/
example.rs
261 lines (239 loc) · 9 KB
/
example.rs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
use bevy::prelude::*;
use bevy_yoetz::prelude::*;
use turborand::rng::Rng;
use turborand::TurboRand;
use self::examples_lib::debug_text::{ExampleDebugText, ExampleDebugTextPlugin};
mod examples_lib;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// We need to add this YoetzPlugin for each YoetzSuggestion enum we'll use.
.add_plugins(YoetzPlugin::<EnemyBehavior>::default())
.add_plugins(ExampleDebugTextPlugin)
.add_systems(Startup, setup)
.add_systems(
Update,
(
control_player,
(
// These systems look at the state of the game and create scored suggestions
// for the AI to consider.
enemies_idle,
enemies_detect_player,
enemies_in_distance_for_circling,
)
.in_set(YoetzSystemSet::Suggest),
(
// These systems match with the strategies the AI decided on, and enact them.
enemies_do_nothing,
enemies_follow_player,
enemies_circle_player,
)
.in_set(YoetzSystemSet::Act),
),
)
.add_systems(
Update,
update_enemies_debug_text.in_set(YoetzSystemSet::Act),
)
.run();
}
#[derive(Component)]
struct Player;
#[derive(Component)]
struct Enemy;
fn setup(mut commands: Commands) {
commands.spawn(Camera2dBundle {
transform: Transform::from_scale(0.05 * Vec3::ONE),
..Default::default()
});
commands.spawn((
Player,
SpriteBundle {
sprite: Sprite {
color: Color::YELLOW,
custom_size: Some(Vec2::new(1.0, 1.0)),
..Default::default()
},
..Default::default()
},
));
commands.spawn((
Enemy,
// This means that this entity will have a consistency bonus of 2.0 - so a new suggestion's
// score needs to be at least 2.0 better than the currently active one in order to replace
// it.
YoetzAdvisor::<EnemyBehavior>::new(2.0),
SpriteBundle {
transform: Transform::from_xyz(-5.0, 5.0, 0.0),
sprite: Sprite {
color: Color::RED,
custom_size: Some(Vec2::new(1.0, 1.0)),
..Default::default()
},
..Default::default()
},
ExampleDebugText::new(Color::WHITE),
));
}
fn control_player(
keyboard: Res<ButtonInput<KeyCode>>,
mut query: Query<&mut Transform, With<Player>>,
time: Res<Time>,
) {
let mut direction = Vec3::ZERO;
if keyboard.pressed(KeyCode::ArrowUp) {
direction += Vec3::Y;
}
if keyboard.pressed(KeyCode::ArrowDown) {
direction -= Vec3::Y;
}
if keyboard.pressed(KeyCode::ArrowLeft) {
direction -= Vec3::X;
}
if keyboard.pressed(KeyCode::ArrowRight) {
direction += Vec3::X;
}
for mut player_transform in query.iter_mut() {
player_transform.translation += 10.0 * time.delta_seconds() * direction;
}
}
#[derive(YoetzSuggestion)]
#[yoetz(key_enum(derive(Debug)), strategy_structs(derive(Debug)))]
enum EnemyBehavior {
Idle,
Chase {
// Having the target entity as a key field means that if there were multiple targets then
// the suggestion to Chase each of them would be considered a different suggestion. This is
// mainly important here because of the consistency bonus - only the suggestion to keep
// chasing the current target gets the bonus, so the AI won't frantically switch targets.
#[yoetz(key)]
target_entity: Entity,
// Technically the enemies_follow_player system could have read this value from the
// GlobalTransform of the target (since it has the Entity), but making this an input field
// exempts that system from having to add a second query.
#[yoetz(input)]
vec_to_target: Vec2,
},
Circle {
#[yoetz(key)]
target_entity: Entity,
#[yoetz(input)]
vec_to_target: Vec2,
// State fields can also be used like this - the field's value is randomized each frame,
// but only in the frame where the suggestion gets chosen it becomes a "state" and gets
// frozen (until a different suggestion replaces the entire strategy component). This
// ensures that each time an enemy starts to circle a target, it'll choose a random
// direction to circle - and stick with it.
