Teach AI how to glide again

This commit is contained in:
juliancoffee 2021-07-13 23:54:16 +03:00
parent 59e9fc6530
commit 56ab92fd05

View File

@ -481,7 +481,7 @@ impl<'a> System<'a> for Sys {
if data.glider_equipped && data.physics_state.on_ground.is_none() {
// toggle glider when vertical velocity is above some
// threshold (here ~ glider fall vertical speed)
data.glider_fall(agent, controller, &read_data);
data.glider_fall(controller);
} else if let Some(target_info) = agent.target {
let Target {
target, hostile, ..
@ -676,17 +676,24 @@ impl<'a> AgentData<'a> {
// Action Nodes
////////////////////////////////////////
fn glider_fall(&self, agent: &mut Agent, controller: &mut Controller, read_data: &ReadData) {
if self.vel.0.z < -26.0 {
fn glider_fall(&self, controller: &mut Controller) {
if self.vel.0.z < -15.0 {
controller.actions.push(ControlAction::GlideWield);
if let Some(Target { target, .. }) = agent.target {
if let Some(tgt_pos) = read_data.positions.get(target) {
controller.inputs.move_dir = (self.pos.0 - tgt_pos.0)
.xy()
.try_normalized()
.unwrap_or_else(Vec2::zero);
}
}
let flight_direction =
Vec3::from(self.vel.0.xy().try_normalized().unwrap_or_else(Vec2::zero));
let flight_ori = Quaternion::from_scalar_and_vec3((1.0, flight_direction));
let ori = self.ori.look_vec();
let look_dir = if ori.z > 0.0 {
flight_ori.rotated_x(-0.1)
} else {
flight_ori.rotated_x(0.1)
};
let (_, look_dir) = look_dir.into_scalar_and_vec3();
controller.inputs.look_dir =
Dir::from_unnormalized(look_dir).unwrap_or_else(Dir::forward);
}
}