Class: Lotu::SteeringSystem

Inherits:
Object
  • Object
show all
Defined in:
lib/lotu/systems/steering_system.rb

Defined Under Namespace

Modules: UserMethods

Instance Method Summary collapse

Constructor Details

#initialize(user, opts = {}) ⇒ SteeringSystem

Returns a new instance of SteeringSystem.



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# File 'lib/lotu/systems/steering_system.rb', line 5

def initialize(user, opts={})
  # Add new functionality to Actor
  user.extend UserMethods

  # Initialize attributes
  default_opts = {
    :mass => 1,
    :max_speed => 350,
    :max_turn_rate => 180,
    :max_force => 300,
    :wander_radius => 120,
    :wander_distance => 240.0
  }
  opts = default_opts.merge!(opts)

  user.mass = opts[:mass]
  user.max_speed = opts[:max_speed]
  user.max_turn_rate = opts[:max_turn_rate]
  user.max_force = opts[:max_force]
  user.wander_radius = opts[:wander_radius]
  user.wander_distance = opts[:wander_distance]

  # More attributes
  @user = user
  @behaviors = {}
  @force = Vector2d.new
  @zero = Vector2d.new
  user.pos.x = user.x
  user.pos.y = user.y
end

Instance Method Details

#activate(behavior) ⇒ Object



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# File 'lib/lotu/systems/steering_system.rb', line 70

def activate(behavior)
  @behaviors[behavior] = true
end

#arrive(deceleration = :normal) ⇒ Object



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# File 'lib/lotu/systems/steering_system.rb', line 91

def arrive(deceleration = :normal)
  return @zero if @user.target.nil?
  deceleration_values = {
    :fast => 0.5,
    :normal => 1,
    :slow => 2
  }
  deceleration_tweaker = 1.0
  to_target = @user.target - @user.pos
  distance_to_target = to_target.length

  if distance_to_target > 10
    speed = distance_to_target / (deceleration_tweaker * deceleration_values[deceleration])
    speed = [speed, @user.max_speed].min
    desired_velocity = to_target * speed / distance_to_target
    return desired_velocity - @user.vel
  else
    @user.vel /= 1.15
    @user.accel /= 1.15
  end
  return @zero
end

#deactivate(behavior) ⇒ Object



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# File 'lib/lotu/systems/steering_system.rb', line 74

def deactivate(behavior)
  @behaviors[behavior] = false
end

#evadeObject



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# File 'lib/lotu/systems/steering_system.rb', line 129

def evade
  return @zero if @user.pursuer.nil?
  to_pursuer = @user.pursuer.pos - @user.pos
  look_ahead_time = to_pursuer.length / (@user.max_speed + @user.pursuer.vel.length)
  predicted_position = @user.pursuer.pos + @user.pursuer.vel * look_ahead_time
  @user.target = @user.pursuer.pos
  return flee
end

#evade_multipleObject



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# File 'lib/lotu/systems/steering_system.rb', line 138

def evade_multiple
  return @zero if @user.pursuers.empty?
  combined_velocities = Vector2d.new
  combined_positions = Vector2d.new
  @user.pursuers.each do |p|
    combined_velocities += p.vel
    combined_positions += p.pos
  end
  combined_velocities /= @user.pursuers.length
  combined_positions /= @user.pursuers.length
  to_pursuers = combined_positions - @user.pos
  look_ahead_time = to_pursuers.length / (@user.max_speed + combined_velocities.length)
  predicted_position = combined_positions + combined_velocities * look_ahead_time
  @user.target = combined_positions
  return flee
end

#fleeObject



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# File 'lib/lotu/systems/steering_system.rb', line 85

def flee
  return @zero if @user.target.nil?
  desired_velocity = (@user.pos - @user.target).normalize * @user.max_speed
  return desired_velocity - @user.vel
end

#local_to_world(local_target, heading, side, pos) ⇒ Object



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# File 'lib/lotu/systems/steering_system.rb', line 167

def local_to_world(local_target, heading, side, pos)
  local_angle = heading.angle_to(local_target)
  x = Gosu.offset_x(local_angle, local_target.length)
  y = Gosu.offset_y(local_angle, local_target.length)
  world_point = Vector2d.new(x, y) + pos
end

#pursuitObject



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# File 'lib/lotu/systems/steering_system.rb', line 114

def pursuit
  return @zero if @user.evader.nil?
  to_evader = @user.evader.pos - @user.pos
  relative_heading = @user.heading.dot(@user.evader.heading)
  if to_evader.dot(@user.heading) > 0 && relative_heading < -0.95
    @user.target = @user.evader.pos
    return seek
  end

  look_ahead_time = to_evader.length / (@user.max_speed + @user.evader.vel.length)
  predicted_position = @user.evader.pos + @user.evader.vel * look_ahead_time
  @user.target = predicted_position
  return seek
end

#seekObject

The steering behaviors themselves



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# File 'lib/lotu/systems/steering_system.rb', line 79

def seek
  return @zero if @user.target.nil?
  desired_velocity = (@user.target - @user.pos).normalize * @user.max_speed
  return desired_velocity - @user.vel
end

#updateObject



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# File 'lib/lotu/systems/steering_system.rb', line 36

def update
  @force.zero!
  @behaviors.each_pair do |behavior, active|
    @force += send(behavior) if active
  end

  @user.accel = @force / @user.mass
  @user.accel.truncate!(@user.max_force)

  max_angle = @user.max_turn_rate * @user.dt
  new_velocity = @user.vel + @user.accel * @user.dt
  angle_to_new_velocity = @user.heading.angle_to(new_velocity)

  if angle_to_new_velocity.abs > max_angle
    sign = @user.heading.sign_to(new_velocity)
    corrected_angle = @user.heading.angle + max_angle * sign
    @user.vel.x = Gosu.offset_x(corrected_angle, new_velocity.length)
    @user.vel.y = Gosu.offset_y(corrected_angle, new_velocity.length)
  else
    @user.vel = new_velocity
  end

  @user.vel.truncate!(@user.max_speed)
  @user.pos += @user.vel * @user.dt

  if @user.vel.length > 0.0001
    @user.heading = @user.vel.normalize
  end

  @user.x = @user.pos.x
  @user.y = @user.pos.y
  @user.angle = @user.heading.angle
end

#wanderObject

TODO: Fix wander



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# File 'lib/lotu/systems/steering_system.rb', line 156

def wander
  wander_jitter = 10

  @user.wander_target += Vector2d.new(Gosu.random(-1,1), Gosu.random(-1,1))
  @user.wander_target.normalize!
  @user.wander_target *= @user.wander_radius
  target_local = @user.wander_target + Vector2d.new(0, @user.wander_distance)
  target_world = local_to_world(target_local, @user.heading, @user.heading.perp, @user.pos)
  return target_world - @user.pos
end