import Vector from '../../math/Vector';
import Limiter from '../Limiter';
import Steerable from '../Steerable';
import SteeringAcceleration from '../SteeringAcceleration';
import SteeringBehavior from '../SteeringBehavior';
/**
* The {@code PrioritySteering} behavior iterates through the behaviors and returns the first non zero steering. It makes sense
* since certain steering behaviors only request an acceleration in particular conditions. Unlike {@link Seek} or {@link Evade},
* which always produce an acceleration, {@link RaycastObstacleAvoidance}, {@link CollisionAvoidance}, {@link Separation},
* {@link Hide} and {@link Arrive} will suggest no acceleration in many cases. But when these behaviors do suggest an
* acceleration, it is unwise to ignore it. An obstacle avoidance behavior, for example, should be honored immediately to avoid
* the crash.
*
* Typically the behaviors of a {@code PrioritySteering} are arranged in groups with regular blending weights, see
* {@link BlendedSteering}. These groups are then placed in priority order to let the steering system consider each group in turn.
* It blends the steering behaviors in the current group together. If the total result is very small (less than some small, but
* adjustable, parameter), then it is ignored and the next group is considered. It is best not to check against zero directly,
* because numerical instability in calculations can mean that a zero value is never reached for some steering behaviors. Using a
* small constant value (conventionally called {@code epsilon}) avoids this problem. When a group is found with a result that isn't
* small, its result is used to steer the agent.
*
* For instance, a pursuing agent working in a team may have three priorities:
*
* - a collision avoidance group that contains behaviors for obstacle avoidance, wall avoidance, and avoiding other characters.
* - a separation behavior used to avoid getting too close to other members of the chasing pack.
* - a pursuit behavior to chase the target.
*
* If the character is far from any interference, the collision avoidance group will return with no desired acceleration. The
* separation behavior will then be considered but will also return with no action. Finally, the pursuit behavior will be
* considered, and the acceleration needed to continue the chase will be used. If the current motion of the character is perfect
* for the pursuit, this behavior may also return with no acceleration. In this case, there are no more behaviors to consider, so
* the character will have no acceleration, just as if they'd been exclusively controlled by the pursuit behavior.
*
* In a different scenario, if the character is about to crash into a wall, the first group will return an acceleration that will
* help avoid the crash. The character will carry out this acceleration immediately, and the steering behaviors in the other
* groups won't be considered.
*
* Usually {@code PrioritySteering} gives you a good compromise between speed and accuracy.
*
* @param Type of vector, either 2D or 3D, implementing the {@link Vector} interface
*
* @author davebaol
*/
class PrioritySteering> extends SteeringBehavior {
/** The threshold of the steering acceleration magnitude below which a steering behavior is considered to have given no output. */
protected epsilon: number;
/**
* The list of steering behaviors in priority order. The first item in the list is tried first, the subsequent entries are only
* considered if the first one does not return a result.
*/
protected behaviors: Array> = new Array>();
/** The index of the behavior whose acceleration has been returned by the last evaluation of this priority steering. */
protected selectedBehaviorIndex: number;
/**
* Creates a {@code PrioritySteering} behavior for the specified owner and threshold.
* @param owner the owner of this behavior
* @param epsilon the threshold of the steering acceleration magnitude below which a steering behavior is considered to have
* given no output
*/
constructor(owner: Steerable, epsilon = 0.001) {
super(owner);
this.epsilon = epsilon;
}
/**
* Adds the specified behavior to the priority list.
* @param behavior the behavior to add
* @return this behavior for chaining.
*/
public add(behavior: SteeringBehavior): PrioritySteering {
this.behaviors.push(behavior);
return this;
}
/**
* Returns the index of the behavior whose acceleration has been returned by the last evaluation of this priority steering; -1
* otherwise.
*/
public getSelectedBehaviorIndex(): number {
return this.selectedBehaviorIndex;
}
/**
* Returns the threshold of the steering acceleration magnitude below which a steering behavior is considered to have given no
* output.
*/
public getEpsilon(): number {
return this.epsilon;
}
/**
* Sets the threshold of the steering acceleration magnitude below which a steering behavior is considered to have given no
* output.
* @param epsilon the epsilon to set
* @return this behavior for chaining.
*/
public setEpsilon(epsilon: number): PrioritySteering {
this.epsilon = epsilon;
return this;
}
//
// Setters overridden in order to fix the correct return type for chaining
//
public setOwner(owner: Steerable): PrioritySteering {
this.owner = owner;
return this;
}
public setEnabled(enabled: boolean): PrioritySteering {
this.enabled = enabled;
return this;
}
/**
* Sets the limiter of this steering behavior. However, {@code PrioritySteering} needs no limiter at all as it simply returns
* the first non zero steering acceleration.
* @return this behavior for chaining.
*/
public setLimiter(limiter: Limiter): PrioritySteering {
this.limiter = limiter;
return this;
}
protected calculateRealSteering(steering: SteeringAcceleration): SteeringAcceleration {
// We'll need epsilon squared later.
const epsilonSquared = this.epsilon * this.epsilon;
// Go through the behaviors until one has a large enough acceleration
const n = this.behaviors.length;
this.selectedBehaviorIndex = -1;
for (let i = 0; i < n; i++) {
this.selectedBehaviorIndex = i;
const behavior = this.behaviors[i];
// Calculate the behavior's steering
behavior.calculateSteering(steering);
// If we're above the threshold return the current steering
if (steering.calculateSquareMagnitude() > epsilonSquared) return steering;
}
// If we get here, it means that no behavior had a large enough acceleration,
// so return the small acceleration from the final behavior or zero if there are
// no behaviors in the list.
return n > 0 ? steering : steering.setZero();
}
}
export default PrioritySteering;