Closes the two open issues and lands the pending unreleased batch: - #90: `Sprite { atlas: 1 }` routes esys_sprite through atlas_draw_ex (scale/flip/tint), so cell / cell_span / strip ids of any size draw through the engine sprite-render system. examples/library/sprite_atlas is the pixel-readback regression. - #91: `become` from an @On(Event) listener / global handler / plain function no longer segfaults the compiler; it emits @L_scene_leave() (a dispatch on the live scene id) so the leaving scene's on-exit runs. UI_* handles are readable from any code (widget table built on first use). examples/library/scene_menus covers it. - fix: a windowed `ludicc -o` build that reaches the audio runtime only through the atlas/Assets preload import now links audio.ll + AVFoundation (the audio backend link was gated on a game-level Audio.* call, so any windowed game declaring Sprite failed to link). - the hand-written "Unreleased" CHANGELOG section is converted to changesets under changes/ so `x release` generates it. - plus the batch: engine-driven retained UI + UiClicked event, Overlay phase, TileSkin tilemap-render system, Key.* constants, Font/Ui/File namespaces, Sprite.strip, prefabs, managers, countdown fields, enum-typed machines, layer @Queries, ludic.prefs / ludic.dungeon packages, Ai.seek pathing, Solids.solid2, cursor confine (mode 3) fix, shooter centre-aim fix, reserved-word function diagnostic. Verified: x test (124/124), x test-tools, check-impl, check-vocabulary, check-docs, docs-gen + docs-check, bootstrap-cfree (seed is a fixpoint). Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
466 lines
19 KiB
Text
466 lines
19 KiB
Text
# npcai.ludic — the builtin NPC AI stack (#61).
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#
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# Layers (each an independently disable-able engine system, run in the Input phase
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# so intent is set before the FixedUpdate movers read it):
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# esys_perception Vision + Faction + optional LOS -> Memory (target, last-seen)
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# esys_ai_decide Brain.model in {fsm, utility, bt} -> Brain intent + state
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# esys_follower companion stances -> Brain intent
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# esys_steering Reynolds flocking (separate/cohere/align) -> Brain intent
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# esys_ai_act Brain intent -> the body's mover fields (TopDown / Platformer)
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#
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# Because esys_ai_act writes the mover's OWN intent fields, an enemy gunner is just
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# a body + a Brain: the shooter's esys_weapon/esys_projectile fire for it unchanged
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# (set the body's TopDown.aim_mode = 3 and the shooter auto-aims at the nearest
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# enemy). Friendly vs enemy is faction + goal, not different code.
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import "ludic.gameplay/faction.ludic"
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import "ludic.gameplay/stats.ludic"
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# ---------------------------------------------------------------------------
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# Components
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# ---------------------------------------------------------------------------
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property Vision { range: int = 140, fov: int = 360, scan: int = 6, scan_t: int = 0 }
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property Memory { has_target: int = 0, target: int = 0, last_x: int = 0, last_y: int = 0, alertness: int = 0, ttl: int = 0 }
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# model: 0 FSM, 1 utility, 2 behaviour-tree. state (FSM): 0 patrol,1 chase,2 attack,3 flee.
