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-rw-r--r--src/crepe/api/AI.cpp11
-rw-r--r--src/crepe/api/AI.h60
-rw-r--r--src/crepe/api/CMakeLists.txt2
-rw-r--r--src/crepe/api/LoopManager.cpp14
-rw-r--r--src/crepe/api/Vector2.h24
-rw-r--r--src/crepe/api/Vector2.hpp48
-rw-r--r--src/crepe/system/AISystem.cpp78
-rw-r--r--src/crepe/system/AISystem.h23
-rw-r--r--src/crepe/system/CMakeLists.txt2
9 files changed, 261 insertions, 1 deletions
diff --git a/src/crepe/api/AI.cpp b/src/crepe/api/AI.cpp
new file mode 100644
index 0000000..7f820a8
--- /dev/null
+++ b/src/crepe/api/AI.cpp
@@ -0,0 +1,11 @@
+#include "AI.h"
+
+namespace crepe {
+
+AI::AI(game_object_id_t id, float mass, float max_speed, float max_force)
+ : Component(id),
+ mass(mass),
+ max_speed(max_speed),
+ max_force(max_force) {}
+
+} // namespace crepe
diff --git a/src/crepe/api/AI.h b/src/crepe/api/AI.h
new file mode 100644
index 0000000..242ff89
--- /dev/null
+++ b/src/crepe/api/AI.h
@@ -0,0 +1,60 @@
+#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 mass, float max_speed, 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 mass;
+ float max_speed;
+ 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:
+ vec2 velocity;
+ friend class AISystem;
+
+ int flags = 0;
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt
index b2e3df8..9f61ef5 100644
--- a/src/crepe/api/CMakeLists.txt
+++ b/src/crepe/api/CMakeLists.txt
@@ -24,6 +24,7 @@ target_sources(crepe PUBLIC
Script.cpp
Button.cpp
UIObject.cpp
+ AI.cpp
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
@@ -58,4 +59,5 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
Asset.h
Button.h
UIObject.h
+ AI.h
)
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
index b9e91dd..2f8a0a7 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -1,3 +1,5 @@
+#include "../facade/SDLContext.h"
+#include "../system/AISystem.h"
#include "../system/AnimatorSystem.h"
#include "../system/CollisionSystem.h"
#include "../system/InputSystem.h"
@@ -23,6 +25,7 @@ LoopManager::LoopManager() {
this->load_system<RenderSystem>();
this->load_system<ScriptSystem>();
this->load_system<InputSystem>();
+ this->load_system<AISystem>();
}
void LoopManager::process_input() { this->get_system<InputSystem>().update(); }
@@ -58,6 +61,11 @@ void LoopManager::loop() {
this->render();
timer.enforce_frame_rate();
+
+ // Stop the game after 10 seconds, for testing purposes
+ if (timer.get_current_time() > 10) {
+ this->game_running = false;
+ }
}
}
@@ -67,6 +75,7 @@ void LoopManager::setup() {
this->scene_manager.load_next_scene();
timer.start();
timer.set_fps(200);
+ this->scene_manager.load_next_scene();
}
void LoopManager::render() {
@@ -75,4 +84,7 @@ void LoopManager::render() {
this->get_system<RenderSystem>().update();
}
-void LoopManager::update() {}
+void LoopManager::update() {
+ this->get_system<AnimatorSystem>().update();
+ this->get_system<AISystem>().update();
+}
diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h
index c278c87..bf9d124 100644
--- a/src/crepe/api/Vector2.h
+++ b/src/crepe/api/Vector2.h
@@ -66,6 +66,30 @@ struct Vector2 {
//! Checks if this vector is not equal to another vector.
bool operator!=(const Vector2<T> & other) const;
+
+ //! Truncates the vector to a maximum length.
+ void truncate(T max);
+
+ //! Normalizes the vector (resulting in vector with a length of 1).
+ void normalize();
+
+ //! Returns the length of the vector.
+ T length() const;
+
+ //! Returns the squared length of the vector.
+ T length_squared() const;
+
+ //! Returns the dot product (inwendig product) of this vector and another vector.
+ T dot(const Vector2<T> & other) const;
+
+ //! Returns the distance between this vector and another vector.
