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Diffstat (limited to 'src/crepe/system/AISystem.cpp')
-rw-r--r--src/crepe/system/AISystem.cpp45
1 files changed, 43 insertions, 2 deletions
diff --git a/src/crepe/system/AISystem.cpp b/src/crepe/system/AISystem.cpp
index 12da3d9..9029f32 100644
--- a/src/crepe/system/AISystem.cpp
+++ b/src/crepe/system/AISystem.cpp
@@ -1,4 +1,7 @@
#include "../ComponentManager.h"
+#include "api/LoopTimer.h"
+#include "api/Transform.h"
+#include "types.h"
#include "AISystem.h"
@@ -8,9 +11,19 @@ void AISystem::update() {
ComponentManager & mgr = this->component_manager;
RefVector<AI> ai_components = mgr.get_components_by_type<AI>();
+ double dt = LoopTimer::get_instance().get_delta_time();
+
for (AI & ai : ai_components) {
vec2 force = this->calculate(ai);
- //...
+ vec2 acceleration = force / ai.mass;
+ ai.velocity += acceleration * dt;
+ ai.velocity.truncate(ai.max_speed);
+
+ // Update the position
+ RefVector<Transform> transforms
+ = mgr.get_components_by_id<Transform>(ai.game_object_id);
+ Transform & transform = transforms.front().get();
+ transform.position += ai.velocity * dt;
}
}
@@ -18,7 +31,11 @@ vec2 AISystem::calculate(AI & ai) {
vec2 force;
if (ai.on(AI::BehaviorType::SEEK)) {
- // Seek the target
+ vec2 force_to_add = this->seek(ai);
+
+ if (!this->accumulate_force(force, force_to_add)) {
+ return force;
+ }
}
if (ai.on(AI::BehaviorType::FLEE)) {
// Flee from the target
@@ -32,3 +49,27 @@ vec2 AISystem::calculate(AI & ai) {
return force;
}
+
+bool AISystem::accumulate_force(vec2 & running_total, vec2 force_to_add) {
+ double magnitude_remaining = running_total.length();
+ double magnitude_to_add = force_to_add.length();
+
+ if (magnitude_remaining + magnitude_to_add > 0) {
+ running_total += force_to_add;
+ return true;
+ }
+
+ return false;
+}
+
+vec2 AISystem::seek(const AI & ai) {
+ ComponentManager & mgr = this->component_manager;
+ RefVector<Transform> transforms = mgr.get_components_by_id<Transform>(ai.game_object_id);
+ Transform & transform = transforms.front().get();
+
+ vec2 desired_velocity = ai.seek_target - transform.position;
+ desired_velocity.normalize();
+ desired_velocity *= ai.max_speed;
+
+ return desired_velocity - ai.velocity;
+}