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-rw-r--r--src/crepe/api/AI.h55
1 files changed, 55 insertions, 0 deletions
diff --git a/src/crepe/api/AI.h b/src/crepe/api/AI.h
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+#pragma once
+
+#include "Component.h"
+#include "types.h"
+
+namespace crepe {
+
+class AI : public Component {
+public:
+ enum BehaviorType {
+ NONE = 0x00000,
+ SEEK = 0x00002,
+ FLEE = 0x00004,
+ ARRIVE = 0x00008,
+ PATH_FOLLOW = 0x00010,
+ };
+
+public:
+ AI(game_object_id_t id, float max_force);
+
+ bool on(BehaviorType behavior) const { return (flags & behavior) == behavior; }
+ void seek_on() { flags |= SEEK; }
+ void seek_off() {
+ if (on(SEEK)) flags ^= SEEK;
+ }
+ void flee_on() { flags |= FLEE; }
+ void flee_off() {
+ if (on(FLEE)) flags ^= FLEE;
+ }
+ void arrive_on() { flags |= ARRIVE; }
+ void arrive_off() {
+ if (on(ARRIVE)) flags ^= ARRIVE;
+ }
+ void path_follow_on() { flags |= PATH_FOLLOW; }
+ void path_follow_off() {
+ if (on(PATH_FOLLOW)) flags ^= PATH_FOLLOW;
+ }
+
+public:
+ 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 = 100.0f * 100.0f;
+ // The deceleration rate for the arrive behavior (higher values will make the entity decelerate faster (less overshoot))
+ float arrive_deceleration = 2.0f;
+
+private:
+ int flags = 0;
+};
+
+} // namespace crepe