+ T distance(const Vector2<T> & other) const;
+
+ //! Returns the squared distance between this vector and another vector.
+ T distance_squared(const Vector2<T> & other) const;
+
+ //! Returns the perpendicular vector to this vector.
+ Vector2 perpendicular() const;
};
} // namespace crepe
diff --git a/src/crepe/api/Vector2.hpp b/src/crepe/api/Vector2.hpp
index cad15f8..ff53cb0 100644
--- a/src/crepe/api/Vector2.hpp
+++ b/src/crepe/api/Vector2.hpp
@@ -1,5 +1,7 @@
#pragma once
+#include <cmath>
+
#include "Vector2.h"
namespace crepe {
@@ -115,4 +117,50 @@ bool Vector2<T>::operator!=(const Vector2<T> & other) const {
return !(*this == other);
}
+template <class T>
+void Vector2<T>::truncate(T max) {
+ if (length() > max) {
+ normalize();
+ *this *= max;
+ }
+}
+
+template <class T>
+void Vector2<T>::normalize() {
+ T len = length();
+ if (len > 0) {
+ *this /= len;
+ }
+}
+
+template <class T>
+T Vector2<T>::length() const {
+ return std::sqrt(x * x + y * y);
+}
+
+template <class T>
+T Vector2<T>::length_squared() const {
+ return x * x + y * y;
+}
+
+template <class T>
+T Vector2<T>::dot(const Vector2<T> & other) const {
+ return x * other.x + y * other.y;
+}
+
+template <class T>
+T Vector2<T>::distance(const Vector2<T> & other) const {
+ return (*this - other).length();
+}
+
+template <class T>
+T Vector2<T>::distance_squared(const Vector2<T> & other) const {
+ return (*this - other).length_squared();
+}
+
+template <class T>
+Vector2<T> Vector2<T>::perpendicular() const {
+ return {-y, x};
+}
+
} // namespace crepe
diff --git a/src/crepe/system/AISystem.cpp b/src/crepe/system/AISystem.cpp
new file mode 100644
index 0000000..3c61c78
--- /dev/null
+++ b/src/crepe/system/AISystem.cpp
@@ -0,0 +1,78 @@
+#include "api/LoopTimer.h"
+#include "api/Transform.h"
+#include "manager/ComponentManager.h"
+#include "manager/Mediator.h"
+#include "types.h"
+
+#include "AISystem.h"
+
+using namespace crepe;
+
+void AISystem::update() {
+ const Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.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;
+ }
+}
+
+vec2 AISystem::calculate(AI & ai) {
+ vec2 force;
+
+ if (ai.on(AI::BehaviorType::SEEK)) {
+ 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
+ }
+ if (ai.on(AI::BehaviorType::ARRIVE)) {
+ // Arrive at the target
+ }
+ if (ai.on(AI::BehaviorType::PATH_FOLLOW)) {
+ // Follow the path
+ }
+
+ 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) {
+ const Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.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;
+}
diff --git a/src/crepe/system/AISystem.h b/src/crepe/system/AISystem.h
new file mode 100644
index 0000000..5e94ccb
--- /dev/null
+++ b/src/crepe/system/AISystem.h
@@ -0,0 +1,23 @@
+#pragma once
+
+#include "api/AI.h"
+
+#include "System.h"
+#include "types.h"
+
+namespace crepe {
+
+class AISystem : public System {
+public:
+ using System::System;
+
+ void update() override;
+
+private:
+ vec2 calculate(AI & ai);
+ bool accumulate_force(vec2 & running_total, vec2 force_to_add);
+
+ vec2 seek(const AI & ai);
+};
+
+} // namespace crepe
diff --git a/src/crepe/system/CMakeLists.txt b/src/crepe/system/CMakeLists.txt
index 95f6e33..7de5198 100644
--- a/src/crepe/system/CMakeLists.txt
+++ b/src/crepe/system/CMakeLists.txt
@@ -7,6 +7,7 @@ target_sources(crepe PUBLIC
RenderSystem.cpp
AnimatorSystem.cpp
InputSystem.cpp
+ AISystem.cpp
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
@@ -17,4 +18,5 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
RenderSystem.h
AnimatorSystem.h
InputSystem.h
+ AISystem.h
)