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enum BrainModel { StateMachine, Utility, BehaviourTree } # Brain.model
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enum AiState { Patrol, Chase, Attack, Flee } # Brain.state / DecisionMade.action
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property Brain {
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model: int = 0, state: int = 0,
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attack_range: int = 40, flee_pct: int = 0,
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intent_x: int = 0, intent_y: int = 0, want_fire: int = 0,
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home_x: int = 0, home_y: int = 0, seed: int = 1,
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hunt_blind: int = 0 # 1 = with no target in sight, seek the nearest hostile anyway (no idle patrol)
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}
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property Follower { leader: int = 0 - 1, distance: int = 40, mode: int = 0 } # mode 0 follow,1 guard,2 aggressive
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property Steering { separate: int = 0, cohere: int = 0, align: int = 0, radius: int = 48 }
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# ---------------------------------------------------------------------------
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# Events (lever 4)
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# ---------------------------------------------------------------------------
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event TargetSpotted { e: int = 0, target: int = 0 }
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event TargetLost { e: int = 0 }
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event cancellable DecisionMade { e: int = 0, action: int = 0 } # action = the state about to be entered
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event StateEntered { e: int = 0, state: int = 0 }
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# ---------------------------------------------------------------------------
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# reflected accessors
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# ---------------------------------------------------------------------------
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function ai_get(prop: pointer, e: int, name: pointer) -> int {
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let P = World.prop_id(prop); if P < 0 { return 0 }
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let f = World.field_id(P, name); if f < 0 { return 0 }
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return World.get(e, P, f)
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}
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function ai_set(prop: pointer, e: int, name: pointer, v: int) -> void {
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let P = World.prop_id(prop); if P < 0 { return }
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let f = World.field_id(P, name); if f >= 0 { World.set(e, P, f, v) }
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}
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function ai_has(prop: pointer, e: int) -> int {
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let P = World.prop_id(prop); if P < 0 { return 0 }
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return World.has(e, P)
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}
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function sign_i(a: int) -> int { if a > 0 { return 1 }; if a < 0 { return 0 - 1 }; return 0 }
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# optional line-of-sight over the tilemap (only when a Solids config exists);
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# without a tilemap the field is open, so LOS is always clear.
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function ai_los(px: int, py: int, tx: int, ty: int) -> int {
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let ps = World.prop_id("Solids")
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if ps < 0 { return 1 }
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let se = World.query_next(ps, 0)
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if se < 0 { return 1 }
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let ft = World.field_id(ps, "tile")
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let fw = World.field_id(ps, "wall")
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if (ft < 0) or (fw < 0) { return 1 }
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let ts = World.get(se, ps, ft)
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if ts <= 0 { return 1 }
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let wall = World.get(se, ps, fw)
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if Grid.line_of_sight(px / ts, py / ts, tx / ts, ty / ts, wall) { return 1 }
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return 0
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}
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# ===========================================================================
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# esys_perception (Input) — throttled scan: find the nearest hostile within Vision
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# range (and LOS, if a tilemap is configured) and remember it. Emits spotted/lost.
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# ===========================================================================
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@EngineSystem(Vision, Input) function esys_perception() -> void {
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let PV = World.prop_id("Vision")
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if PV < 0 { return }
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let PP = World.prop_id("Position")
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if PP < 0 { return }
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let fscanT = World.field_id(PV, "scan_t")
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let fscan = World.field_id(PV, "scan")
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let frange = World.field_id(PV, "range")
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var e = World.query_next(PV, 0)
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while e >= 0 {
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# throttle: only re-scan every `scan` frames (deterministic re-plan interval)
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var st = World.get(e, PV, fscanT)
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if st > 0 {
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World.set(e, PV, fscanT, st - 1)
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} else {
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World.set(e, PV, fscanT, World.get(e, PV, fscan))
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let px = ai_get("Position", e, "x")
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let py = ai_get("Position", e, "y")
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let rng = World.get(e, PV, frange)
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let fac = Faction.id_of(e)
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# nearest hostile in range + LOS
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let PF = World.prop_id("Faction")
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var best = 0 - 1
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var bestd = 0
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var o = World.query_next(PF, 0)
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while o >= 0 {
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if (o != e) and (World.has(o, PP) != 0) {
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if Faction.hostile(fac, Faction.id_of(o)) == 1 {
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let dx = ai_get("Position", o, "x") - px
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let dy = ai_get("Position", o, "y") - py
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let d = dx * dx + dy * dy
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if d <= rng * rng {
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if ai_los(px, py, ai_get("Position", o, "x"), ai_get("Position", o, "y")) == 1 {
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if (best < 0) or (d < bestd) { best = o; bestd = d }
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}
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}
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}
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}
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o = World.query_next(PF, o + 1)
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}
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# update Memory + edges
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let had = ai_get("Memory", e, "has_target")
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if best >= 0 {
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if had == 0 { emit TargetSpotted(e: e, target: best) }
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ai_set("Memory", e, "has_target", 1)
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ai_set("Memory", e, "target", best)
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ai_set("Memory", e, "last_x", ai_get("Position", best, "x"))
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ai_set("Memory", e, "last_y", ai_get("Position", best, "y"))
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ai_set("Memory", e, "alertness", 100)
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} else {
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if had == 1 { emit TargetLost(e: e) }
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ai_set("Memory", e, "has_target", 0)
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}
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}
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e = World.query_next(PV, e + 1)
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}
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}
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# set the Brain state, emitting StateEntered on a transition (veto-able upstream via
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# DecisionMade, which the caller already checked).
