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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/system/AISystem.h | |
parent | 33a072db28d71ba65e59f9491abd42dbf9695fc4 (diff) |
Added Doxygen
Diffstat (limited to 'src/crepe/system/AISystem.h')
-rw-r--r-- | src/crepe/system/AISystem.h | 44 |
1 files changed, 44 insertions, 0 deletions
diff --git a/src/crepe/system/AISystem.h b/src/crepe/system/AISystem.h index 27861d9..670d20d 100644 --- a/src/crepe/system/AISystem.h +++ b/src/crepe/system/AISystem.h @@ -7,19 +7,63 @@ 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: + /** + * \brief Calculate the total force to apply to the entity + * + * \param ai The AI component + */ vec2 calculate(AI & ai); + /** + * \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(AI & ai, vec2 & running_total, vec2 force_to_add); + /** + * \brief Calculate the seek force + * + * \param ai The AI component + * \return The seek force + */ vec2 seek(const AI & ai); + /** + * \brief Calculate the flee force + * + * \param ai The AI component + * \return The flee force + */ vec2 flee(const AI & ai); + /** + * \brief Calculate the arrive force + * + * \param ai The AI component + * \return The arrive force + */ vec2 arrive(const AI & ai); + /** + * \brief Calculate the path follow force + * + * \param ai The AI component + * \return The path follow force + */ vec2 path_follow(AI & ai); }; |