#[yoetz(state)]
go_counter_clockwise: bool,
},
}
fn enemies_idle(mut query: Query<&mut YoetzAdvisor<EnemyBehavior>, With<Enemy>>) {
for mut advisor in query.iter_mut() {
advisor.suggest(5.0, EnemyBehavior::Idle);
}
}
fn enemies_detect_player(
mut enemies_query: Query<(&mut YoetzAdvisor<EnemyBehavior>, &GlobalTransform), With<Enemy>>,
player_query: Query<(Entity, &GlobalTransform), With<Player>>,
) {
for (mut advisor, enemy_transform) in enemies_query.iter_mut() {
let enemy_position = enemy_transform.translation();
for (player_entity, player_transform) in player_query.iter() {
let player_position = player_transform.translation();
let vec_to_player = (player_position - enemy_position).truncate();
advisor.suggest(
// The score will go lower the farther the enemy is from the player. If it gets too
// far, the score will go below 5.0 - and the Idle strategy will kick in. Of
// course, the consistency bonus also applies.
12.0 - vec_to_player.length(),
EnemyBehavior::Chase {
target_entity: player_entity,
vec_to_target: vec_to_player,
},
);
}
}
}
fn enemies_in_distance_for_circling(
mut enemies_query: Query<(&mut YoetzAdvisor<EnemyBehavior>, &GlobalTransform), With<Enemy>>,
player_query: Query<(Entity, &GlobalTransform), With<Player>>,
rand: Local<Rng>,
) {
for (mut advisor, enemy_transform) in enemies_query.iter_mut() {
let enemy_position = enemy_transform.translation();
for (player_entity, player_transform) in player_query.iter() {
let player_position = player_transform.translation();
let vec_to_player = (player_position - enemy_position).truncate();
if vec_to_player.length() < 4.0 {
advisor.suggest(
// Give it a high score because we already filter for it. If we are within
// range, no other suggestion should beat it.
100.0,
EnemyBehavior::Circle {
target_entity: player_entity,
vec_to_target: vec_to_player,
go_counter_clockwise: rand.bool(),
},
);
}
}
}
}
fn enemies_do_nothing(query: Query<&EnemyBehaviorIdle>) {
for _ in query.iter() {
// Nothing really to do here. I didn't actually have to add this system...
}
}
fn enemies_follow_player(mut query: Query<(&EnemyBehaviorChase, &mut Transform)>, time: Res<Time>) {
for (chase, mut transform) in query.iter_mut() {
let Some(direction) = chase.vec_to_target.try_normalize() else {
continue;
};
transform.translation += 5.0 * time.delta_seconds() * direction.extend(0.0);
}
}
fn enemies_circle_player(
mut query: Query<(&EnemyBehaviorCircle, &mut Transform)>,
time: Res<Time>,
) {
for (circle, mut transform) in query.iter_mut() {
let Some(direction) = circle.vec_to_target.try_normalize() else {
continue;
};
let direction = if circle.go_counter_clockwise {
direction.perp()
} else {
-direction.perp()
};
transform.translation -= 5.0 * time.delta_seconds() * direction.extend(0.0);
}
}
#[allow(clippy::type_complexity)]
fn update_enemies_debug_text(
mut query: Query<(
&mut ExampleDebugText,
&YoetzAdvisor<EnemyBehavior>,
Option<&EnemyBehaviorIdle>,
Option<&EnemyBehaviorChase>,
Option<&EnemyBehaviorCircle>,
)>,
) {
for (mut debug_text, advisor, idle, chase, circle) in query.iter_mut() {
use std::fmt::Write;
let mut text = String::default();
fn write_if_some(sink: &mut String, value: Option<impl std::fmt::Debug>) {
if let Some(value) = value {
writeln!(sink, "{value:#?}").unwrap();
}
}
// We can tell the currently active suggestion using the active_key, and because we made
// the key enum `derive(Debug)` we can write it to the debug text.
write_if_some(&mut text, advisor.active_key().as_ref());
write_if_some(&mut text, idle);
write_if_some(&mut text, chase);
write_if_some(&mut text, circle);
debug_text.text = text;
}
}