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function brain_set_state(e: int, st: int) -> void {
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if ai_get("Brain", e, "state") != st {
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ai_set("Brain", e, "state", st)
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emit StateEntered(e: e, state: st)
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}
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}
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# steer the Brain intent toward / away from a point (8-way signed intent).
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# the Solids config (tile size / wall glyph) when the game declared one, else 0
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function ai_solid_tile() -> int {
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let ps = World.prop_id("Solids")
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if ps < 0 { return 0 }
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let se = World.query_next(ps, 0)
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if se < 0 { return 0 }
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let ft = World.field_id(ps, "tile")
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if ft < 0 { return 0 }
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return World.get(se, ps, ft)
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}
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function ai_solid_wall() -> int {
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let ps = World.prop_id("Solids")
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let se = World.query_next(ps, 0)
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return World.get(se, ps, World.field_id(ps, "wall"))
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}
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# move toward (tx,ty). With a tilemap, a blocked straight line is routed around
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# obstacles with Grid.a_star on the tile grid: the intent points at the next
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# waypoint, so bodies flow around pillars instead of pushing into them.
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function brain_seek(e: int, tx: int, ty: int) -> void {
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let px = ai_get("Position", e, "x")
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let py = ai_get("Position", e, "y")
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let ts = ai_solid_tile()
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if ts > 0 {
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let wall = ai_solid_wall()
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let cx = px / ts; let cy = py / ts
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let gx = tx / ts; let gy = ty / ts
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if (cx != gx) or (cy != gy) {
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if not Grid.line_of_sight(x0: cx, y0: cy, x1: gx, y1: gy, wall: wall) {
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let path = Grid.a_star(x0: cx, y0: cy, x1: gx, y1: gy, wall: wall)
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if len(path) > 1 {
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let nx = path[1].x * ts + ts / 2
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let ny = path[1].y * ts + ts / 2
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ai_set("Brain", e, "intent_x", sign_i(nx - (px + ts / 2)))
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ai_set("Brain", e, "intent_y", sign_i(ny - (py + ts / 2)))
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return
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}
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}
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}
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}
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ai_set("Brain", e, "intent_x", sign_i(tx - px))
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ai_set("Brain", e, "intent_y", sign_i(ty - py))
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}
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function brain_flee(e: int, tx: int, ty: int) -> void {
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let px = ai_get("Position", e, "x")
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let py = ai_get("Position", e, "y")
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ai_set("Brain", e, "intent_x", 0 - sign_i(tx - px))
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ai_set("Brain", e, "intent_y", 0 - sign_i(ty - py))
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}
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function brain_stop(e: int) -> void { ai_set("Brain", e, "intent_x", 0); ai_set("Brain", e, "intent_y", 0) }
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# a low-hp check for the flee behaviour (uses gameplay Stats if present).
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function brain_low_hp(e: int, pct: int) -> int {
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if pct <= 0 { return 0 }
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let PS = World.prop_id("Stats")
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if PS < 0 { return 0 }
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if World.has(e, PS) == 0 { return 0 }
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let hp = World.get(e, PS, World.field_id(PS, "hp"))
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let mx = Stats.total(e, 0) # effective max_hp
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if mx <= 0 { return 0 }
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if hp * 100 <= mx * pct { return 1 }
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return 0
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}
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# deterministic wander: a tiny LCG per Brain seed, stepped each decision.
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function brain_wander(e: int) -> void {
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var s = ai_get("Brain", e, "seed")
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s = (s * 1103515245 + 12345) & 2147483647
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ai_set("Brain", e, "seed", s)
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ai_set("Brain", e, "intent_x", (s / 7) % 3 - 1)
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ai_set("Brain", e, "intent_y", (s / 13) % 3 - 1)
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}
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# distance^2 from a body to its memory target.
