (ship_pos == nullptr) { return; } const Vec2 TO_SHIP = *ship_pos - enemy.getCenter(); const float DIST = TO_SHIP.length(); const float BASE = enemy.getRotationBase(); if (DIST < mv.proximity_distance) { enemy.setRotationDelta(BASE * mv.rotation_proximity_multiplier); } else { enemy.setRotationDelta(BASE); } } } // namespace void tick(Enemy& enemy, float delta_time) { if (!enemy.isActive() || enemy.isWounded()) { return; } switch (enemy.getConfig().ai.movement.type) { case MovementType::ZIGZAG: moveZigzag(enemy, delta_time); break; case MovementType::TRACKING: moveTracking(enemy, delta_time); break; case MovementType::RECTILINEAR_PROXIMITY: moveRectilinearProximity(enemy, delta_time); break; } } } // namespace Systems::EnemyAi