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author | max-001 <maxsmits21@kpnmail.nl> | 2024-12-09 11:28:06 +0100 |
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committer | max-001 <maxsmits21@kpnmail.nl> | 2024-12-09 11:28:06 +0100 |
commit | 6cee1cff083fc50eeedf88537965d3c79e7b790a (patch) | |
tree | 7e292157b73ab6d10e4ff3a63ddc5d5a909d009d /src/crepe/api/AI.h | |
parent | 33a072db28d71ba65e59f9491abd42dbf9695fc4 (diff) |
Added Doxygen
Diffstat (limited to 'src/crepe/api/AI.h')
-rw-r--r-- | src/crepe/api/AI.h | 50 |
1 files changed, 40 insertions, 10 deletions
diff --git a/src/crepe/api/AI.h b/src/crepe/api/AI.h index 35b8998..9f5c0a8 100644 --- a/src/crepe/api/AI.h +++ b/src/crepe/api/AI.h @@ -5,8 +5,15 @@ 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: + //! The different types of behaviors that can be used enum BehaviorType { NONE = 0x00000, SEEK = 0x00002, @@ -16,53 +23,76 @@ 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); + /** + * \brief Check if a behavior is on/activated + * + * \param behavior The behavior to check + * \return true if the behavior is on, false otherwise + */ bool on(BehaviorType behavior) const { return (flags & behavior) == behavior; } + //! Turn on the seek behavior void seek_on() { flags |= SEEK; } + //! Turn off the seek behavior void seek_off() { if (on(SEEK)) flags ^= SEEK; } + //! Turn on the flee behavior void flee_on() { flags |= FLEE; } + //! Turn off the flee behavior void flee_off() { if (on(FLEE)) flags ^= FLEE; } + //! Turn on the arrive behavior void arrive_on() { flags |= ARRIVE; } + //! Turn off the arrive behavior void arrive_off() { if (on(ARRIVE)) flags ^= ARRIVE; } + //! Turn on the path follow behavior void path_follow_on() { flags |= PATH_FOLLOW; } + //! Turn off the path follow behavior void path_follow_off() { if (on(PATH_FOLLOW)) flags ^= PATH_FOLLOW; } + //! Add a path node to the path void add_path_node(vec2 node) { path.push_back(node); } + //! Create a circle path + void make_circle_path(float radius, vec2 center = {0, 0}, float start_angle = 0, + bool clockwise = true); 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 or arrive at vec2 seek_target; - // The target to flee from + //! 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 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 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; }; |