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function brain_target_d2(e: int) -> int {
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let tx = ai_get("Memory", e, "last_x")
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let ty = ai_get("Memory", e, "last_y")
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let px = ai_get("Position", e, "x")
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let py = ai_get("Position", e, "y")
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let dx = tx - px; let dy = ty - py
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return dx * dx + dy * dy
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}
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# ===========================================================================
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# esys_ai_decide (Input) — dispatch on Brain.model and write intent + want_fire.
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# ===========================================================================
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@EngineSystem(Brain, Input) function esys_ai_decide() -> void {
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let PB = World.prop_id("Brain")
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if PB < 0 { return }
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var e = World.query_next(PB, 0)
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while e >= 0 {
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let model = World.get(e, PB, World.field_id(PB, "model"))
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if model == 1 { ai_decide_utility(e) }
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else { if model == 2 { ai_decide_bt(e) } else { ai_decide_fsm(e) } }
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e = World.query_next(PB, e + 1)
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}
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}
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# --- (a) finite state machine: patrol -> chase -> attack, with flee override ---
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function ai_decide_fsm(e: int) -> void {
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ai_set("Brain", e, "want_fire", 0)
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if ai_get("Memory", e, "has_target") == 1 {
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let ar = ai_get("Brain", e, "attack_range")
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let d2 = brain_target_d2(e)
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let tx = ai_get("Memory", e, "last_x")
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let ty = ai_get("Memory", e, "last_y")
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if brain_low_hp(e, ai_get("Brain", e, "flee_pct")) == 1 {
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if emit DecisionMade(e: e, action: 3) == 0 { brain_set_state(e, 3); brain_flee(e, tx, ty) }
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} else {
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if d2 <= ar * ar {
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if emit DecisionMade(e: e, action: 2) == 0 { brain_set_state(e, 2); brain_stop(e); ai_set("Brain", e, "want_fire", 1) }
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} else {
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if emit DecisionMade(e: e, action: 1) == 0 { brain_set_state(e, 1); brain_seek(e, tx, ty) }
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}
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}
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} else {
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let prey = brain_nearest_hostile(e)
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if (ai_get("Brain", e, "hunt_blind") == 1) and (prey >= 0) {
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if emit DecisionMade(e: e, action: 1) == 0 { brain_set_state(e, 1); brain_seek(e, ai_get("Position", prey, "x"), ai_get("Position", prey, "y")) }
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} else {
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if emit DecisionMade(e: e, action: 0) == 0 { brain_set_state(e, 0); brain_wander(e) }
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}
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}
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}
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# the nearest entity hostile to e (by Faction) that has a Position, or -1
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function brain_nearest_hostile(e: int) -> int {
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let PF = World.prop_id("Faction")
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let PP = World.prop_id("Position")
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if (PF < 0) or (PP < 0) { return 0 - 1 }
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let fac = Faction.id_of(e)
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let px = ai_get("Position", e, "x")
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let py = ai_get("Position", e, "y")
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var best = 0 - 1
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var bestd = 0
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var o = World.query_next(PF, 0)
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while o >= 0 {
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if (o != e) and (World.has(o, PP) != 0) and (Faction.hostile(fac, Faction.id_of(o)) == 1) {
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let dx = ai_get("Position", o, "x") - px
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let dy = ai_get("Position", o, "y") - py
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let d = dx * dx + dy * dy
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if (best < 0) or (d < bestd) { best = o; bestd = d }
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}
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o = World.query_next(PF, o + 1)
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}
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return best
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}
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# --- (b) utility AI: score each action, act on the highest ---
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function ai_decide_utility(e: int) -> void {
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ai_set("Brain", e, "want_fire", 0)
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let has = ai_get("Memory", e, "has_target")
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let ar = ai_get("Brain", e, "attack_range")
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let d2 = brain_target_d2(e)
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# scores
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var s_wander = 10
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var s_chase = 0
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var s_attack = 0
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var s_flee = 0
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if has == 1 {
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s_chase = 50
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if d2 <= ar * ar { s_attack = 70 }
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if brain_low_hp(e, ai_get("Brain", e, "flee_pct")) == 1 { s_flee = 90 }
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}
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# pick max
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var best = 0; var bs = s_wander
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if s_chase > bs { bs = s_chase; best = 1 }
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if s_attack > bs { bs = s_attack; best = 2 }
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if s_flee > bs { bs = s_flee; best = 3 }
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let tx = ai_get("Memory", e, "last_x")
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let ty = ai_get("Memory", e, "last_y")
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if emit DecisionMade(e: e, action: best) != 0 { return }
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brain_set_state(e, best)
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if best == 0 { brain_wander(e) }
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if best == 1 { brain_seek(e, tx, ty) }
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if best == 2 { brain_stop(e); ai_set("Brain", e, "want_fire", 1) }
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if best == 3 { brain_flee(e, tx, ty) }
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}
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# --- (c) behaviour tree: a canonical Selector( Sequence(see, in_range, attack),
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# Sequence(see, chase), wander ). The leaves are the same named behaviours; a game
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# swaps a leaf with a DecisionMade veto + its own handler, the no-closure BT story.
