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authorJAROWMR <jarorutjes07@gmail.com>2024-12-12 15:05:33 +0100
committerJAROWMR <jarorutjes07@gmail.com>2024-12-12 15:05:33 +0100
commit641e202607b0f694df6662532f0165022c0f8621 (patch)
tree0701bbfe705a95b670c8dfcb5eaabf6007556831 /src/crepe/api/AI.h
parentdd7d5cf6b01b8a6a4238b66c27861ee76522067e (diff)
parent05a33d4793520fa84a93bc79882ef29d39cd08e5 (diff)
merge master
Diffstat (limited to 'src/crepe/api/AI.h')
-rw-r--r--src/crepe/api/AI.h111
1 files changed, 85 insertions, 26 deletions
diff --git a/src/crepe/api/AI.h b/src/crepe/api/AI.h
index 35b8998..c780a91 100644
--- a/src/crepe/api/AI.h
+++ b/src/crepe/api/AI.h
@@ -5,10 +5,16 @@
namespace crepe {
+/**
+ * \brief The AI component is used to control the movement of an entity using AI.
+ *
+ * The AI component can be used to control the movement of an entity. The AI component can be used
+ * to implement different behaviors such as seeking, fleeing, arriving, and path following.
+ */
class AI : public Component {
public:
- enum BehaviorType {
- NONE = 0x00000,
+ //! The different types of behaviors that can be used
+ enum BehaviorTypeMask {
SEEK = 0x00002,
FLEE = 0x00004,
ARRIVE = 0x00008,
@@ -16,54 +22,107 @@ public:
};
public:
+ /**
+ * \param id The id of the game object
+ * \param max_force The maximum force that can be applied to the entity
+ */
AI(game_object_id_t id, float max_force);
- bool on(BehaviorType behavior) const { return (flags & behavior) == behavior; }
+ /**
+ * \brief Check if a behavior is on (aka activated)
+ *
+ * \param behavior The behavior to check
+ * \return true if the behavior is on, false otherwise
+ */
+ bool on(BehaviorTypeMask behavior) const { return (flags & behavior); }
+ //! Turn on the seek behavior
void seek_on() { flags |= SEEK; }
- void seek_off() {
- if (on(SEEK)) flags ^= SEEK;
- }
+ //! Turn off the seek behavior
+ void seek_off() { flags &= ~SEEK; }
+ //! Turn on the flee behavior
void flee_on() { flags |= FLEE; }
- void flee_off() {
- if (on(FLEE)) flags ^= FLEE;
- }
+ //! Turn off the flee behavior
+ void flee_off() { flags &= ~FLEE; }
+ //! Turn on the arrive behavior
void arrive_on() { flags |= ARRIVE; }
- void arrive_off() {
- if (on(ARRIVE)) flags ^= ARRIVE;
- }
+ //! Turn off the arrive behavior
+ void arrive_off() { flags &= ~ARRIVE; }
+ //! Turn on the path follow behavior
void path_follow_on() { flags |= PATH_FOLLOW; }
- void path_follow_off() {
- if (on(PATH_FOLLOW)) flags ^= PATH_FOLLOW;
- }
+ //! Turn off the path follow behavior
+ void path_follow_off() { flags &= ~PATH_FOLLOW; }
- void add_path_node(vec2 node) { path.push_back(node); }
+ /**
+ * \brief Add a path node (for the path following behavior)
+ *
+ * \note The path is not relative to the entity's position (it is an absolute path)
+ *
+ * \param node The path node to add
+ */
+ void add_path_node(const vec2 & node) { path.push_back(node); }
+ /**
+ * \brief Make a circle path (for the path following behavior)
+ *
+ * \note The path is not relative to the entity's position (it is an absolute path)
+ *
+ * \param radius The radius of the circle (in game units)
+ * \param center The center of the circle (in game units)
+ * \param start_angle The start angle of the circle (in radians)
+ * \param clockwise The direction of the circle
+ */
+ void make_circle_path(float radius, const vec2 & center = {0, 0}, float start_angle = 0,
+ bool clockwise = true);
+ /**
+ * \brief Make an oval path (for the path following behavior)
+ *
+ * \note The path is not relative to the entity's position (it is an absolute path)
+ *
+ * \param radius_x The x radius of the oval (in game units)
+ * \param radius_y The y radius of the oval (in game units)
+ * \param center The center of the oval (in game units)
+ * \param start_angle The start angle of the oval (in radians)
+ * \param clockwise The direction of the oval
+ * \param rotation The rotation of the oval (in radians)
+ */
+ void make_oval_path(float radius_x, float radius_y, const vec2 & center = {0, 0},
+ float start_angle = 0, bool clockwise = true, float rotation = 0);
public:
+ //! The maximum force that can be applied to the entity (higher values will make the entity adjust faster)
float max_force;
- // The target to seek or arrive at
+ //! The target to seek at
vec2 seek_target;
- // The target to flee from
+ //! The target to arrive at
+ vec2 arrive_target;
+ //! The target to flee from
vec2 flee_target;
- // The distance at which the entity will start to flee from the target
+ //! The distance at which the entity will start to flee from the target
float square_flee_panic_distance = 200.0f * 200.0f;
- // The deceleration rate for the arrive behavior (higher values will make the entity decelerate faster (less overshoot))
+ //! The deceleration rate for the arrive behavior (higher values will make the entity decelerate faster (less overshoot))
float arrive_deceleration = 40.0f;
- // The path to follow
+ //! The path to follow (for the path following behavior)
std::vector<vec2> path;
- // The distance from the path node at which the entity will move to the next node
+ //! The distance from the path node at which the entity will move to the next node (automatically set by make_circle_path())
float path_node_distance = 400.0f;
- // Looping behavior for the path
+ //! Looping behavior for the path
bool path_loop = true;
private:
- // The flags for the behaviors
+ //! The flags for the behaviors
int flags = 0;
- // The current path index
+ //! The current path index
size_t path_index = 0;
- // The AISystem is the only class that can access the private members of AI
+ //! The AISystem is the only class that should access the flags and path_index variables
friend class AISystem;
+
+ //! The minimum amount of steps for the path following behavior
+ static constexpr int MIN_STEP = 16;
+ //! The radius to step size ratio for the path following behavior
+ static constexpr float RADIUS_TO_STEP = 400.0f;
+ //! The path node distance factor for the path following behavior
+ static constexpr float PATH_NODE_DISTANCE_FACTOR = 0.75f;
};
} // namespace crepe