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orni-attack/source/game/systems/enemy_ai_system.cpp
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// enemy_ai_system.cpp - Implementació del dispatcher de moviment d'enemics
// © 2026 JailDesigner
#include "game/systems/enemy_ai_system.hpp"
#include <cmath>
#include <cstdlib>
#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<float>(std::rand()) / static_cast<float>(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