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Diffstat (limited to 'src/crepe/api/AI.h')
-rw-r--r-- | src/crepe/api/AI.h | 114 |
1 files changed, 114 insertions, 0 deletions
diff --git a/src/crepe/api/AI.h b/src/crepe/api/AI.h new file mode 100644 index 0000000..18276a1 --- /dev/null +++ b/src/crepe/api/AI.h @@ -0,0 +1,114 @@ +#pragma once + +#include "Component.h" +#include "types.h" + +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, + FLEE = 0x00004, + ARRIVE = 0x00008, + PATH_FOLLOW = 0x00010, + }; + +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; + } + + /** + * \brief Add a path node + * + * \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(vec2 node) { path.push_back(node); } + /** + * \brief Make a circle path + * + * \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, 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 + vec2 seek_target; + //! The target to flee from + vec2 flee_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)) + float arrive_deceleration = 40.0f; + //! The path to follow + std::vector<vec2> path; + //! 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 + bool path_loop = true; + +private: + //! The flags for the behaviors + int flags = 0; + //! The current path index + size_t path_index = 0; + + //! The AISystem is the only class that should access the flags and path_index variables + friend class AISystem; +}; + +} // namespace crepe |