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author | JAROWMR <jarorutjes07@gmail.com> | 2024-12-11 20:12:12 +0100 |
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committer | JAROWMR <jarorutjes07@gmail.com> | 2024-12-11 20:12:12 +0100 |
commit | c90423d5c9d38ae426c168e52994a4fd63e6f266 (patch) | |
tree | fa18eae598cf0fccbb0f2dffd3e1d76fedaed53a /src/crepe/system/AISystem.h | |
parent | 9b4f6f24f29e8873a14989ba8c9fccfbc460af7f (diff) | |
parent | 194ee3f192c3343c3ccc28dfa97fed180503ffd4 (diff) |
merge master
Diffstat (limited to 'src/crepe/system/AISystem.h')
-rw-r--r-- | src/crepe/system/AISystem.h | 67 |
1 files changed, 61 insertions, 6 deletions
diff --git a/src/crepe/system/AISystem.h b/src/crepe/system/AISystem.h index 27861d9..d5f8a8e 100644 --- a/src/crepe/system/AISystem.h +++ b/src/crepe/system/AISystem.h @@ -1,26 +1,81 @@ #pragma once #include "api/AI.h" +#include "api/Rigidbody.h" #include "System.h" +#include "api/Transform.h" #include "types.h" namespace crepe { +/** + * \brief The AISystem is used to control the movement of entities using AI. + * + * The AISystem is used to control the movement of entities using AI. The AISystem can be used to + * implement different behaviors such as seeking, fleeing, arriving, and path following. + */ class AISystem : public System { public: using System::System; + //! Update the AI system void update() override; private: - vec2 calculate(AI & ai); - bool accumulate_force(AI & ai, vec2 & running_total, vec2 force_to_add); + /** + * \brief Calculate the total force to apply to the entity + * + * \param ai The AI component + * \param rigidbody The Rigidbody component + */ + vec2 calculate(AI & ai, const Rigidbody & rigidbody); + /** + * \brief Accumulate the force to apply to the entity + * + * \param ai The AI component + * \param running_total The running total of the force + * \param force_to_add The force to add + * \return true if the force was added, false otherwise + */ + bool accumulate_force(const AI & ai, vec2 & running_total, vec2 & force_to_add); - vec2 seek(const AI & ai); - vec2 flee(const AI & ai); - vec2 arrive(const AI & ai); - vec2 path_follow(AI & ai); + /** + * \brief Calculate the seek force + * + * \param ai The AI component + * \param rigidbody The Rigidbody component + * \param transform The Transform component + * \return The seek force + */ + vec2 seek(const AI & ai, const Rigidbody & rigidbody, const Transform & transform) const; + /** + * \brief Calculate the flee force + * + * \param ai The AI component + * \param rigidbody The Rigidbody component + * \param transform The Transform component + * \return The flee force + */ + vec2 flee(const AI & ai, const Rigidbody & rigidbody, const Transform & transform) const; + /** + * \brief Calculate the arrive force + * + * \param ai The AI component + * \param rigidbody The Rigidbody component + * \param transform The Transform component + * \return The arrive force + */ + vec2 arrive(const AI & ai, const Rigidbody & rigidbody, const Transform & transform) const; + /** + * \brief Calculate the path follow force + * + * \param ai The AI component + * \param rigidbody The Rigidbody component + * \param transform The Transform component + * \return The path follow force + */ + vec2 path_follow(AI & ai, const Rigidbody & rigidbody, const Transform & transform); }; } // namespace crepe |