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author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-11 18:37:23 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-11 18:37:23 +0100 |
commit | ca6c4f30df6612f60db0fdfe4c2d366d7e4da8ea (patch) | |
tree | 199878898c2ddcdd2f7f6a1b76c165c2c7db5c8d /src/crepe/system/AISystem.h | |
parent | f0ecbea57a4d75905c4ee79608807187cd8f3e72 (diff) | |
parent | 30c17c98e54c1534664de08ca3838c40c859d166 (diff) |
merge master
Diffstat (limited to 'src/crepe/system/AISystem.h')
-rw-r--r-- | src/crepe/system/AISystem.h | 81 |
1 files changed, 81 insertions, 0 deletions
diff --git a/src/crepe/system/AISystem.h b/src/crepe/system/AISystem.h new file mode 100644 index 0000000..04807cf --- /dev/null +++ b/src/crepe/system/AISystem.h @@ -0,0 +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 fixed_update() override; + +private: + /** + * \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); + + /** + * \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 |