163 lines
6.0 KiB
C++
163 lines
6.0 KiB
C++
// demo_pilot.cpp - Implementación de la IA del attract mode
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// © 2026 JailDesigner
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#include "game/systems/demo_pilot.hpp"
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#include <cmath>
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#include <cstdlib>
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#include "core/types.hpp"
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namespace Systems::Demo {
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namespace {
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constexpr float PI = Constants::PI;
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constexpr float TWO_PI = 2.0F * PI;
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// Cadencia y reacción (segundos).
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constexpr float RETARGET_INTERVAL = 0.15F; // re-evaluar objetivo (reacción humana)
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constexpr float FIRE_COOLDOWN = 0.32F; // entre disparos
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// Apuntado.
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constexpr float ROTATE_DEADZONE = 0.05F; // rad: zona muerta para no oscilar
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constexpr float FIRE_TOLERANCE = 0.18F; // rad: error máximo para disparar
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constexpr float AIM_JITTER_MAX = 0.10F; // rad: error de apuntado humano
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constexpr float LEAD_TIME = 0.30F; // s: anticipación sobre el enemigo
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// Distancias (px).
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constexpr float DANGER_RADIUS = 95.0F; // por debajo: maniobra de esquiva
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constexpr float APPROACH_RADIUS = 250.0F; // por encima: acercarse al objetivo
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constexpr float WALL_MARGIN = 60.0F; // px desde el borde: sesgo al centro
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constexpr float WALL_BIAS = 0.6F; // peso del empuje hacia el centro al esquivar
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// [-1, 1] aleatorio (estética: jitter de apuntado; no afecta a la simulación).
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auto randSigned() -> float {
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return (static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX) * 2.0F) - 1.0F;
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}
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// Envuelve a [-PI, PI].
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auto wrapPi(float angle) -> float {
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return std::remainder(angle, TWO_PI);
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}
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struct Nearest {
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int index{-1};
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float distance{0.0F};
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Vec2 center{};
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Vec2 velocity{};
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};
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auto findNearest(const Vec2& from,
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const std::array<Enemy, Constants::MAX_ORNIS>& enemies) -> Nearest {
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Nearest best;
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float best_d2 = 0.0F;
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for (std::size_t i = 0; i < enemies.size(); ++i) {
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if (!enemies[i].isActive()) {
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continue;
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}
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const Vec2 C = enemies[i].getCenter();
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const float D2 = (C - from).lengthSquared();
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if (best.index == -1 || D2 < best_d2) {
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best.index = static_cast<int>(i);
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best_d2 = D2;
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best.center = C;
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best.velocity = enemies[i].getVelocityVector();
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}
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}
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if (best.index != -1) {
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best.distance = std::sqrt(best_d2);
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}
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return best;
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}
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} // namespace
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auto DemoPilot::compute(const Ship& ship,
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const std::array<Enemy, Constants::MAX_ORNIS>& enemies,
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const SDL_FRect& play_area,
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float delta_time) -> Control {
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Control ctrl;
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if (fire_cooldown_ > 0.0F) {
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fire_cooldown_ -= delta_time;
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}
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retarget_timer_ -= delta_time;
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if (retarget_timer_ <= 0.0F) {
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retarget_timer_ = RETARGET_INTERVAL;
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aim_jitter_ = randSigned() * AIM_JITTER_MAX;
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}
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if (!ship.isActive()) {
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return ctrl; // nave muerta: sin control
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}
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const Vec2 SHIP_POS = ship.getCenter();
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const Nearest TARGET = findNearest(SHIP_POS, enemies);
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target_idx_ = TARGET.index;
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// Sin enemigos: deriva tranquila (gira despacio, sin empuje ni disparo).
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if (TARGET.index == -1) {
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ctrl.right = true;
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return ctrl;
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}
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// Centro de la zona de juego (sesgo anti-pared).
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const Vec2 PLAY_CENTRE{
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.x = play_area.x + (play_area.w / 2.0F),
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.y = play_area.y + (play_area.h / 2.0F)};
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const bool NEAR_WALL =
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SHIP_POS.x < play_area.x + WALL_MARGIN ||
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SHIP_POS.x > play_area.x + play_area.w - WALL_MARGIN ||
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SHIP_POS.y < play_area.y + WALL_MARGIN ||
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SHIP_POS.y > play_area.y + play_area.h - WALL_MARGIN;
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Vec2 desired_dir;
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const bool DANGER = TARGET.distance < DANGER_RADIUS;
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if (DANGER) {
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// Esquiva: alejarse del enemigo, con sesgo hacia el centro para no
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// quedar atrapada contra la pared. Empuje activo para crear espacio.
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const Vec2 AWAY = (SHIP_POS - TARGET.center).normalized();
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const Vec2 TO_CENTRE = (PLAY_CENTRE - SHIP_POS).normalized();
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desired_dir = (AWAY + (TO_CENTRE * WALL_BIAS)).normalized();
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ctrl.thrust = true;
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} else {
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// Combate: apuntar al enemigo con lead + jitter.
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const Vec2 PREDICTED = TARGET.center + (TARGET.velocity * LEAD_TIME);
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desired_dir = (PREDICTED - SHIP_POS).normalized();
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}
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// Ángulo deseado de la nariz; la nariz apunta hacia (angle - PI/2).
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float desired_angle = std::atan2(desired_dir.y, desired_dir.x) + aim_jitter_;
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const float NOSE_ANGLE = ship.getAngle() - (PI / 2.0F);
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const float ERROR = wrapPi(desired_angle - NOSE_ANGLE);
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// RIGHT incrementa ship.angle (→ nariz); LEFT lo decrementa.
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if (ERROR > ROTATE_DEADZONE) {
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ctrl.right = true;
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} else if (ERROR < -ROTATE_DEADZONE) {
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ctrl.left = true;
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}
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if (!DANGER) {
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// Acercarse si el objetivo está lejos (mantiene la nave cazando),
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// pero no empujar de cara a una pared.
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const bool FACING_WALL = NEAR_WALL &&
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(PLAY_CENTRE - SHIP_POS).normalized().dot(desired_dir) < 0.0F;
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if (TARGET.distance > APPROACH_RADIUS && !FACING_WALL &&
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std::fabs(ERROR) < FIRE_TOLERANCE) {
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ctrl.thrust = true;
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}
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// Disparar cuando está bien encarada y el cooldown lo permite.
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if (std::fabs(ERROR) < FIRE_TOLERANCE && fire_cooldown_ <= 0.0F) {
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ctrl.shoot = true;
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fire_cooldown_ = FIRE_COOLDOWN;
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}
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}
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return ctrl;
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}
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} // namespace Systems::Demo
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