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Enemies chooses the closest player #220

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Aug 10, 2022
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34 changes: 30 additions & 4 deletions src/enemy_ai.rs
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
//! Enemy fighter AI

use bevy::prelude::*;
use rand::{prelude::SliceRandom, Rng};
use rand::Rng;

use crate::{
animation::Facing,
Expand Down Expand Up @@ -31,7 +31,7 @@ pub struct EnemyTarget {
pub fn set_target_near_player(
mut commands: Commands,
mut enemies_query: Query<
(Entity, &mut TripPointX),
(Entity, &mut TripPointX, &Transform),
(With<Enemy>, With<Idling>, Without<EnemyTarget>),
>,
player_query: Query<&Transform, With<Player>>,
Expand All @@ -44,8 +44,8 @@ pub fn set_target_near_player(
.max_by(f32::total_cmp);

if let Some(max_player_x) = max_player_x {
for (e_entity, mut e_trip_point_x) in enemies_query.iter_mut() {
if let Some(p_transform) = p_transforms.choose(&mut rng) {
for (e_entity, mut e_trip_point_x, e_transform) in enemies_query.iter_mut() {
if let Some(p_transform) = choose_player(&p_transforms, e_transform) {
if max_player_x > e_trip_point_x.0 {
e_trip_point_x.0 = f32::MIN;

Expand All @@ -69,6 +69,32 @@ pub fn set_target_near_player(
}
}

/// Chooses which player is closer
pub fn choose_player(p_transforms: &Vec<&Transform>, e_transform: &Transform) -> Option<Transform> {
if !p_transforms.is_empty() {
let mut closer = (p_transforms[0], dist(p_transforms[0], e_transform));

for transform in p_transforms.iter().skip(1) {
let dist = dist(transform, e_transform);

if dist < closer.1 {
closer.0 = transform;
closer.1 = dist;
}
}

Some(*closer.0)
} else {
None
}
}

pub fn dist(transform1: &Transform, transform2: &Transform) -> f32 {
((transform1.translation.x - transform2.translation.x).powi(2)
+ (transform1.translation.y - transform2.translation.y).powi(2))
.sqrt()
}

/// Controls enemy AI fighters
///
/// This is added to the [`crate::fighter_state::FighterStateCollectSystems`] to collect figher
Expand Down