diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/crepe/api/AI.cpp | 2 | ||||
-rw-r--r-- | src/crepe/api/AI.h | 47 | ||||
-rw-r--r-- | src/crepe/system/AISystem.cpp | 32 | ||||
-rw-r--r-- | src/crepe/system/AISystem.h | 6 |
4 files changed, 80 insertions, 7 deletions
diff --git a/src/crepe/api/AI.cpp b/src/crepe/api/AI.cpp index 6b63216..7f820a8 100644 --- a/src/crepe/api/AI.cpp +++ b/src/crepe/api/AI.cpp @@ -2,7 +2,7 @@ namespace crepe { -AI::AI(game_object_id_t id, double mass, double max_speed, double max_force) +AI::AI(game_object_id_t id, float mass, float max_speed, float max_force) : Component(id), mass(mass), max_speed(max_speed), diff --git a/src/crepe/api/AI.h b/src/crepe/api/AI.h index b755439..faeeba5 100644 --- a/src/crepe/api/AI.h +++ b/src/crepe/api/AI.h @@ -7,12 +7,51 @@ namespace crepe { class AI : public Component { public: - AI(game_object_id_t id, double mass, double max_speed, double max_force); + enum BehaviorType { + NONE = 0x00000, + SEEK = 0x00002, + FLEE = 0x00004, + ARRIVE = 0x00008, + PATH_FOLLOW = 0x00010, + }; public: - double mass; - double max_speed; - double max_force; + 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: + int flags = 0; }; } // namespace crepe diff --git a/src/crepe/system/AISystem.cpp b/src/crepe/system/AISystem.cpp index 012f4fa..12da3d9 100644 --- a/src/crepe/system/AISystem.cpp +++ b/src/crepe/system/AISystem.cpp @@ -1,6 +1,34 @@ +#include "../ComponentManager.h" + #include "AISystem.h" -#include <iostream> using namespace crepe; -void AISystem::update() { std::cout << "AI System update" << std::endl; } +void AISystem::update() { + ComponentManager & mgr = this->component_manager; + RefVector<AI> ai_components = mgr.get_components_by_type<AI>(); + + for (AI & ai : ai_components) { + vec2 force = this->calculate(ai); + //... + } +} + +vec2 AISystem::calculate(AI & ai) { + vec2 force; + + if (ai.on(AI::BehaviorType::SEEK)) { + // Seek the target + } + 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; +} diff --git a/src/crepe/system/AISystem.h b/src/crepe/system/AISystem.h index 4138e01..eb8d08c 100644 --- a/src/crepe/system/AISystem.h +++ b/src/crepe/system/AISystem.h @@ -1,6 +1,9 @@ #pragma once +#include "api/AI.h" + #include "System.h" +#include "types.h" namespace crepe { @@ -9,6 +12,9 @@ public: using System::System; void update() override; + +private: + vec2 calculate(AI & ai); }; } // namespace crepe |