Class: TankMotionFSM

Inherits:
Object
  • Object
show all
Defined in:
lib/entities/components/ai/tank_motion_fsm.rb

Constant Summary collapse

STATE_CHANGE_DELAY =
500
LOCATION_CHECK_DELAY =
5000

Instance Method Summary collapse

Constructor Details

#initialize(object, vision, gun) ⇒ TankMotionFSM

Returns a new instance of TankMotionFSM.



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# File 'lib/entities/components/ai/tank_motion_fsm.rb', line 5

def initialize(object, vision, gun)
  @object = object
  @vision = vision
  @gun = gun
  @roaming_state = TankRoamingState.new(object, vision)
  @fighting_state = TankFightingState.new(object, vision)
  @fleeing_state = TankFleeingState.new(object, vision, gun)
  @chasing_state = TankChasingState.new(object, vision, gun)
  @stuck_state = TankStuckState.new(object, vision, gun)
  @navigating_state = TankNavigatingState.new(object, vision)
  set_state(@roaming_state)
end

Instance Method Details

#choose_stateObject



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# File 'lib/entities/components/ai/tank_motion_fsm.rb', line 55

def choose_state
  unless @vision.can_go_forward?
    unless @current_state == @stuck_state
      set_state(@navigating_state)
    end
  end
  # Keep unstucking itself for a while
  change_delay = STATE_CHANGE_DELAY
  if @current_state == @stuck_state
    change_delay *= 5
  end
  now = Gosu.milliseconds
  return unless now - @last_state_change > change_delay
  if @last_location_update.nil?
    @last_location_update = now
    @last_location = @object.location
  end
  if now - @last_location_update > LOCATION_CHECK_DELAY
    unless @last_location.nil? || @current_state.waiting?
      if Utils.distance_between(*@last_location, *@object.location) < 20
        set_state(@stuck_state)
        @stuck_state.stuck_at = @object.location
        return
      end
    end
    @last_location_update = now
    @last_location = @object.location
  end
  if @gun.target
    if @object.health.health > 40
      if @gun.distance_to_target > BulletPhysics::MAX_DIST
        new_state = @chasing_state
      else
        new_state = @fighting_state
      end
    else
      if @fleeing_state.can_flee?
        new_state = @fleeing_state
      else
        new_state = @fighting_state
      end
    end
  else
    new_state = @roaming_state
  end
  set_state(new_state)
end

#draw(viewport) ⇒ Object



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# File 'lib/entities/components/ai/tank_motion_fsm.rb', line 28

def draw(viewport)
  if $debug
    @image && @image.draw(
      @object.x - @image.width / 2,
      @object.y + @object.graphics.height / 2 -
      @image.height, 100)
  end
end

#on_collision(with) ⇒ Object



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# File 'lib/entities/components/ai/tank_motion_fsm.rb', line 18

def on_collision(with)
  @current_state.on_collision(with)
end

#on_damage(amount) ⇒ Object



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# File 'lib/entities/components/ai/tank_motion_fsm.rb', line 22

def on_damage(amount)
  if @current_state == @roaming_state
    set_state(@fighting_state)
  end
end

#set_state(state) ⇒ Object



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# File 'lib/entities/components/ai/tank_motion_fsm.rb', line 42

def set_state(state)
  return unless state
  return if state == @current_state
  @last_state_change = Gosu.milliseconds
  @current_state = state
  state.enter
  if $debug
    @image = Gosu::Image.from_text(
        $window, state.class.to_s,
        Gosu.default_font_name, 18)
  end
end

#updateObject



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# File 'lib/entities/components/ai/tank_motion_fsm.rb', line 37

def update
  choose_state
  @current_state.update
end