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Commit edecc4c9 authored by Kat Marchán's avatar Kat Marchán
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feat(example): update thirst example

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......@@ -31,65 +31,50 @@ pub fn thirst_system(time: Res<Time>, mut thirsts: Query<&mut Thirst>) {
// The second step is to define an action. What can the AI do, and how does it
// do it? This is the first bit involving Big Brain itself, and there's a few
// pieces you need:
// First, you need an Action and an ActionBuilder struct.
//
// 1. An Action Component. This is just a plain Component we will query
// against later.
// 2. An ActionBuilder. This is anything that implements the ActionBuilder
// trait.
// 3. A System that will run Action code.
//
// These actions will be spawned and queued by the game engine when their
// conditions trigger (we'll configure what these are later).
//
// NOTE: In this example, we're not implementing ActionBuilder ourselves, but
// instead just relying on the blanket implementation for anything that
// implements Clone. So, the Clone derive matters here. This is enough in most
// cases.
#[derive(Clone, Component, Debug)]
pub struct Drink;
// The convention is to attach a `::build()` function to the Action type.
impl Drink {
pub fn build() -> DrinkBuilder {
DrinkBuilder
}
}
// Then we define an ActionBuilder, which is responsible for making new
// Action components for us.
#[derive(Clone, Component, Debug)]
pub struct DrinkBuilder;
// All you need to implement heree is the `build()` method, which requires
// that you attach your actual component to the action Entity that was created
// and configured for you.
impl ActionBuilder for DrinkBuilder {
fn build(&self, cmd: &mut Commands, action: Entity, _actor: Entity) {
cmd.entity(action).insert(Drink);
}
}
pub struct Drink { until: f32, per_second: f32 }
// Associated with that Drink Action, you then need to have a system that will
// actually execute those actions when they're "spawned" by the Big Brain
// engine. This is the actual "act" part of the Action.
//
// In our case, we want the Thirst components, since we'll be changing those.
// Additionally, we want to pick up the DrinkAction components, as well as
// their associated ActionState. Note that the Drink Action belongs to a
// *separate entity* from the owner of the Thirst component!
// Action systems execute according to a state machine, where the states are
// labeled by ActionState.
fn drink_action_system(
time: Res<Time>,
mut thirsts: Query<&mut Thirst>,
// We grab the Parent here, because individual Actions are parented to the
// entity "doing" the action.
//
// ActionState is an enum that described the specific run-state the action
// is in. You can think of Actions as state machines. They get requested,
// they can be cancelled, they can run to completion, etc. Cancellations
// usually happen because the target action changed (due to a different
// Scorer winning). But you can also cancel the actions yourself by
// setting the state in the Action system.
mut query: Query<(&Actor, &mut ActionState), With<Drink>>,
// We execute actions by querying for their associated Action Component
// (Drink in this case). You'll always need both Actor and ActionState.
mut query: Query<(&Actor, &mut ActionState, &Drink)>,
) {
for (Actor(actor), mut state) in query.iter_mut() {
// Use the drink_action's actor to look up the corresponding Thirst.
for (Actor(actor), mut state, drink) in query.iter_mut() {
// Use the drink_action's actor to look up the corresponding Thirst Component.
if let Ok(mut thirst) = thirsts.get_mut(*actor) {
match *state {
ActionState::Requested => {
thirst.thirst = 10.0;
println!("drank some water");
*state = ActionState::Success;
println!("Time to drink some water!");
*state = ActionState::Executing;
}
ActionState::Executing => {
println!("drinking some water");
thirst.thirst -= drink.per_second * (time.delta().as_micros() as f32 / 1_000_000.0);
if thirst.thirst <= drink.until {
// To "finish" an action, we set its state to Success or
// Failure.
*state = ActionState::Success;
}
}
// All Actions should make sure to handle cancellations!
ActionState::Cancelled => {
*state = ActionState::Failure;
}
......@@ -101,40 +86,24 @@ fn drink_action_system(
// Then, we have something called "Scorers". These are special components that
// run in the background, calculating a "Score" value, which is what Big Brain
// will use to pick which actions to execute.
// will use to pick which Actions to execute.
//
// Just like with Actions, we use the convention of having separate
// ScorerBuilder and Scorer components. While it might seem like a lot of
// boilerplate, in a "real" application, you will almost certainly have data
// and configuration concerns. This pattern separates those nicely.
// Just like with Actions, there's two pieces to this: the Scorer and the
// ScorerBuilder. And just like with Actions, there's a blanket implementation
// for Clone, so we only need the Component here.
#[derive(Clone, Component, Debug)]
pub struct Thirsty;
impl Thirsty {
fn build() -> ThirstyBuilder {
ThirstyBuilder
}
}
#[derive(Debug, Clone)]
pub struct ThirstyBuilder;
impl ScorerBuilder for ThirstyBuilder {
fn build(&self, cmd: &mut Commands, scorer: Entity, _actor: Entity) {
cmd.entity(scorer).insert(Thirsty);
}
}
// Looks familiar? It's a lot like Actions!
pub fn thirsty_scorer_system(
thirsts: Query<&Thirst>,
// Same dance with the Parent here, but now Big Brain has added a Score component!
// Same dance with the Actor here, but now we use look up Score instead of ActionState.
mut query: Query<(&Actor, &mut Score), With<Thirsty>>,
) {
for (Actor(actor), mut score) in query.iter_mut() {
if let Ok(thirst) = thirsts.get(*actor) {
// This is really what the job of a Scorer is. To calculate a
// generic Utility value that the Big Brain engine will compare
// generic "Utility" score that the Big Brain engine will compare
// against others, over time, and use to make decisions. This is
// generally "the higher the better", and "first across the finish
// line", but that's all configurable using Pickers!
......@@ -150,13 +119,12 @@ pub fn thirsty_scorer_system(
// to have AI behavior should have one *or more* Thinkers attached to it.
pub fn init_entities(mut cmd: Commands) {
// Create the entity and throw the Thirst component in there. Nothing special here.
cmd.spawn().insert(Thirst::new(70.0, 2.0)).insert(
// Thinker::build().component() will return a regular component you
// can attach normally!
cmd.spawn().insert(Thirst::new(75.0, 2.0)).insert(
Thinker::build()
.picker(FirstToScore { threshold: 0.8 })
// Note that what we pass in are _builders_, not components!
.when(Thirsty::build(), Drink::build()),
// Technically these are supposed to be ActionBuilders and
// ScorerBuilders, but our Clone impls simplify our code here.
.when(Thirsty, Drink { until: 70.0, per_second: 5.0 }),
);
}
......@@ -167,7 +135,10 @@ fn main() {
.add_plugin(BigBrainPlugin)
.add_startup_system(init_entities)
.add_system(thirst_system)
.add_system(drink_action_system)
.add_system(thirsty_scorer_system)
// Big Brain has specific stages for Scorers and Actions. If
// determinism matters a lot to you, you should add your action and
// scorer systems to these stages.
.add_system_to_stage(BigBrainStage::Actions, drink_action_system)
.add_system_to_stage(BigBrainStage::Scorers, thirsty_scorer_system)
.run();
}
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