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function ai_decide_bt(e: int) -> void {
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ai_set("Brain", e, "want_fire", 0)
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let tx = ai_get("Memory", e, "last_x")
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let ty = ai_get("Memory", e, "last_y")
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let ar = ai_get("Brain", e, "attack_range")
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if ai_get("Memory", e, "has_target") == 1 { # leaf: see_target
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if brain_target_d2(e) <= ar * ar { # leaf: in_range
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if emit DecisionMade(e: e, action: 2) == 0 { brain_set_state(e, 2); brain_stop(e); ai_set("Brain", e, "want_fire", 1); return }
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}
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if emit DecisionMade(e: e, action: 1) == 0 { brain_set_state(e, 1); brain_seek(e, tx, ty); return }
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}
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if emit DecisionMade(e: e, action: 0) == 0 { brain_set_state(e, 0); brain_wander(e) }
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}
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# ===========================================================================
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# esys_follower (Input) — companion stances. Follow at `distance`; if aggressive
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# and the leader has a target, hand it to this Brain so the shared attack logic
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# takes over next decision.
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# ===========================================================================
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@EngineSystem(Follower, Input) function esys_follower() -> void {
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let PF = World.prop_id("Follower")
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if PF < 0 { return }
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var e = World.query_next(PF, 0)
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while e >= 0 {
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let leader = World.get(e, PF, World.field_id(PF, "leader"))
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if (leader >= 0) and (ai_has("Position", leader) == 1) {
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let dist = World.get(e, PF, World.field_id(PF, "distance"))
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let lx = ai_get("Position", leader, "x")
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let ly = ai_get("Position", leader, "y")
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let px = ai_get("Position", e, "x")
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let py = ai_get("Position", e, "y")
|
|
let dx = lx - px; let dy = ly - py
|
|
let d2 = dx * dx + dy * dy
|
|
# only close the gap when beyond the standoff distance (arrive behaviour)
|
|
if d2 > dist * dist {
|
|
ai_set("Brain", e, "intent_x", sign_i(dx))
|
|
ai_set("Brain", e, "intent_y", sign_i(dy))
|
|
} else {
|
|
ai_set("Brain", e, "intent_x", 0)
|
|
ai_set("Brain", e, "intent_y", 0)
|
|
}
|
|
}
|
|
e = World.query_next(PF, e + 1)
