import { SteeringBehavior } from '../SteeringBehavior.js';
import { SeekBehavior } from './SeekBehavior.js';
import { Vector3 } from '../../math/Vector3.js';
const displacement = new Vector3();
const vehicleDirection = new Vector3();
const evaderDirection = new Vector3();
const newEvaderVelocity = new Vector3();
const predictedPosition = new Vector3();
/**
* This steering behavior is useful when an agent is required to intercept a moving agent.
*
* @author {@link https://github.com/Mugen87|Mugen87}
* @augments SteeringBehavior
*/
class PursuitBehavior extends SteeringBehavior {
/**
* Constructs a new pursuit behavior.
*
* @param {MovingEntity} evader - The agent to pursue.
* @param {Number} predictionFactor - This factor determines how far the vehicle predicts the movement of the evader.
*/
constructor( evader = null, predictionFactor = 1 ) {
super();
/**
* The agent to pursue.
* @type {?MovingEntity}
* @default null
*/
this.evader = evader;
/**
* This factor determines how far the vehicle predicts the movement of the evader.
* @type {Number}
* @default 1
*/
this.predictionFactor = predictionFactor;
// internal behaviors
this._seek = new SeekBehavior();
}
/**
* Calculates the steering force for a single simulation step.
*
* @param {Vehicle} vehicle - The game entity the force is produced for.
* @param {Vector3} force - The force/result vector.
* @param {Number} delta - The time delta.
* @return {Vector3} The force/result vector.
*/
calculate( vehicle, force /*, delta */ ) {
const evader = this.evader;
displacement.subVectors( evader.position, vehicle.position );
// 1. if the evader is ahead and facing the agent then we can just seek for the evader's current position
vehicle.getDirection( vehicleDirection );
evader.getDirection( evaderDirection );
// first condition: evader must be in front of the pursuer
const evaderAhead = displacement.dot( vehicleDirection ) > 0;
// second condition: evader must almost directly facing the agent
const facing = vehicleDirection.dot( evaderDirection ) < - 0.95;
if ( evaderAhead === true && facing === true ) {
this._seek.target = evader.position;
this._seek.calculate( vehicle, force );
return force;
}
// 2. evader not considered ahead so we predict where the evader will be
// the lookahead time is proportional to the distance between the evader
// and the pursuer. and is inversely proportional to the sum of the
// agent's velocities
let lookAheadTime = displacement.length() / ( vehicle.maxSpeed + evader.getSpeed() );
lookAheadTime *= this.predictionFactor; // tweak the magnitude of the prediction
// calculate new velocity and predicted future position
newEvaderVelocity.copy( evader.velocity ).multiplyScalar( lookAheadTime );
predictedPosition.addVectors( evader.position, newEvaderVelocity );
// now seek to the predicted future position of the evader
this._seek.target = predictedPosition;
this._seek.calculate( vehicle, force );
return force;
}
/**
* Transforms this instance into a JSON object.
*
* @return {Object} The JSON object.
*/
toJSON() {
const json = super.toJSON();
json.evader = this.evader ? this.evader.uuid : null;
json.predictionFactor = this.predictionFactor;
return json;
}
/**
* Restores this instance from the given JSON object.
*
* @param {Object} json - The JSON object.
* @return {PursuitBehavior} A reference to this behavior.
*/
fromJSON( json ) {
super.fromJSON( json );
this.evader = json.evader;
this.predictionFactor = json.predictionFactor;
return this;
}
/**
* Restores UUIDs with references to GameEntity objects.
*
* @param {Map<String,GameEntity>} entities - Maps game entities to UUIDs.
* @return {PursuitBehavior} A reference to this behavior.
*/
resolveReferences( entities ) {
this.evader = entities.get( this.evader ) || null;
}
}
export { PursuitBehavior };