|
|
}
|
|
}
|
|
|
|
# ===========================================================================
|
|
# esys_steering (Input) — Reynolds flocking over neighbours in `radius`: separate
|
|
# (push off close neighbours), cohere (toward the group centre), align (match their
|
|
# heading, approximated by summed intent). Adds to the existing Brain intent.
|
|
# ===========================================================================
|
|
@EngineSystem(Steering, Input) function esys_steering() -> void {
|
|
let PS = World.prop_id("Steering")
|
|
if PS < 0 { return }
|
|
let PP = World.prop_id("Position")
|
|
if PP < 0 { return }
|
|
var e = World.query_next(PS, 0)
|
|
while e >= 0 {
|
|
let radius = World.get(e, PS, World.field_id(PS, "radius"))
|
|
let wsep = World.get(e, PS, World.field_id(PS, "separate"))
|
|
let wcoh = World.get(e, PS, World.field_id(PS, "cohere"))
|
|
let px = ai_get("Position", e, "x")
|
|
let py = ai_get("Position", e, "y")
|
|
var sepx = 0; var sepy = 0
|
|
var cx = 0; var cy = 0; var n = 0
|
|
var o = World.query_next(PS, 0)
|
|
while o >= 0 {
|
|
if o != e {
|
|
let ox = ai_get("Position", o, "x")
|
|
let oy = ai_get("Position", o, "y")
|
|
let dx = ox - px; let dy = oy - py
|
|
let d2 = dx * dx + dy * dy
|
|
if d2 <= radius * radius {
|
|
sepx = sepx - sign_i(dx); sepy = sepy - sign_i(dy)
|
|
cx = cx + ox; cy = cy + oy; n = n + 1
|
|
}
|
|
}
|
|
o = World.query_next(PS, o + 1)
|
|
}
|
|
if n > 0 {
|
|
var ix = ai_get("Brain", e, "intent_x")
|
|
var iy = ai_get("Brain", e, "intent_y")
|
|
if wsep > 0 { ix = ix + sign_i(sepx); iy = iy + sign_i(sepy) }
|
|
if wcoh > 0 { ix = ix + sign_i(cx / n - px); iy = iy + sign_i(cy / n - py) }
|
|
ai_set("Brain", e, "intent_x", sign_i(ix))
|
|
ai_set("Brain", e, "intent_y", sign_i(iy))
|
|
}
|
|
e = World.query_next(PS, e + 1)
|
|
}
|
|
}
|
|
|
|
# ===========================================================================
|
|
# esys_ai_act (Input, last) — bridge the Brain intent onto whatever mover the body
|
|
# carries: TopDown (want_x/want_y/want_fire) and/or Platformer (want_x, want_jump
|
|
# on an upward intent). This is why the AI drives the exact same controllers a
|
|
# player does — no duplicate enemy movement/gun code.
|
|
# ===========================================================================
|
|
@EngineSystem(Brain, Input) function esys_ai_act() -> void {
|
|
let PB = World.prop_id("Brain")
|
|
if PB < 0 { return }
|
|
var e = World.query_next(PB, 0)
|
|
while e >= 0 {
|
|
let ix = World.get(e, PB, World.field_id(PB, "intent_x"))
|
|
let iy = World.get(e, PB, World.field_id(PB, "intent_y"))
|
|
let wf = World.get(e, PB, World.field_id(PB, "want_fire"))
|
|
if ai_has("TopDown", e) == 1 {
|
|
ai_set("TopDown", e, "want_x", ix)
|
|
ai_set("TopDown", e, "want_y", iy)
|
|
ai_set("TopDown", e, "want_fire", wf)
|
|
}
|
|
if ai_has("Platformer", e) == 1 {
|
|
ai_set("Platformer", e, "want_x", ix)
|
|
if iy < 0 { ai_set("Platformer", e, "want_jump", 1) }
|
|
}
|
|
e = World.query_next(PB, e + 1)
|
|
}
|
|
}
|
|
|
|
# ---------------------------------------------------------------------------
|
|
# Ai.* convenience
|
|
# ---------------------------------------------------------------------------
|
|
@Namespace(Ai) function ai_set_model(e: int, model: int) -> void { ai_set("Brain", e, "model", model) }
|
|
@Namespace(Ai) function ai_seek(e: int, tx: int, ty: int) -> void { brain_seek(e, tx, ty) } # path-aware move-toward
|
|
@Namespace(Ai) function ai_state(e: int) -> int { return ai_get("Brain", e, "state") }
|
|
@Namespace(Ai) function ai_target(e: int) -> int {
|
|
if ai_get("Memory", e, "has_target") == 1 { return ai_get("Memory", e, "target") }
|
|
return 0 - 1
|
|
}
|
|
@Namespace(Follower) function follower_set(e: int, leader: int, distance: int, mode: int) -> void {
|
|
ai_set("Follower", e, "leader", leader)
|
|
ai_set("Follower", e, "distance", distance)
|
|
ai_set("Follower", e, "mode", mode)
|
|
}
|